I’m newer to VFX so I’m still learning all of the terms and methods for how people approach making cool visual effects. I mostly use Unity (Shuriken), Photoshop, Procreate, and some other stuff, but I’ve seen what people have done using a lot of other programs.
I saw a recent post by Riot about the rework they’re planning for an older champion ‘Volibear’ on the page, they actually go through and deconstruct (presumably) one of his attack visual effects.
I saw two things that I hadn’t seen in VFX construction before, one that made perfect sense, and one that made sense, but I had never heard used, and haven’t been able to find any solid resources on it in specific relation to Unity. This is the example they posted more specifically.
It looks like a map that is used to determine what appears and falls off first based on the color channels, but I can’t find like an obvious wiki page like one might find for alpha maps, or shaders vs materials.
I would greatly appreciate any direction/tutorials concerning “Erosion Maps” but I also have a couple other questions:
- Is there another term for an erosion map that I might just be missing?
- On the assumption that this isn’t something currently native to Unity, would it be reasonable to assume I could write a shader to make up for this?
Also here is an example of a quick and dirty ice particle I made in Unity to practice motion. (I’m not sure how to embed stuff like this?)
Thanks to anyone who can help with this. <3