Rayvell's Huntercraft VFX

I’m new to making VFX, but I like to research a bit of math with an artistic approach to making them. These effects were made for Huntercraft - a mobile project I working on in my free time. Zelda BOTW was an obvious example for me. Blow1

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Blow2

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For the fire, I used RGB masked fire shape. R - main fire shape, G - the first vertical tiled noise, B - the second tiled noise. Noises distort UV space with a different speed, and after that I use simple colorramp for fire colors and cutoff alpha.
Fire