Continuing the discussion from Rubfish/Rafles VFX stuff:
Some people asked me for a complete breakdown so here it is c:
The trail is this texture, with a bit of noise to make it looks less static.
The flames towards the sphere are that, just offset it C:
Just adjust the position/rotation of the meshes and the direction of the trails until they match c:
The impact is made with a cilinder with modifications in the UV and a flames texture panning (B channel used to dissolve, controlling the dissolve using a custom data in the particle system and the vertexcolor.alpha). I also animate the scale and the speed to make it feel more… Fluid
Some sparks, flames, details and a lot of polishing in the timing.
I made this textures for the flames, a directional shape with a controlled handpainted dissolve in the blue channel.
With a control in the dissolve and animating the scale and the color c:
The last part is just a few meshes spawning towards a point with a paning shape and some noise (similar to the original charge) and a glow with a few flames to make it feels less static.
And that’s all c: