Oh no, I’m getting a warning before posting here “Are you sure you want to continue this old conversation?” haha rip.
Thank you for your patience with my inactivity in answering questions that I’ve still yet to answer. @MetaZ I’m looking at your question about Senna E and W! ![]()
I did do an episode for the Real Time VFX Podcast with @TravisMcCallum Please go over to his thread to check it out. Happy to answer additional questions if there are any here.
I’m also participating in a livestream tonight at 6pm. This one is mostly focused on the VFX of League of Legends
Trails! I know I’ve talked much about them here before ~ You can get some great motion to trails by making sure that your texture makes sense for the direction that it’s going to flow. Make sure the eye has shapes it can follow as it flows that emphasize the direction and add interest to the shapes. If you want a dissipation feel try increasing the trails width over it’s lifetime to mimic the motion of a wake (like from the back of a boat). If you have the option you can always shorten the UV tile along with it to get less detail over the lifetime of the trail. That will help keep more interest/detail towards the leading edge of the trail. For funs also try adjusting the scroll speed over it’s lifetime. I’ve found that fast scroll into slow scroll with the above adjustments gives me a nice dissipation of energy look.
To get the value depth I’m spawning two trails with the same UV tile, one additive the other either subtractive or alphablend depending on the look I want. The lifetime of the alpha/subtract trail is shorter than the additive to keep the contrast at the head of the trail. Especially if you’re trails will go in mostly a straight line you don’t need much tessellation so can get away with two trails easytown.
Something else to try if you want a ribbon feel - keep the highest value of your trail texture to the edges for a more ribbon like look. It mimics the defined edge sheer ribbons have.
