After some amazing feedback from the VFX apprentice discord I decided to fix composition to make the water shield part of the effect a bit more centered
Then it goes through every frame to solve the biggest bounding box dimensions it can find and stores it in a variable.
Then for each frame it encodes a the vertex position in each horizontal texture coordinate normalized to the 0 to 1 range using the largest bounding box found in all frames
I know there’s tools that already do that like houdini but I kinda wanted to walk through the process of making my own tool, so this is what I’ve got so far… I’m planning on detailing it a bit further and share the source code once I’m done working on edge cases and optimization along with the actual FX so it could take a little while
Hi, thank you!, to achieve the looks of the concept I actually did some tweaks in a custom shader:
for the foam I’m using a simple texture I painted in photoshop
now for the “sub surface” color I’m using a fake light direction that is sampled in view space along with a normal map derived from the texture I did in photoshop