Summoning Weapon Attack
Goals:
Created dynamic character skill effects using a combination of hand-painted textures and particle systems.
IImplemented complex particle systems to realize ideas.
Part 1: Magic Circles
Texture&Material
I draw the texture in photoshop and layer the magic circle so that the magic circle in different layers rotates in different directions.
In material, adding multi-layer noise textures to achieve the effect of magic ring flow effect, use dynamic parameter to control all UV tilling, panner speed and intensity
Niagara
Create Niagara, the effect consists of three elements, Flare, magic circle and Light.
Flare is set by random values, so that the size and shape and duration of each flash are slightly different,and make it appear more dynamic through curves
The two circles animation controled by curves, and add delays to make it start and disappear as smooth as possible.
Achieves reasonable lighting by controlling Radius and Exponent in Light Render
Part 2: Axes and destruction
sketch
Because this is a personal project, I don't have to invest a lot of time in polishing concept drafts. What I need is to quickly capture my ideas and the main process, and then figure out how to make them.
destruction
Houdini can be used to create incredibly realistic ground destruction effects. Implementing destruction simulations with Houdini is more complex than using Unreal's built-in Chaos system, but the end results are truly worth it.
Niagara
During the summoning and striking of the ground, I added a multitude of particle elements like smoke, decals, debris, and lights to enrich the scene.
I wanted to convey the sensation of an axe slowly emerging from a portal, which required concealing part of the axe. I achieved this effect through eroding based on local coordinate offset.