Shield variation 1
This shield VFX was created entirely in the material editor by displacing specific geometry modeled in Houdini, without using Niagara or Cascade.
This approach is useful for creating smooth, interactive interpolation based on different inputs, such as distance to a specific actor including impact projectiles. It also allows for easy interactivity based on specific animation assets, like casting or blocking animations.
This approach is useful for creating smooth, interactive interpolation based on different inputs, such as distance to a specific actor including impact projectiles. It also allows for easy interactivity based on specific animation assets, like casting or blocking animations.
The four shield variations shown below use four master materials with different settings in their material instances.
Shield Body
The displacement vectors aren't restricted to world position offset, which allows them to follow bone deformations. So these geometric patterns can be used by skeletal meshes for effects such as body armor, shield, or exo-shell effects.
Shield variation 3
Using mesh displacement instead of material opacity allows the engine to process fewer transparency layers, thus decreasing overdraw. So, besides producing complex animated motion, this approach is also highly optimized.
Shield variation 4