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Shadowfall Spire

Custom HLSL material node to displace and animate character vertices in a spiral motion

Tornado mesh with World Position Offset and additional elements

Particles sampled from a skeletal mesh, driven by curl and vortex noise with attraction forces, rendered using a mix of sprites and static meshes

Parallax Occlusion Mapping to enhance the illusion of depth for the final crater

Parallax Occlusion Mapping to enhance the illusion of depth for the final crater

Shadowfall Spire

In this personal project, I wanted to build on a previous VFX I created (which you can check out here: https://www.artstation.com/artwork/rlP8gE) and use the same approach to create a tornado effect instead of a beam. I imagined the character as a villain casting a tornado-like magic spell to defend against enemies.

I created the tornado shape in Houdini using a custom Wrangle node to build the form I was aiming for. On top of that, I used custom HLSL material nodes to deform the UVs, which you can find in my Gumroad store if you're interested:
👉 https://gloompixstudio.gumroad.com/l/ue5-custom-hlsl-materials?layout=profile

I also used the parallax occlusion mapping technique to add depth to the final crater. For this, I developed a Houdini HDA that generates a custom fracture shape, from which I exported maps and applied them to the POM material in Unreal Engine. This tool is also available here:
👉 https://gloompixstudio.gumroad.com/l/cyrtn?layout=profile