Breakdown #Flame Shrine

VFX Components I Will Cover
Water Domain
Explosion
Paper Talisman






Talisman
Shader


Final Preview
I wanted the overall effect to carry a Japanese ritualistic atmosphere. Drawing inspiration from depictions of supernatural and exorcism rituals, I incorporated paper talismans marked with writings.
In addition to that i wanted to include the flame aspect of the effect into as many elements as possible so i created a burning shader for the talisman.
Talisman Texture




Preview
The talisman’s primary texture was created in Material Maker. I began by generating a square border through the subtraction of two square shapes, then layered it over a soft noise texture to establish the background. Finally, I overlaid Japanese characters on top to complete the design.


Talisman Burn Alpha
A soft Simple Noise node is great for situations like this, when you add it to an existing texture and clamp it to 1 it gives us a nice secondary noise to an existing baseline, which is the inverted Y gradient in this case.
I wanted the talismans to convey strong motion, as if being lifted and flapped by the surrounding flames winds. To achieve this, I instantly thought about sine waves, perfect for seamless back and forth motion. So I applied them to the talisman’s Z axis position, giving them a natural, rhythmic movement.
Sin Visual Setup


I started by creating a Y axis gradient to give the talisman an initial upward tilt, then layered a repeating sine wave on top to add a wave like motion.
Multiplied the sine motion by a Y axis gradient so that the bottom of the talisman remains unaffected, ensuring it stays anchored to the ground. Also set a strength parameter.


Tilt + Sine




Tilt Demonstration


Outcome
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Combined the textures, and fed them into a Sample Gradient in engine.
Talisman Colors
Gradient For Tilt


Preview


Talisman Fire Highlight


Preview
To create a fire highlight, I duplicated the Step node and offset its input value, effectively pushing one mask slightly “ahead” of the other. This offset creates a defined highlight band, where increasing the offset results in a thicker line.
To achieve a convincing burning paper look, I needed a dynamic alpha that mimics the movement of a flame, while also allowing precise control over its height to drive the VFX dissolve.
Feeding the texture into a Step node gives both the sharp cut off and the control I needed by playing with the Edge(1) parameter, later animating it with a curve in the VFX graph.
For the sine wave I first needed a repeating scrolling texture to dictate where the sine distortion will take an effect, so I generated one.


Repeating Logic
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Time speed
Reset every 1.9 seconds
Offset 0.9 units to opposite direction
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Flip Direction
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Preview


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Implementing Logic with texture


I repeated the setup with varied parameters for the Multiply and Add nodes to introduce additional variation and create a more visually engaging texture.
Having the sine distortion effect only the scrolling area by multiplying with the texture.


Lastly I fed this result back into the object’s Z position to drive the motion along the forward axis.
Preview looking odd due to negative values.


I replaced the Y position in this case, due to the mesh being rotated inside maya being parallel to the ground instead of perpendicular, so Y is the meshes depth.
VFX
Logic / Behavior


I spawned the talismans along a circular shape using a Position Sequential block, which allowed me to distribute all instances simultaneously without randomization. This ensured they were evenly spaced around the circle.
Spawn Logic


Later, I wanted all the talismans to face a specific point, in this case its the center of the effect. To achieve this, I implemented a 2D rotation setup to manually calculate the angle each particle needed to rotate, ensuring they consistently oriented toward the target.
Rotation setup


Render Logic
This method can be used in Update, Initialize & Render phases. Depending on your needs.
Animate
appearance and disappearance
Connected to Spawn Burst value as well
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Animate disappearance
Slight random values for distortion variation
Slight random values for rotation variation
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I Used a curve to drive the disappearance dissolvement, as well as added a few slight randoms for a more natural look.
Explosion
Shader






Circle
Flares
Ground Burn
From analyzing ground explosion abilities, I identified three key priorities for the effect: ensuring a clear and readable hit radius, creating visually striking and appealing visual noise, and adding a satisfying aftermath to emphasize the explosion’s impact and damage potential.
Circle Mesh


Main Texture
Circle UV


For the Circle shader Iv mainly used layers of Voronoi Noise, and UV's Y gradients. Each layer was tweaks and altered by using nodes like Smoothsteps, Remaps, Adds & multiply later connected to a Clamp node to keep the values between 0 to 1.
Instead of relying on a circular texture, I used a circular UV setup to make standard textures scroll along the Y axis, allowing them to originate from the mesh’s center and extend outward to the edges. I also added additional edge loops to create smoother easing at the borders, enhancing the motion’s overall fluidity.














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Secondary Highlights
Mesh Border Highlight
Fill In Gradients
Final Output
Colored
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Rest of the breakdown is currently under construction


Custom Mesh
For the visual noise, I aimed to include an initial glare, as is common with explosions, accompanied by a simple yet eye catching primary flare. To add variety and fill visual gaps, I also incorporated secondary flares that contribute additional noise and detail to the effect.


Secondary Flares Texture
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Ground Burn Texture


Main Flares
Glare
Secondary Flares






The secondary flares were generated using a procedural texture based on Voronoi Noise, with their appearance refined through nodes such as Tiling & Offset and Smoothstep. The resulting texture was then applied to a custom mesh to achieve the desired directional flow.
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Main Flares Texture


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Sphere
Line Flare
VFX
Logic / Behavior
The Circle, Flares, and Ground Burn all spawn at the center of the effect, each using a scale up animation to drive their appearance. Their timing is staggered slightly through spawn delays and adjusted lifetimes to create a more dynamic and layered visual impact.


Spawn Logic


Render Logic
The secondary flares also spawn at the effect’s center, but use a burst spawn mode with a random Y axis rotation applied to each particle for variation and to fill the space as secondary noise.


Spawn Logic


Mesh Axis
Shader
Water Domain




Having a large AOE skill, I knew I needed to have a clear indicator where the effect hits. Therefor I made a readable clean ring as a baseline and on top of it I placed a secondary ring for visual purposes.
For inside the area, I wanted to have a nice contrast with the fire elements in both color & theme so I decided to go with blue water.
Rings
Water


Main Ring


Secondary Ring
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Water Texture


UV distortion




Color
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Fake Lighting
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VFX
Logic / Behavior
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Spawn Logic


Render Logic
END OF BREAKDOWN