Mythforge Games - Air Magic VFX

Niagara effects for air magic: a wind bolt, a gale orb and a razor wind with their impacts, an air cast, a gust, a stream of wind, a wind circle, a wind dash and an updraft, weapon and armour enchantments that wrap the gear in wind, a wind slash and a whirlwind strike, a tornado, a dust devil, a wind nova, a sonic boom, a vacuum, a wind wall, a gale line, a feather storm and a gale, the Hurricane and the Downburst, suspended, windswept, haste and breathless, a wind aura, a wind shield, a wind ward, a sky gate and feather fall. Wind is drawn in strokes: bright aqua lines with a darker edge that sweep along their curve head first and read against a bright sky. The wind carries things - leaves, feathers, stones and dust are lifted, whirled and dropped - and pressure shows as rings of bent air you see through. A kit of meshes comes with it: three feathers, two leaves and the wind's own stroke meshes.

WHAT'S INCLUDED

- Projectiles: a wind bolt in a turning wake of wind, an orb of compressed air with rings turning round it like a gyroscope, and a spinning disc of wind blades, each with its own impact - a ring of wind racing out with leaves thrown up, the orb blowing out in pressure rings, cuts of wind crossing on the spot

- Casts: a cone of wind out of the hand, a gust that blows dust, leaves and feathers ahead of it, a looping stream of wind, a looping wind circle under the caster with leaves riding round it, a wind dash along a corridor of streaks, and an updraft that throws leaves high

- Weapon enchantments, shown on a simple sword included in the pack: the blade wrapped in wind - strokes streaming up it under a pale aqua film - with coils of wind turning round it; a spiral of wind climbing the blade as the wind takes hold; and the wind bursting off it in rings

- Armour enchantments, shown on a simple armour on a stand: the plates wrapped in wind with rings turning round the torso and feathers riding round it; the wind climbing it from the feet in a spiral; and the wind blowing off it in rings when struck

- The wind coating is a material: put it on your own weapon or armour as an Overlay Material (its Coverage makes the wind climb the mesh), or set an enchantment's coat to your mesh

- Weapon attacks: a wind slash (a crescent stroke sweeping round its arc with an echo) and a whirlwind strike (three rings of wind sweeping round the caster)

- Area spells: a tornado with stones, leaves and dust whirled up it, a dust devil, a wind nova racing out over the ground, a sonic boom, a vacuum that pulls everything in before it bursts back out, a wind wall that holds leaves floating in its rising air, a gale line of blasts running forward, a feather storm, and a gale to place where the wind should blow

- Hurricane: the wind circle draws itself out under the caster while the wind gathers, then three walls of wind turn round them under a storm cloud, stones, leaves and feathers whirled round in it, until it blows out in a ring

- Downburst: a storm cloud gathers overhead, a column of air slams down out of it, and the ground is flattened - a pressure ring, a ring of wind and a wall of dust racing out, leaves and stones blasted away

- Status: suspended (a target held in a sphere of wind), windswept (a headwind blowing past a slowed target), haste (wind turning round the feet) and breathless (the air drawn out at the head)

- Looping effects: a wind aura, a wind shield of turning rings round a dome of wind, a sky gate standing up with wind spiralling into it, and feather fall; and a wind ward that flashes up round the caster for a parry

- Projectiles and looping effects run while they are active: attach a projectile to your actor and deactivate it on hit, and its trail fades on its own

- Impacts follow the surface they hit: turn them to the hit's normal and their bursts work on floors and walls alike

- Scale the actor and the effect scales with it, keeping its timing

- An overview map that fires every effect on a loop, the projectiles flying in and striking the ground, the enchantments on the sword and armour, and a sword wearing the wind coating as an Overlay Material

TECHNICAL DETAILS

- Niagara systems: 40, all CPU; the three projectiles, the stream, the wind circle, the blade and armour enchantments, the tornado, the dust devil, the wind wall, the gale, the four status effects, the aura, the shield, the sky gate and feather fall loop; the rest are one-shot bursts

- The sword enchantments run along the system's +Z from its origin (the grip) to 1 m: attach them to a weapon socket with +Z along the blade. The armour enchantments sit around the origin: attach them to a chest or spine socket

- Scalability: every system has a Niagara Effect Type - one for the bursts, one for the looping effects - with distance culling and instance limits

- Materials: master materials for the wind's strokes (they pan along a mesh or sweep along it head first), curls of wind, additive and translucent glow, drawn light (circles, rings, the slash, the vortex), bursts of wind power, dust and cloud, bent air (refraction), the tornado funnel, feathers and leaves, debris, a shell of wind, the wind coating and the demo sword and armour, with their instances, plus the overview's ground material

- The stroke meshes carry their own flow: U runs along the wind on the spiral, ring, arc, cones and curtain, so the strokes run the right way on every one

- Colour: the light takes its colours from a teal ramp texture; every material that draws colour has Hue Shift and Color Tint parameters - set them on an instance to recolour every effect that uses it

- Textures: two 4096 x 4096 flipbooks (a burst and smoke, 64 frames each), a colour ramp, the wind's strokes, four curls of wind, the wind circle, a rune ring, a crescent of wind, a vortex, a pressure ring with its normal, a lens normal, a feather, a leaf, a ring, glow, mote, flare and noise textures

- Meshes: three feathers, two leaves, the wind's stroke meshes (a spiral, a ring, an arc, a cone, a wake cone and a curtain), three rocks, a funnel, a sphere, and the demo sword, armour and armour stand, which have simple collision

- LODs: none on the meshes, which are all light; every system culls by distance through its Effect Type

- The lights' specular is off, so a low camera sees no bright streak on the ground

SUPPORT

Questions or a problem with the pack: write to me through my Fab seller page.