Mythforge Games - Holy Magic VFX

Niagara effects for holy magic: bolts, orbs and lances of light with their impacts, casts, a ray of light, weapon and armour blessings that turn the gear to radiant gold, heals, a resurrection, a cleanse, a blessing, a divine shield, a sanctuary, pillars and strikes of light from the sky, a giant sword of light that falls in judgment, a rain of swords, consecrated ground, binding light, an aura, wings of light and heavenly light breaking through the clouds.

WHAT'S INCLUDED

- Projectiles: a bolt of light, an orb of light inside turning halos, and a spear of light, each with its own impact - the bolt bursts in a sunburst, the orb explodes into a dome of light that throws shards and feathers, the spear strikes with a shaft of light and a burst of shards

- Casts: a quick burst of light from the hand, a looping ray of light with motes spiralling along it, a blink that leaves a pillar of light and a flurry of feathers behind, and a holy seal that turns under the caster while a spell charges

- Weapon blessings, shown on a simple sword included in the pack: the blade turned to radiant gold - polished gold with engraved filigree that glows, a bright edge, glints and a band of light sweeping up it, sparkles and motes rising off it; the gold climbing the blade from guard to tip as it is blessed; and the radiant blade flaring out in a burst of light

- Armour blessings, shown on a simple armour on a stand: the plates turned to radiant gold under a halo, sparkles on the plates and a seal at the feet; a shaft of light falling on the armour as the gold climbs it; and the radiant armour bursting outward in light, shards and feathers when struck

- Weapon attacks: a holy slash, a crescent of light that fades, and a holy strike that leaves a line of rising light on consecrated ground

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

- Healing and support: a heal that pours light down on a target as rings of light climb its body, a heal over time, a mass heal that rolls out over the ground and lights five spots, a resurrection - the clouds part, a column of light falls and feathers drift down through it - a cleanse that sweeps rings of light down the body, a blessing with a halo over the head, a divine shield and a sanctuary under a dome of light

- Light from the sky: a smite, a pillar of light that slams down out of the sky, Judgment - a giant sword of light that falls point-first and plants itself in the ground - and a rain of swords of light that plant where they land

- Area spells: a holy nova rolling out over the ground, a great blast of radiance, and consecrated ground that spreads glowing lines and holds for six seconds

- Status effects: binding light - seals clamp round a target and bars of light stand round it like a cage - and the blessing

- Looping effects: a holy aura, wings of light that unfold behind a character under a halo and shed feathers, and heavenly light - shafts of light breaking through a ring of glowing clouds onto an area

- Light leaves a mark: the ground hits spread consecrated ground with glowing rings, rays and glyphs that fade

- Projectiles and looping effects run while they are active: attach a bolt to your projectile 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

- Layers: a holy seal, halos, sunbursts of rays, shafts of light, feathers that drift and fall, wings, simulated bursts of light, radiant clouds and golden dust, motes, sparkles, shards, a spear and a sword of light, consecrated ground, a shell of light and lights

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

TECHNICAL DETAILS

- Niagara systems: 37, all CPU; the three projectiles, the ray of light, the holy circle, the heal over time, the blessing, the divine shield, the sanctuary, binding light, the aura, the wings, heavenly light and the blade and armour blessings loop, the rest are one-shot bursts

- The sword blessings 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 blessings 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: ten master materials (additive glow, translucent glow, radiant light, simulated light burst, radiant cloud, consecrated ground, shell of light, light crystal, gold coating, and one for the demo sword and armour) and twenty-five material instances, plus the overview's ground material and its instance

- Colour: the light takes its colours from one holy 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; shimmer, streaks, erosion, panel and filigree glow, rim glow and opacity are instance parameters too

- Textures: two 4096 x 4096 flipbooks (a burst of light and a cloud, 64 frames each), a holy ramp, and seal, halo, rays, wings, feather, slash, shaft of light, consecrated ground, filigree, glow, mote, sparkle, spark, flare, beam and noise textures

- Meshes: three shards of light, a spear of light, a sword of light, a sphere, and the demo sword, armour and armour stand, which have simple collision

- LODs: none on the meshes; 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.