# SpellarPerformance : forest effect

**URL:** <https://forums.unrealengine.com/t/spellarperformance-forest-effect/782279>\
**Category:** Showcase\
**Tags:** SpellarPerformance\
**Created:** [March 2, 2023, 6:23pm UTC](https://forums.unrealengine.com/t/spellarperformance-forest-effect/782279 "2023-03-02T18:23:24Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![DYLO\_Gaming](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dylo_gaming/32/641580_2.png) [@DYLO\_Gaming](https://forums.unrealengine.com/u/DYLO_Gaming)\
**Post date:** [March 2, 2023, 7:35pm UTC](https://forums.unrealengine.com/t/spellarperformance-forest-effect/782279/2 "2023-03-02T19:35:57Z")

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I love your shockwaves! I noticed you’re using mesh renderers. Did you use default engine meshes or make them yourself? I’ve been pretty basic with my FX since I’m typically making blueprints or other things. I get how to render a mesh to have the emitter take on it’s shape, but not so much on how to get alpha properties & other things going on to get cool patterns & stuff. The closest I’ve gotten to that is using Sub UVs for sprite flipbooks 🤔

If you have a chance to check out my [submission](https://forums.unrealengine.com/t/spellar-performance-unreal-challenge-dylos-submission/782034), I’d love your thoughts! 😃

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