Sweet Fireball using subsurface scattering

Just something I made the other day. Fireball was sculpted in ZBrush, lens dirt was added in Photoshop.
No UV-Unwrapping was involved. The effect was achieved by making a subsurface material with a mix of emissive and fresnel nodes and placing very bright lights inside the fireball itself to illuminate it.

I hope you guys like it!

That is definitely a cool effect! You should try some sort of moving displacement to get a cool slow-mo ripple effect.
And don’t forget you can have lens dirt inside Unreal through the Post Process Volume (if you want).

Yeah, I forgot about the lens dirt in the moment :slight_smile:

And that displacement idea is absolutely awesome! Totally gonna go try that. Or, better yet - UV map the thing, and add a tileable noise texture to the fresnel effect, and have that tie into displacement!

Looks pretty cool. Nice work. =)