The spell is done in 5 different Niagara systems:
1. Prepare
2. Aim
3. Pre-Cast
4. Cast
5. Hit
6. Hit_Floor
All of them are made up of carefully timed sprites, meshes animated with WPO-materials, as well as animated Houdini-geometry imported via Vertex Animation Textures.
Materials
This radial noise material I could use for multiple parts of the effect. First, I mirrored the UVs, so I wouldn't get that hard anti-aliasing line. Then I overlayed the radial UVs with a slight distortion noise. Finally, I set the material up to work with color curves, so I would be able to easily fine-tune the look of the effect.
Another material worth mentioning was this shockwave material. In my workflow, I like to pack different variants of a texture into the different color channels. Inside the material, I can switch variants by setting a float parameter. By limiting my use of Static-Switch parameters, I can avoid shader permutations.
Houdini Meshes
I created a procedural chain animation in Houdini with VEX, and afterward imported it into Unreal via Vertex Animation Textures. The vertex colors on the chain are used inside the material to control the visibility.
I was very pleased with how the technique for the vertical shine of the rune outlines worked. I created the rune-mesh in Houdini by extruding an image-trace, and put information for timing and offset of the scrolling animation inside the vertex colors to be used inside the material.
The Red channel contains piece-information to offset the timing of the shine, the Green channel is a gradient in the y-axis, and the Blue channel feeds into the scrolling sine mask.
The particle simulation was pre-rendered in Houdini and brought into Unreal as an Alembic Cache. Originally, I tried to get it done using the Houdini Niagara plug-in, but the plug-in had some compatibility issues because I was working on a few different PCs.
There is much more to tell about this effect, I had a lot of fun exploring the different techniques and I am very proud of the result! I will happily explain a technique in more detail, if there are any questions!
















