This Lava shader I created as a personal project.
template text: For this shot (following the previs), I was shot lead. As a result, I was responsible for the camera, layout, lighting, lookdev, modeling, dmp, and comp. Creature/character animation was done by Keith Smith and (creature/character) modeling was done by another artist. Color grading, and final comp tweaks were done by Tun-En Chen. Lava lookdev by Matthew Dale. Big shout out to Johnny Gibson, Dan Smiczek, Daniel Carbo and the supervising team at PIXOMONDO for having faith in me and letting me run with this shot! Also worth mentioning: 0:44 While the effects are not visible in this shot, the shot just before this one will show the vehicles coming down the ramp, slightly sliding in the mud, while grass dynamically gets flattened as the vehicles drive over it. The grass flattening was suggested and created by me, as well as the the tracks in the mud that are left behind by the vehicles. These were done using decals that dynamically update depending on wheel location. The grass slightly bounces back up after the vehicles pass. The entire effect is handled in the shader. Star flare shape: 0:32 - 0:35 This was made using a combination of convolution bloom and multiple spheres overlaying each-other with different sizes, materials and emissive strengths. Burning tree material: 0:41 - 0:42 & 0:44 - 0:45 The amount of burn is automatically decided based on distance from the landing pod, and grows over time. During this sequence trees slowly burn up, and the fire slowly spreads farther from the landing pod.