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Intricate Volumetric Ice Material Set Up in Unreal Engine

Take a closer look at Bengisu Selçuk's project.

If you aren't cold enough this winter, level artist Bengisu Selçuk has a project that will put you in the right mood – The Rift of Souls, inspired by their homebrew D&D campaign.

"Shrouded in frost and eternal mist, the cliffs of Vorkarn loom over the northern seas. The Vorkarni, pale children of ice and death, live by the will of Vorgos, the most feared of the sea gods — the Deep Warden and Keeper of Lost Souls. Their devotion lies bare in the Rift of Souls, a scar carved deep into the land's heart. Here, dark, silent waters ripple with the bones of the Salt-Marked, their souls eternally claimed by the Abyssal Rest, their fates sealed forever in the Depths of Despair."

Created for Room 8 Studio's internal art jam, it features a beautiful volumetric ice material that fills the Unreal Engine 5 scene.

The ice shader was used on the floating meshes and made thanks to Ben Cloward's tutorials.

"Even though I was happy with the final visual result, implementing a shader using translucency alongside the single-layer water shading model came with many troubles I didn't anticipate. Any workaround I did to fix one issue seemed to introduce a new issue, so it was hell of a challenge!" Selçuk said.

Other than Unreal Engine, Selçuk used 3D assets from Fab and Quixel Megascans.

Find more fantastic works on the creator's ArtStation

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100% procedural material made in Substance Designer.

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