This here is a video displaying a particle system i created for my car's weapon, a crossbow. The arrow trail consists of 2 ribbon emitters, a sprite emitter, and a GPU sprite emitter. The two ribbons are used for their one and only use, trails. One of them is very straight and solid so that it emphasizes to the player where the arrow is going and the other one has a lot of random movement for a little less rigidness. Those hold the bulk of the visual. The sprite emitter is used as a way for me to have small spark like things coming out of the arrow. This is to get some color value in there emphasizing the fact that this is an explosive arrow. Then there's the air distortion which is done with a GPU sprite emitter. The material is simply a refractive plane with normals in it. These are left behind with a changing rotation so that it looks like an arrow has shot through extremely fast while spinning and distorting the air for a short time.
I also used Blueprint to add in a cylinder that quickly comes in and out of vision with a spinning spiral material on it. This further emphasizes the arrow shot and gives a nice immediate satisfaction to the shot of the crossbow.The explosion had less time put into it, but it was mainly a lesson in creating SubUVs that came out well in the end. I found a high quality slow motion video of an explosion and Screenshotted at specific intervals of time. This gave me 16 shots of the explosion to play with in Photoshop till I had my grid.
That about sums up my first in depth usage of Cascade. It had it's hardships but I'm overall quite happy with my result.















