By using the DitherTemporalAA node in the material graph for the flipbook smoke texture as opacity, I was able to make the effect appear more "sand-like".
Dithered material
Bursts of stretched-out smoke and particles that follow along a spline.
Additional textures used in the VFX
Blueprint for spawning and turning the snake mesh into a spline-mesh. Getting the spline distance and tracing/moving the mesh along the spline with a timeline.
while also spawning Niagara systems and camerashake-blueprints
The splines in question.
The snake mesh
Big inspiration came from Black Desert with the hashashin class
For this project, I wanted to explore techniques incorporating spline meshes with satisfying, dusty impacts. Took heavy inspiration from Black Desert