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There is a character built with yellow particles in differents sizes . It is another example of a ‘Houdini to PopcornFX’ pipeline, with final rendering done in Unreal Engine.
This is an effect based on a pre-calculated simulation done on a static mesh in Houdini, spawning spheres on the character’s surface and using Grain solver and curl noises to give them a flowing movement. This sim is then imported in PopcornFX to be re-projected on the animated skeletal mesh, allowing to play the offline sim on a real-time animation.
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