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Anti-planetary Cannon - Unreal Engine 5

After picking up Houdini earlier this year I wanted to incorporate various workflows I learned with it in a single UE5 effect. Mainly Vertex animation textures, Mesh Generation, Motion Vectors and DOP's
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Thanks to my buddies for the helpful tips and feedback, you know who you are <3
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Outer Wilds is the greatest game of all time
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Thanks to the following Pixabay and Freesound users for their sounds:
Submority, Soundreality, Iwanplays, Dasgoat, VoiceBosch, Rescopicsound, LordSonny, cribbler

Houdini modeling and setup for RBD preperations - split from unanimated parts to reduce pixel usage in the Vertex Animation Texture

Houdini Mesh generation:
- Polar coordinate mesh to avoid calculating polar coordinates on a shader level, as well as reuse of common shaders
- Soulercoaster mesh to allow for more tight complex motion as opposed to particles

Houdini Mesh generation:
- Polar coordinate mesh to avoid calculating polar coordinates on a shader level, as well as reuse of common shaders
- Soulercoaster mesh to allow for more tight complex motion as opposed to particles

- Cutout mesh for Flipbook to avoid additional Per-pixel alpha and depth operations, Depth required to draw behind Cloud volumetrics.
- Motionvector Rigidbody Flipbook + (undistorted) Shockwave mask