I designed this natural environment simulation system to generate fluid effects for real-time environments that can be used in games and cinematics. It combined procedural tools including Houdini combined with Unreal Engine 5. The latter is used as the hub that handle all the sound design made to drive particles simulation and trigger them in real time to achieve the desired result for the simulation. Procedural design in Houdini defines how the assets are generated: from the size of the ion thrusters and the strength of the wind, all the way down to the number of strands that simulates electricity and lightning.
VFX Breakdown for the spacecraft propulsion
Study and design of the ion engine, which is a form of electric propulsion used for the spacecraft propulsion. Software used: Houdini
The Explorer
Published:

The Explorer

Published: