Fractured and simulated in Houdini, this sim of the Pyramid collapsing is used in both Ladder and Story Endings. It was brought into Unreal as a point cache for use in Niagara
The Pyramid Collapse at the ending of the Story
The Pyramid Collapse seen in the background of the Ladder Ending
Lightning FX for Pyramid. The system has two emitters throwing points to collide with the environment. Ribbons are drawn between the collision points to create lightning the collides with the environment
Every stage of the Pyramid has a "breathing" effect. Consisting of Niagara Systems and Materials, the timing is controlled with a central Material Parameter Collection
Smoke FX and Gold pouring. The smoke is a Niagara system with a smoke flipbook that was created in Houdini. This is the "High Quality" Gold that was simmed in Houdini and used in story renders. The level has a lighter-weight material effect.
This Plasma Ball was a fun blast from the past to make. It uses similar tech to the Pyramid lightning with particle positions constricted to a sphere
Hourglass rock streams. Consists of a Niagara system tied to a spline in a BP with a custom method of "pulling" the particles along with a force, rather than directly setting the position based on the path
Gear Select fountain. The water effect is an adapted system of the waterfalls used in Invasions. I coupled that with a system of splash meshes I simmed in Houdini.
I'm sure this is everyones favorite screen to see in Invasions. I simulated the glass shatter and pulled it into the engine as a point cache in Niagara
The shattering in Houdini
This is a collection of some of the environment FX I added to the game. Each of these had their own little quirks that set them in a different category from the standard FX, including needing sims, sequences, custom spline movement, MPCs or point caches.
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