So, I've been wanting to join the Houdini 16 vertex animation hype for some time now and as expected it's tons of fun. Here's what I've got.
Here's the simulation in Houdini including a color mask that is used in the final shader:
It's used as a particle so it tries to disappear using a suction force and a sink and some scaling in the actual particle does the rest.
The boring starting blob shape still needs work.
Just for fun here's what's happening in the dop simulation:
After that it's just a quick export with the new awesome vertex animation shelf tool and we're back to Unreal. At first I didn't plug everything correctly but then I saw the comments included in the soft version of the shader and that helped a lot.
Here it is spawned multiple times in cascade:
In order to use it as a particle I just had to adjust the shader so that it uses the particle lifetime and position instead of time and actor position.
And there it is added to the trail part. I moved around for a change:
This works so well I'm thinking about adding a big splash when the object disappears.