voxel
This R&D combines Niagara and Blueprint to convert objects into a voxel-style representation and control how those voxels behave in different situations.
I explored several approaches, ranging from camera-facing cards and point-based particles to instanced cube representations and actual 3D cube geometry.
The system can transition between these different representations while also supporting motion, simulation, and dynamic behavior through Niagara.
The main focus was to create a flexible workflow for transforming objects into a voxelized effect while keeping control over the visual style, movement, and simulation behavior in real time.