Shaders
Creating a slime shader that works on a liquid simulation ended up being a fun and interesting endeavor. it took a lot of tweaking to match the velocity of the simulation but it currently working as intended.
In order to get that disgusting gooey goodness i layered multiple flow maps using different normals and then layered them with a bump offset to give the appearance of extra goo in the center. Adding on a sss and multiple color masks makes it very diverse so we could have subtle color changes to better compliment the creature textures. Different speed options exist for the top and inner layer so they could be changed to match the speed of the animation and give the sense that the goo isn't all moving at the same speed.

To reduce speed on certain parts of the creature and where the goo sticks to the wall I had to create distance fields where the flow slowed down when it interacted with invisible objects I placed around the scene
Wall and Simulation
Based on the references I created a wall that was destructible with materials and a shader that would transition between them. The materials match those of the real world so that it can be blended seamlessly in the room
reference
originally I created a stained glass window and rigged it for destruction in unreal, but it ended up being too busy to go with the animation
it was necessary to go with a simpler window to make the character more visible. The environment itself needed to change from clean to dark and grungy while also having pieces fall away. The wainscotting destructibles are created with bulletsolver in maya and pulled in as an alembic cache to unreal. the wallpaper simulation was made using ncloth and also pulled in as an alembic cache.
an mpc was created so we could control it all in the same area in the sequencer

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