UE5 Raymarched Interactive Smoke Bomb

A personal study mimicking counter strike's interactive smoke grenades, allowing me to focus on some technical aspects in UE5, including HLSL raymarched cloud materials, render targets, and custom blueprint logic. Clouds respond to projectile hits and slowly fill back over time.

The volume slice texture created in Houdini

The volume slice texture created in Houdini

Volumetric Shader

Volumetric Shader

Custom blueprint logic captures collision data and generates render targets that are mapped to the raymarched smoke 3D coordinates

Custom blueprint logic captures collision data and generates render targets that are mapped to the raymarched smoke 3D coordinates

Demonstrating the clouds refilling over time

Demonstrating realtime light response

Demonstrating object intersection and sort order