The explosion and smoke effects are simulated and rendered out as flipbooks in Houdini 16. I then bring these into UE4 as textures. After that, I wrote an explosion heat shader to control the intensity of explosion in the particle system. Finally, I added stone cracks and sparks to polish the effect.
Here is a video to showcase effect in both close distance and far distance:
This is a dynamic hair system which based on NVIDIA Hairworks. The whole pipeline is set up from Maya to Unreal Engine 4. And here are two works that I have done based on this pipeline.
Because artist need to create hair guide (cv curve) in Maya, I created a tool that can generate normal hair, and artist can use xgen plugin to modify hairstyle.
Also I created basic collision and used my tool to export the hair information as apex file, then attached it to skeleton mesh in UE4.
This video shows some dynamic effects of NVIDIA Hairworks.
And this second video is going to show how the pipeline going to work.