1) The Slime Material: Look + Motion
Target look: translucent body with subtle refraction, soft “thickness,” and a gentle wobble that sells mass. (This is v1—still WIP.)
When I started the slime, the goal was a gooey, reactive feel that stays light enough for gameplay. I’m experimenting with translucency, refraction, Fresnel rim lighting, and distance-field-driven WPO so the slime appears to “attach” to nearby objects or the floor.
The Challenge: Realistic Deformation
Slime shouldn’t feel static—it should give when it gets close to surfaces. I tested a few approaches:
1. Raymarching in Translucency

prototyped a raymarching setup using a custom node inspired by this resource Distance Functions
What it does: layered, volumetric look by integrating light through a semi-transparent medium.
Why I passed: expensive with translucency + refraction and finicky at grazing angles; cool for cinematics, not worth the complexity right now.
2. Distance Fields feeding World Position Offset (cho
sen)
What it does: sample mesh distance fields (distance to nearest surface) and use that signal to drive WPO so the slime bulges/settles toward nearby geometry visually reading as if it’s “sticking” to the ground/objects.
Why I chose it: good balance of look vs. cost, native UE support, reactive feel without bespoke physics.
3. Custom Fluid Physics Simulation
What it does: true soft-body/fluid behavior with beautiful deformation.
Why I passed (for now): heavy to run and maintain for moment-to-moment gameplay; great for hero shots, not my target in v1.
Notes: DF→WPO quality depends on vertex density and sensible limits. I clamp offsets, use a smooth falloff near contact, and gate the effect by speed to avoid crawling artifacts. LOD stability matters—high LODs get fuller offsets; far LODs get reduced/disabled offsets.
Current v1 Shader Setup
Translucency & Refraction
Translucent shading with refraction for jelly look.
Fresnel rim for wet edge highlights.
WPO via Distance Fields
Distance-to-surface drives WPO so the slime appears to settle/flatten when close to floors/props.Falloff + clamp prevent over-offsets; vertex density controls how crisp the effect feels.
Subtle noise into WPO for a soft jiggle
WIP Notes : add micro normal layering in a later pass, plus material switches/LODs (masked fallback, cheaper refraction, simpler WPO) for the optimization phase.






