Things I have tinkered around with and thought I would share :)
The challenge was centered around creating a particle effect made with niagara that showcased the theme "spellar performance" I decided to create an abstract undersea environment driven entirely within a niagara particle system
Here I wanted to look at how I could run physics simulations within Houdini and capture particular attributes from it that I could then read at runtime in a Unreal Niagara simulation.
Here I wanted to explore what integrating custom HLSL into unreal could look like. I also wanted to explore ray marched materials
Here I wanted to explore how vertex animation textures (VAT's) could be used in unreal to create interactive effects
Here I wanted to see how Houdini could be used to export out a set of textures that could be used within a material to run complex simulations at runtime.