Mesh Blobbing Effect (Fluid Sim)

Hi.

Does anyone know how I can tackle the issue of having meshes merge/fuse into one shape where the gaps are filled in by Geo.

Similar to how they achieve the oil in Portal 2.

I believe they are using a meta ball system, not sure how to do this in Unreal Though

It can be done with volumetric decals. Create a material parameter collection and add a vector parameter for the location of each blob. Add one, or many, scalar parameters to control their radius. In a volumetric decal material, create a spherical distance field for each blob.

find the smoothmin of all the blobs and feed the result to opacity mask.

Here, the vector parameters are set based on the world location(divided by the scale of the volumetric decal) of 10 invisible spheres that varying forces are applied to.