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This was me trying something different for cloaking. I’d done the whole fractal map approach on Resident Evil and I didn’t just want to do that again. I looked into using Geometry to do the cloaking effect. I actually did the whole thing in Particle Flow funny enough – I was advised Lock/Bond was better than TP’s surface follow. In the end – huge mistake. The sim times were ridiculous for what it is. I was intitally told it was one shot, so the first shot is complex and a memory hog, but then we had a round 2 where they wanted it in additional shots, so i had to make it a bit more portable (thus no 10000 passes each). Could always look better, but invisibility is a fun challenge!
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