I was responsible for handling most of the materials and shader effects for Darksiders 3. One of those tasks was making stylized lava that was easy to place in Unreal Engine. I ended up incorporating Houdini into our Tech Pipeline and settled on using it for driving most of the world building/placement of lava in engine. The material utilizes paintable vertex color driven flowmaps that can either be calculated by intersecting geometry using Houdini Engine or painted by artists in Unreal. Lava falls were driven by a curve input drawn in engine and large lava pools were created with closed curves and then remeshed in H.Engine. All textures were made by myself as well in Substance Designer.