Behind
the image
The challenge. The approach. The result.
Exploring Cloth and Rigid Bodies with VAT ↗
Personal R&D · Houdini / Unreal · Vertex animation textures The challenge I wanted to understand how complex cloth and rigid-body simulations could be represented for playback in Unreal Engine using vertex animation textures. The approach I built two compact examples: Vellum cloth for deforming geometry, and fractured pieces driven by Bullet for rigid-body motion. […]
Preparing Leaf Simulations for Real-Time Delivery ↗
Personal R&D · Houdini · Simulation preparation The challenge Before exploring real-time delivery, I needed a clear route from source leaves and environment geometry to a reusable simulation cache. The approach I prepared proxy colliders and leaf inputs, built Vellum shape-match constraints and reconstructed pieces from the simulation. A time-dependent file-cache stage preserves the motion […]
Bringing Static Vegetation to Life ↗
Jurassic Park game trailer · Houdini · Vegetation FX The challenge The production received intricate vegetation as static geometry, but the trailer needed it to move. Simulating all of that original detail directly was not the right working representation. The approach I procedurally separated the assets into leaves, fruit, trunks and stems, then reduced those […]
Art-Directed Stacking with Optional Dynamics ↗
Houdini prototype · Procedural placement / RBD The challenge Stacked objects need deliberate distribution, but some arrangements also benefit from physical settling. This prototype explores how to keep both options within one procedural setup. The approach Object variants are normalised and assigned to placement points. Surface masks and volume-based controls restrict where pieces can appear. […]
Layered Lianas for Steel Hunters ↗
Steel Hunters · Houdini HDA · Procedural vegetation The challenge The environments needed extensive climbing vines with a layered, intertwined character. A single path along a surface was only the starting point. The approach I extended Houdini’s shortest-path foundation into a system of main vines, secondary branches, hanging sections, leaves and intertwined strands. Winding additional […]
Clearer Art Direction with Density and Scale Masks ↗
Houdini HDA · Mask preparation · Environment tools The challenge Ad hoc mask networks can become difficult to maintain, especially when placement density and object size need different treatment. I wanted a consistent preparation stage for my reusable scatter tools. The approach I built an HDA that prepares separate density and scale modifiers. Each branch […]
A Reusable Toolkit for Environment Scattering ↗
Houdini HDA · Workflow design · Environment tools The challenge Rebuilding scattering networks for each job creates inconsistent controls and unnecessary setup work. I wanted a familiar system I could reuse across Houdini productions. The approach I packaged Houdini’s existing scattering building blocks into one HDA, separating distribution, asset choice, orientation and scale. Density and […]
Breaking Synchronised Tree Motion in Solaris ↗
Steel Hunters · Houdini Solaris · USD animation The challenge Scattered animated trees were reusing the same source animation with identical timing. Across an environment, the repeated motion made the instancing obvious. The approach I built a Solaris workflow around reusable animation clips and instance retiming. USD value clips provide the animation source, while Retime […]
Procedural Police Tape for Grounded 2 ↗
Grounded 2 · Houdini HDA · Procedural modelling The challenge The shot included police tape wrapped and tied around a barrier. Modelling each wrap and knot by hand would make even small layout changes repetitive. The approach I made a compact Houdini asset that builds wrapping curves, projects them against the input surface and sweeps […]
Building Rocky Ground One Layer at a Time ↗
Jurassic Park game trailer · Houdini · Environment FX The challenge A trailer shot needed ground built from successive layers of scattered rocks. The challenge was to combine controlled placement with the way rocks settle against the terrain and against one another. The approach I combined masks and reusable asset libraries with scattering and rigid-body […]
From Track Layout to Unreal Spectators ↗
F1 game trailer · Houdini → CSV → Unreal Engine The challenge The client supplied a complete track scene in 3ds Max, including spectator placement nodes. The trailer was being built in Unreal Engine, and extracting those placements directly through a Blueprint was producing unreliable transforms. The approach I introduced Houdini as a conversion stage. […]
Building Cliffs from Geological Structure ↗
Personal R&D · Houdini · Procedural terrain The challenge Convincing cliffs need an underlying structure: layers, folds and fractures that relate to one another. I began this research to explore how geological processes could guide procedural rock creation. The approach I built a collection of Houdini workflows for sedimentary strata, folded layers, fine laminae and […]