Realtime VFX showreel 2020
Personal projects i've completed over the past few months.
The breakdown video covers the work I've done in Houdini that has contributed to my effects in Unreal Engine.
Sky Sword - For this project, I used Houdini to simulate the fragments assembling into a giant sword. I attempted several different methods for this effect but what gave me the best result was to use a combination of metaball & curve force to scatter the fragments outwards - a retime node is then used to reverse the process.
Magic Spikes - This project was my submission for the Search For A Star 2020 competition (VFX) category and was also my first effect created that was game-ready. As a result, I didn't know too much about the correct workflows for working with Unreal Engine. Thus, the majority of the effect was produced in Houdini using procedural techniques.
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