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Houdini groom to real-time Unreal Engine


Houdini's hair card generation tool
Paintable length mask and other masks
Stylized Shader


The logic for the shadow banding layers is comparing threshold value to the dot product using if statement. If the value is higher than the adjustable threshold, the color will fill out that area.



Outline erosion of around the edges of the shape. Dot product between camera and normal to get the outline information of the object.
The shadow setup that is later plugged into Shadow Pass Swith and the Opacity Mask.
VFX
VFX Material setups
Work in progress - Responsible for all aspects except character rig.
Smoke flipbook created using Houdini simulation


The Screen Distortion setup for the explosion bubble shader is done through warping the normal with noise incombination with refraction IOR min and max.
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