top of page
Houdini groom to real-time Unreal Engine
Chipmunk_Groom.0008.png
Chipmunk_Groom.0007.png
Houdini's hair card generation tool
Paintable length mask and other masks

Stylized Shader

HighresScreenshot00000.png
shader.png
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.
shadows.png
shadows2.png
outline.png
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
VN_sequencer.0312.jpeg
distortion.png
The Screen Distortion setup for the explosion bubble shader is done through warping the normal with noise incombination with refraction IOR min and max. 
 

Gus Kesaranond

Environment Technical Artist with 4 years of experience in Houdini procedural tools.

bottom of page