About the service
I create procedural 3D graphics and visual effects in Houdini and build them so the result stays manageable and repeatable, not a lucky render that can't be reproduced later. The foundation of my work is simulations: liquids and oceans, pyro for fire, smoke and explosions, destruction of rigid and soft bodies with real weight and secondary debris. I also do procedural modeling with scattering — from environments and hard-surface assets to organic growth systems where the scene is controlled by a few parameters, not hours of manual placement.
The point of a procedural approach is that every effect is a network you can fine-tune. Need the explosion to be bigger, the wave to break a beat later or the same destruction to shift to a different frame — I change input parameters instead of starting over. I pack repeating logic into reusable HDA tools with clear labeled controls so artists can build variations themselves without diving into the network internals. This is where procedure pays off: one solid rig delivers dozens of consistent and art-directed results. I deliver them as final frames with the necessary AOVs and passes for compositing or integrate directly into your pipeline: HDAs, geometry caches, VDB volumes and USD assets that slot into existing scenes. Send me a brief with references and frame context — I'll assess the effect, highlight tricky parts in advance and give an honest schedule.
— Fluids, pyro and RBD/soft body destruction
— Procedural modeling, scattering, instancing
— Custom HDAs with clear artist controls
— Render frames or ready caches (VDB/USD)
The point of a procedural approach is that every effect is a network you can fine-tune. Need the explosion to be bigger, the wave to break a beat later or the same destruction to shift to a different frame — I change input parameters instead of starting over. I pack repeating logic into reusable HDA tools with clear labeled controls so artists can build variations themselves without diving into the network internals. This is where procedure pays off: one solid rig delivers dozens of consistent and art-directed results. I deliver them as final frames with the necessary AOVs and passes for compositing or integrate directly into your pipeline: HDAs, geometry caches, VDB volumes and USD assets that slot into existing scenes. Send me a brief with references and frame context — I'll assess the effect, highlight tricky parts in advance and give an honest schedule.
— Fluids, pyro and RBD/soft body destruction
— Procedural modeling, scattering, instancing
— Custom HDAs with clear artist controls
— Render frames or ready caches (VDB/USD)