My demo reel, if you haven’t seen it yet. All Houdini work I have done before and during my internship at Side Effects Software.
Pyro Shader v2
Part of a look and dev I was doing. I developed the lighting aspec on my own before it was part of the shader.
Procedural meshing gears.
Extending my holiday wishes to y’all! :)
Test for a short animation.
Test with fracturing objects
Fluids and collisions
I was playing with fluids trying to get it through a pipe. The source was so strong that it back splashed so it looks like water is coming out of both ends… I liked the effect though.
Toronto to Japan with Love
I almost forgot to post this one! Here goes, some procedural, audio-driven particles for a fundraising event in Toronto.
soda can
Working on a reel of some sort. Far from finished, cause I’m having some issues with the rendering in some shots, but someday, who knows… :)
Just a quick experiment, as I’m playing with fluids simulation…
Ended up being a VOP and POP playground…
Growth Pattern
I’ve spent quite some time cracking this one… CHOPs are not hard as a concept, but there’s way too many details to it! But the hardest part was figuring out a way to create an accurate $life attribute to the points I was copying the geometry to.
The rest worked out fine after that :)


