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Cosmic Titan Houdini Vfx

  • Writer: Will TzsFx
    Will TzsFx
  • Jul 19, 2023
  • 2 min read

Updated: Jul 20, 2023

26th Oct 2019

With knowledge & experience from both my post grad cert in Dynamics Effect & Lighting in RSP (Adelaide, Australia) & VFX work experience in a CGI creature SG movie, I decided to try out making my own Houdini Vfx piece as one of my personal portfolio & as a piece to be use in my MA Digital Effect course in Bournemouth University application.

Very happy how this turn-out to be & learnt a lot from a good mentor of mine from RSP Adelaide, Australia.

*NOTE* As this is quite an old portfolio piece, during that time I was in the midst of transitioning my dependency on maya 3d software to fully using Houdini for both 3D modeling & Vfx creation.

Houdini Vfx break-down reel video

simple break-down reel video preview - cosmic titan Houdini Vfx (vid above)

Simple & quick Cosmic Titan Turn-around video

Cosmic titan turn-around - Unreal 5 render (vid above)

  • 3D model imported into Unreal

  • Material preped in Unreal & result adjusted to match Marmoset's material outcome as close as possible

  • Face fire Fx done using Niagara Fx

    • *NOTE* that this fx is different from the one presented in the main breakdown video as that fire fx is completely done in Houdini & rendered in Redshift

Breakdowns of the project

Cosmic titan 3D model

cosmic titan 3D model preview - Marmoset (img above)

cosmic titan 3D model wire-frame preview - Marmoset (img above)

cosmic titan 3D model front close-up preview - Marmoset (img above)

cosmic titan 3D model top close-up preview - Marmoset (img above)

cosmic titan 3D model back close-up preview - Marmoset (img above)

  • 3D modeling done in maya

    • some high-res details sculpted in Zbrush

  • Texturing done in Substance painter

  • Rendered previews are done in Marmoset

Rendered Fx passes from Redshift in Houdini

  • The main dimensional portal the Cosmic Titan walked through is entirely done in Houdini using pyro / volume simulation

    • It is mainly driven & created by various animated geometry sources & attribute to control the coloring & shapes during simulation

  • The portal simulation does have ground collision data being fed into it for minor optimization and masking purposes during rendering

  • The floating relics geometry are then use as a masking object to render a cutout from the portal render

  • Cosmic Titan itself is rendered with a basic mask

  • A noise masking depth pass of Cosmic Titan is also made for the use of materializing the giant being coming through the portal

  • Face fire fx is also rendered with basic mask


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