VFX/Technical Art

Currently, I am working on a few VFX related projects:
- High Quality Auto-Landscape Material (Using Quixel Mixer, Quixel Bridge and Unreal Engine)
- Automatic Procedural Road Material (Using Quixel Mixer and Unreal Engine)
- Some Cool VFX for games/Cinematics such as Exhaust Flame for cars, Muzzle Fire for Guns, Smoke/debris from Wheelspin/drifts, Rust Disperse for swords and other objects.

My Houdini skills are listed below:
- Creating procedural crystal growth

- Copy variations

- Working with attributes

- Creating particles simulations

- Creating sand simulation with pop grains

- Working with Volumes

- Creating smoke and fire simulations

- Working with ACES color space

- Working with RBD dynamics

- Working with pack primitives

- Working with RBD constraints

- Manually activating RBD simulation
- Working with Vellum to create Soft Bodies Simulations

- Creating water simulation with Flip Solver

- Working with Solaris

- Working with Karma XPU



Below I have some projects I have worked on and a small description explaining what it is:

Procedural Terrain Generated Mesh in UE5

September 2024 - Incomplete

In this project, I worked on generating a very optimised terrain system for my game. The idea is that it generates points and uses logics and maths to generate triangles for "sections" which are simply Chunks which depends on the player's location. The rendering chunk system works, and I had to create my own 2D Perlin function in Blueprints as it is more optimised than making a material and using a render target. The function also has different Levels of noise which are put together to form an overall noise level which is used to displace the height depending on the X/Y location. 

I am still working on the foliage generation and an Auto-Landscape Material however I have some assets I made that are ready to be used here.

Interactable Grass System

August 2024

I made an interactable grass system that is affected by global wind and leaves footprints in it. This was a pretty difficult project as I intitally had to make my own grass then went on to vertex shade it as well to allow only certain parts to be more affected by wind. I also set all the normals to face upwards to give it that stylized effect as well as dissabling global illumination and doing some runtime colour grading. After that, I used an orthographic camera in a blueprint to follow the player and used two render targets to draw where the player stepped and affect everything using that information. This system also works with other specified objects, such as crates or wood that falls down and can be further refined through better vertex shading or adding in additional offset to the grass to make it face upwards on hills even without the normals helping.

Updated Cel Shader

August 2024

This is an updated remake of my old Cel Shader where I have implemented metallic and emissive textures. To make the metallic feel more realistic, I have used the normal data to fake more light reflecting off it even if there isnt much, to give it that metallic effect. Similiarly, this has been heavily modified in every aspect, to make the game feel fun to play without incurring extra performance costs

Customisable CEL Shader

November 2023

This was initially created as a very basic version when I initially started using Unreal Engine around 2021, however progressed onto a much more developed system in recent projects. The CEL count, outline width, sensitivity, is all customisable and it is applied through a post process volume, the updated system also allows me to choose which items the CEL Shader applies to, so that it doesnt affect 3D Menus, or emissive materials.

Texture Variation Material System

This is a small system that allows textures to tile without repeating, simply making a procedural texture from one map using effects such as dithering and rotation on a world-alligned texture. This is a simple quick fix to large materials, and can, in-theory, be used in actual gameplay.

VFX Work:

Weather System/Explosion using Niagara and Chaos Destruction in UE5

Crystal Growth in Houdini Apprentice

Sparks in UE5 Niagara

Breakdown of Sparks in UE5 Niagara

Particle Disintegration - Rust Dissolve from machete

Grains/Sand particles simulation in Houdini

Smoke Pyrotechnic Simulation in Houdini