My Work

Part 2: Optimisation
Part 2 of a two-part project optimising CPU Performance, particle counts, memory usage and rending through Niagara Data Channels, Spawn Groups, and texture optimisation – achieving a 98% reduction in traced Game Thread Time at 20k Particles.

Part 1: VFX Creation
Part 1 of a two-part project creating an interactive real-time explosion and destruction system combining Houdini Simulations, Niagara, Custom Materials, and Blueprint in Unreal Engine 5.

A cinematic sequence combining Houdini Pyro simulations rendered in Karma and converted to flipbooks for real-time use in Unreal Engine using Sequencer, Niagara, Custom Materials and more.

A custom FLIP fluid simulation in Houdini, creating interacting water and whitewater from scratch while tackling complex collisions, high particle counts, and optimisation. Animated in Blender, rendered in Karma, and composited in DaVinci Resolve.

RBD Destruction, Pyro, Lighting, Rendering, and Multi Pass EXR compositing in Davinci Resolve.

A scientifically driven Real-Time VFX dissertation in Unreal that conveys complex astrophysical processes through Shaders, HLSL Fluids, VDBs, Houdini Simulations, and more.