# Josh Turk > Creative Visions, Technical Precision ## Posts - [yooooooo](https://joshturkvfx.com/yooooooo/) ## Pages - [Houdini Explosions](https://joshturkvfx.com/houdini-explosions/): https://joshturkvfx.com/wp-content/uploads/2026/01/Houdini-Explosions-Sequence.mp4 < Back Houdini Sequence Houdini Pyro Features a wide variety of various pyro simulations from explosions to looping fire Niagara Various niagara spritesheet particles with custom material parametets Creative Control Post Processing, Fog, Lighting all taken into account for maximum impact This sequence acted as a culmination of my learning journey with Houdini Pyro – creating a variety of pyro spritesheets and unifying them into one cohesive scene. - [Houdini](https://joshturkvfx.com/houdini/): Houdini All Gallery Item Houdini Pyro Sequence Discover an assortment of Pyro Simulations generated in Houdini and imported into UE5 to create one cohesive cinematic sequence.  This Project acted as a learning experience to delve deeper into Houdini Pyro. Other Work Unity Shader and Particle Experience Group Projects Showcase of my skills in a collaborative environment - [Gameplay](https://joshturkvfx.com/gameplay/): https://joshturkvfx.com/wp-content/uploads/2025/06/e52e142b-efcc-3ed6-b0cb-21956ba91a5a_custom.mp4 < Back Gameplay Exploratory Learning The game evokes exploratory learning where users can view the simulation at their own pace. Tiered Education System A layered education system invites players to learn at varying levels of curiosity, from passively observing to actively exploring. Educational Mechanics Mechanics support the VFX and the Educational goals through a Pause-Scan system, with player controls evoking inertia for maximum immersion. Alongside the complex VFX simulations, an educational game layer was integrated—drawing from literature on exploratory learning and information science education. It promotes a self-directed, immersive experience where players interact with diegetic UI elements embedded within […] - [Black Hole](https://joshturkvfx.com/black-hole/): https://joshturkvfx.com/wp-content/uploads/2025/06/Black-Hole.mp4 < Back Black Hole Mathematically Accurate Uses a mathematically driven approach to accurately visualise a black hole. Gravitational Lensing Lensing created around the black hole using a Lensing Material through Refraction. Creative Ending The Sequencer concludes the experience with a dramatic finale: the player being pulled into a black hole, enhanced by multiple layered effects to heighten the impact and sense of finality. This final phase focused on representing the formation and interaction with a black hole. Unlike previous stages, which relied on shader-based VFX and particle systems, this section used a mathematically driven approach, adapted from a custom […] - [Red Supergiant](https://joshturkvfx.com/red-supergiant/): https://joshturkvfx.com/wp-content/uploads/2025/06/Red-Superginat.mp4 < Back Red Supergiant Niagara-Mesh Implosion This stage used a specific technique to switch from a mesh to a niagara system for a dramatic implosion of the Red Supergiant. Creative Decision Making The process of Direct Collapse whilst observed, has no clear observational scientific imagery to support this simulation. Creative liberties ensured this remained grounded in science and engaging for the player. Sequencer Control Sequencer controlled the transitions and initiation of the Direct Collapse. This fourth stage of stellar evolution highlights the transition from the Main Sequence to the Red Supergiant phase. As the star expands dramatically—shifting in color […] - [Main Sequence](https://joshturkvfx.com/main-sequence/): https://joshturkvfx.com/wp-content/uploads/2025/05/Sun.mp4 < Back Main Sequence Houdini Solar Flares Particles generated in Houdini were exported into UE5, acting as the star’s solar flares. Dynamic Niagara Effects Spline Paths with Niagara systems generated solar flares whilst other systems created the outer atmosphere of the star. Sequencer Transition Seamless transition between the Protostar Niagara Fluid system to a Mesh Based Material. This third stage follows a seamless transition from the Protostar fluids, with a whole host of effects and shader parameters to make this scene immersive, realistic and engaging. Houdini Magnetic Field Initial development began with a physically based simulation in Houdini, which […] - [Protostar](https://joshturkvfx.com/protostar/): https://joshturkvfx.com/wp-content/uploads/2025/05/Protostar.mp4 < Back Protostar Niagara Fluids Fluid dynamics created by using UE5’s built in real time fluid system. Dynamic Lighting Dynamic Lighting adjusts throughout the sequence for an immersive experience. Sequencer Control Each element of this was controlled in UE5’s sequencer, giving direct control of camera shakes, sound effects and lighting. This second stage used Niagara Fluids to simulate the formation of a Protostar as the Nebula fades away, using sequencer for frame by frame control. Iteration #1 This initial simulation created the foundation for the final protostar render, serving as an important first iteration. Whilst it successfully outlines the […] - [Nebula](https://joshturkvfx.com/shockwave-sequence-copy/): https://joshturkvfx.com/wp-content/uploads/2025/05/Untitled-online-video-cutter.com_.mp4 < Back Nebula Houdini Nebula This Nebula structure was developed in Houdini using Volumes, Points and Exporting as a VDB Heterogenous Volume This volume allows UE5 to read the VDB data and translate it in real time. Creative Control Exporting Density and Colour from Houdini, combined with an extensive shader of exposed parameters allowed for artistic flexibility. This first stage of stellar evolution was creating entirely in Houdini, exported into UE5 and dynamically adjusted through a number of key exposed parameters. Houdini Volume Creation This nebula was developed in Houdini which converts a volume into a series of points […] - [Lifecycle of Star](https://joshturkvfx.com/lifecycle-of-star/): https://joshturkvfx.com/wp-content/uploads/2025/06/Lifecycle-Of-A-Star-Video.mp4 < Back Lifecycle of a Star 5 Visually Distinct VFX VFX Sequence comprising of 5 main stages of star evolution, each with their own techniques, visuals and challenges. Controlled through sequencer for seamless transitions. Procedural VFX VFX built in Houdini and Niagara Fluids, seamlessly coming together in UE5. Learning Mechanics The Simulations feature interactive mechanics to not only observe the simulations but also learn and explore them further. A real-time VFX dissertation project exploring stellar evolution through immersive simulations in Unreal Engine 5. Players interactively explore each stage—Nebula, Protostar, Main Sequence, Red Supergiant, and Black Hole—with an educational game […] - [Custom Post Process](https://joshturkvfx.com/custom-post-process/): < Back Custom Post Process Bespoke Post Process Fully custom post process shader with a large range of customisable variables Distance Based Effects Combinations of Fog, Outlines and Coloured Patches Optimised for Games Optimised and efficient to run This Custom Post Process Shader is the result of many techniques and effects merged into one bespoke shader, displayed using a Demo Map called ‘Dreamscape’ Paint Effect This Paint effect lays the foundation for the post processing look. It uses a distortion of the UV’s to create this wispy painterly look which when combined with a series of noises and lights, can […] - [Custom Cloud Sky Sphere](https://joshturkvfx.com/custom-cloud-sky-sphere/): https://joshturkvfx.com/wp-content/uploads/2024/11/Sky-Sphere.mp4 < Back Custom Skybox Highly Optimized The method in creating this sky sphere uses a very efficient way to save resources. 3D -> 2D Rendering 3D Geometry Clouds into a 2D texture. Custom Composition Ability to use any Mesh with any composition that works efficiently. This Cloud Tool uses a Blueprint Tool in unison with a few Material Graph’s to achieve this cheap yet stunning look. Iteration #1 This video shows a very early iteration of this Custom Cloud Sky Tool. It uses an Offscreen buffer which stores the information into a Render Texture. This 2D texture can then […] - [Coffee Shop](https://joshturkvfx.com/coffee-shop/): https://joshturkvfx.com/wp-content/uploads/2024/10/1701099543248.mp4 < Back Coffee Shop Sleeper Agent 48 Hour BFX Game Jam This game was created with 4 other course mates in the span of 48 hours Best Game Mechanic We were awarded ‘Best Game Mechanic’ for this game! Hand Made assets Every single asset you see in that trailer is made entirely by our team This involved a lot of teamwork and collaboration to create this game in under 48 hours – resulting in being awarded the ‘Best game Mechanic’! The theme was ‘Loop’ so we used the player’s actions to dictate the gameplay where each iteration you would […] - [Unity Shooter](https://joshturkvfx.com/unity-shooter/): https://joshturkvfx.com/wp-content/uploads/2024/10/Desktop-2024.10.29-21.36.42.08-online-video-cutter.com-2.mp4 < Back Unity Shooter First Group Project My first group project, generating skills of collaboration, teamwork and communication Building Generator Uses the Building Generator and Shader created in the ‘Unity’ section Simple VFX Simple yet impactful VFX to create immersive gameplay This Unity Shooter involved a simple game loop, set in a cyberpunk city, which lay the foundation of ‘Factory Reset’ Building Creation and Shader Unity Buildings A more in depth breakdown is present above.   These buildings provided the basis for the procedural generation of the map, allowing the player to see through the buildings as they run […] - [Factory Reset](https://joshturkvfx.com/factory-reset/): https://joshturkvfx.com/wp-content/uploads/2024/11/FACTORY-RESET-TRAILER.mp4 < Back Factory Reset Shortlisted TIGA Award This game was shortlisted amongst 12 other games to compete for Best Student Game 2024 Unique VFX Included a large range of VFX and Post Process Shaders to bring the city to life Colloborative Effort 13 People in a group meant communication was key when designing, creating and implementing assets Factory Reset was a game made alongside 12 other course mates where you try to survive in progressively harder rounds, with harder enemies and new weapons. All the VFX and shader assets in the game were produced by me, allowing a large […] - [Custom Render Pass](https://joshturkvfx.com/custom-render-pass/): https://joshturkvfx.com/wp-content/uploads/2024/10/1.mp4 < Back Custom Render Passes Customised Render Passes Learning how to create customised render passes for unique effects using C# Custom Shader Passes Creating custom shaders to use in the render passes using HLSL Learning Both Learning how C# and HLSL scripts talk to each other through a more complicated medium of Custom Render Passes This series of learning how Custom Render Passes work was used to learn more about HLSL and how I can customise environments using these for more unique effects. Using, ‘https://www.kodeco.com/22027819-volumetric-light-scattering-as-a-custom-renderer-feature-in-urp’, as my learning source, it taught me a lot, applying that knowledge below… Custom […] - [Unity Buildings](https://joshturkvfx.com/unity-buildings/): https://joshturkvfx.com/wp-content/uploads/2024/10/buildings-cut.mp4 < Back Building Shader Blender Geometry Nodes Modular Design in Blender Geometry Nodes to create buildings Substance Painter Buildings Textured through Substance Painter Shader Graph & C# C# Used for transition logic using Shader Graph for the final appearance These buildings were a fantastic way to learn about draw calls and material optimisation  using a modular building set. These were used in a larger group project for the unity shooter which you can find here: Unity Group Project Building Generation The first stage of building generation took place by modelling each individual ’tile’ so that they could be joined […] - [Diffuse Lighting](https://joshturkvfx.com/diffuse-lighting/): https://joshturkvfx.com/wp-content/uploads/2024/10/Desktop-2023.11.01-14.32.19.01-online-video-cutter.com_.mp4 < Back Diffuse Lighting Custom Lighting Calculating a Custom Diffuse Lighting Model from scratch HLSL + C# Using these languages to achieve these results Stylized Application Exploring a more stylized interpretation Creating a Custom Diffuse Lighting Model in Unity to further understand how the interaction of light works inside a game engine The Problem: Whilst using the Universal Render Pipeline (URP) in Unity, I noticed Surface Shaders were no longer supported (these helped by calculating lighting for you). Whilst Unity’s Shader Graph provides a simple method to acquire this data, I wanted more control and to understand how diffuse […] - [Zoe Ability](https://joshturkvfx.com/zoe-ability/): https://joshturkvfx.com/wp-content/uploads/2024/10/Zoe-NEW.mp4 < Back Zoe Ability Case Study Studying Ability Studying League of Legends Character ‘Zoe’s Double Trouble’ Ability Applying Ability Applying the knowledge studied into Unreal Engine Adapting Ability Adapting knowledge to reflect my creative style This study allowed me to look at a previous existing sequence, learn from it and use it to recreate it with my own visual flair. Inspiration Drawing Inspiration from Zoe’s Double Trouble Ability in League of Legends, I looked to Faust Messley’s work as a primary reference for my own design: In League:  Zoe Champion Spotlight | Gameplay – League of Legends Faust Messley: […] - [Lightning Sequence](https://joshturkvfx.com/lightning-sequence/): https://joshturkvfx.com/wp-content/uploads/2024/10/Combined.mp4 < Back Lightning Sequence Houdini Mesh Generation Using Houdini to create a procedurally generated fractured surface to apply a force to. Houini Mesh Destruction Using the fractured mesh to carry out a simulation procedurally Custom BP Tools Creating custom BP tools to accommodate this sequence In this series of VFX Sequences, this was the first one, highlighting the use of animations, Niagara and procedural content. BP Lightning Tool This sequence frequently features the charging of lightning into the character’s hands. To improve efficiency and save time, I developed a simple Blueprint tool that uses two points of a Niagara […] - [Chaos Sequence](https://joshturkvfx.com/chaos-sequence/): https://joshturkvfx.com/wp-content/uploads/2024/10/ChaosRocks.mp4 < Back Chaos Sequence Cached Chaos Simulations First experience caching and using chaos simulations to create an immersive sequence Niagara Chaos Particles Simulating Niagara Ribbons from the individual chaos fragments Experimental Post Process First experience using impact frames to convey immersion This Sequence was the product of an extensive process of understanding how Chaos Simulations work in Unreal Engine and how I can use these to create immersive experiences Iteration #1 This video marks my first iteration and the start of my journey in exploring real-time chaos simulations. This demonstrates the integration of both real-time Niagara smoke particles with […] - [Shockwave Sequence](https://joshturkvfx.com/shockwave/): https://joshturkvfx.com/wp-content/uploads/2024/10/Final-Shockwave-Sequence.mp4 < Back Shockwave Sequence Cached Niagara Fluids Cached Fluids allowed for a detailed simulation yet with an optimized and quickly iterable approach. Cached Chaos Simulations Simulated Chaos enabled control over rock velocity velocity, direction and impact. Dynamic Post Processing Dynamic post helped amplify the build up and the delivery of the sequence. This Sequence was used as a learning experience to teach me the basics of Niagara Fluids and in turn how I can use the tools to fit the needs of my artistic direction.   The Jump For the Jump, It needed to create a sense of impact. […] - [Group Projects](https://joshturkvfx.com/group-projects/): Group Projects All Gallery Item Factory Reset Second Year Final Group Project – created in a team of 13 people in which I acted as the VFX, Shader and Post Process Technical Artist. This game was shortlisted as one of 13 games nationwide to compete for the TIGA award of ‘Best Student Game 2024’ Unity Shooter This early Unity shooter was created in collaboration with 4 coursemates, marking one of my first finished projects. It helped establish foundational skills in VFX as well as communication. This project inspired the creation of the hit game ‘Factory Reset’ which was later shortlisted […] - [Unity](https://joshturkvfx.com/elementor-1681/): Unity All Gallery Item Custom Diffuse Lighting Creating a Diffuse Lighting Model using C# & HLSL Customised Buildings Bespoke Building and Shader creation Custom Render Passes Exploring how to create Custom Render Passes More Work Unreal Engine Most Recent and Highest Quality Work Group Projects Showcase of my skills in a collaborative environment - [Unreal Engine](https://joshturkvfx.com/elementor-1661/): Unreal Engine All Gallery Item A real-time VFX experience depicting the life cycle of a star. Final Year Games Design dissertation project focused on building a scientifically driven real-time experience that uses VFX to explore and communicate complex concepts. Featuring Volume and Particle Based Renders in Houdini, Complex Shaders, Niagara Fluids and more! All Gallery Item Shockwave Sequence VFX Sequence studying Niagara Fluids and Chaos Simulations Chaos Sequence VFX Sequence focused on learning Cached Chaos Simulations Lightning Sequence First VFX Sequence using Procedural Mesh Generation and Destruction in Houdini Zoe Ability Case Study Recreated effect from League of Legends with […] - [Contact](https://joshturkvfx.com/contact/): Contact Me! Contact If you like the content that you see, I would love to get in touch!! Please enable JavaScript in your browser to complete this form.Please enable JavaScript in your browser to complete this form. Name * FirstLast Email *Message * Submit - [About](https://joshturkvfx.com/about/): Hello! I am Josh Turk A Real Time VFX Artist fuelled by passion, powered by creativity and always eager to learn. Why Technical VFX? Studying both Computer Science and Graphic Design throughout my academic life has given me the ability to merge creative thinking with analytical problem-solving. My deep engagement with the creative process has taught me the value of refining and iterating on work, while my technical skills help enhance this further. Specializing in VFX has allowed me to explore the world’s intricacies through a technical lens, leveraging various software tools to create realistic, impactful results. With strong experience […] - [Home](https://joshturkvfx.com/): https://joshturkvfx.com/wp-content/uploads/2026/01/New-Showcase-.mp4https://joshturkvfx.com/wp-content/uploads/2026/01/New-Showcase-Vertical.mp4 About Crafting immersive VFX experiences, fueled by the passion of learning. VFX Artist portfolio of Josh Turk. Explore cinematic VFX, interactive simulations, custom shaders and immersive visuals built in Unreal Engine, Unity and Houdini! Read More! My Work All Projects All Projects Featured ⭐ Unreal Engine Houdini Unity Group Projects Orca FLIP FX Sequence Houdini FLIP Orca Simulation, with Ocean Spectrum, WhiteWater, Karma Rendering, Davinci Compositing Houdini RBD & Pyro Pyro and RBD Building Destruction rendered in Karma Houdini Pyro Sequence Pyro Simulations generated in Houdini and imported into UE5 to create a cinematic sequence Lifecycle of a Star […] [comment]: # (Generated by Hostinger Tools Plugin)