2026 · PERSONAL PROJECT
TENDRILS PORTAL & SHIELD FX
Inspired by The Witcher S04
SOUNDTRACKOptional — the breakdowns run silent
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I started by modelling the environment in SideFX Software Houdini — generating a procedural terrain using a mix of heightfield noises and other heightfield operations, and also creating a larger version of the same terrain to use as an extension for the background terrain. I kitbashed a quick castle fortress by using both free Kitbash3D and Megascans assets, and other VDB-based procedural assets. I then scattered rocks, stumps and trees along the terrain surface. To add a bit more interest to the castle, I copied remeshed grids to points at the top of the castle to serve as flags, simulated them using the vellum solver, and also created a torch fire pyro sim to copy and time offset around the castle. To complete the environment, I created some cloud volumes using the cloud shape generate node and other volume operations and created an environment fog volume.
For the main deformed cloud volume, I first created the base, noised-up geometry and used a mix of volume operations and wrangles to animate a portal opening in the cloud. I then created the shield geometry and a quick particle sim to get my impact points. I then used a mask attribute to displace the shield geometry, and used the ripple solver to get some nice ripples on impact. For the tendrils/lightning, I created lines, added multiple noises, animated the pscale to fade in and out, and meshed the result. For the shield splashes, I used several FLIP sources with custom velocities and simulated them with the FLIP solver within a DOP network. I also used a geometry VOP to get my particles to stick to the shield surface.
I then moved to Solaris, set up a render stage for each shot, split the scene into passes, assigned AOVs, created materials and set up initial lighting.
SOFTWARE
Houdini 21
Solaris
Karma XPU
FX
VELLUM CLOTH
PYRO
FLIP
RIPPLE SOLVER
POP PARTICLES
© 2026 TOMER GUY · תומר גיא · HOUDINI FX ARTIST