Shot 1 – This shot was a part of masters project at NCCA, Bournemouth. It demonstrates reverse destruction taking place. Dummy geometry of the backplate was modelled and pieces which were forming back were separated out from it using cookie inside Houdini. Extra inside detail was added using volumeVOP to avoid the sharp look. After Rigid Body Simulation, a pyro pass was simulated to create dust. Pyro simulation was also used to simulate the debris pass.

Shot 2 - This shot demonstrates a pyroclastic ash cloud simulated in Houdini using Pyro tools. 5 different layers of pyro from Houdini were put together in Nuke and comped over with the backplate shot. Real atmospherics were shot in a studio and were comped over as well. The project was produced in 8 weeks.

Shot 3 - This was a part of MA group project and my contribution to the scene was shattering the vase which was achieved using Bullet solver in Houdini. Control of the shatter was achieved by using rigid body constraints. I was also responsible for removing the tracking markers and comping the vase using Nuke after.

Shot 4 - This was another sequence from the group project in which I was only responsible for crumbling of the ash tray, its shading and rendering. Once again, the effect was achieved using Rigid Body Dynamics inside Houdini.

Shot 5 – This was the opening sequence of the masters project done at NCCA which shows small stones and debris are moving backwards. This was done using two passed of dynamics simulation. Big pieces were pre-fractured and simulated using Bullet solver and all the small pieces forming into bigger pieces were simulated using ‘dynamic fracturing’ in Houdini again using Bullet.

Shot 6 - This piece of work demonstrates a tool that I developed using VEX Operators inside Houdini. It allows the user to make particles follow the curve based on tangent forces. It's completely procedural. Changing the shape of the curve will affect the particle movement as well. Also works on animated curves.

Shot 7 - I also developed and still developing a tool called 'vector build' which allows user to build vector fields which then can be used to derive pyro and flip simulations. It gives end user proper control over the direction, turbulence, wind scale, curls and noise of the force being developed.

Shot 8 - This last shot was a personal research into Pyro tools and it's shaders inside Houdini 12. The main aim was to make a simulation which moves slower but still maintains all the details. Shading was done using Billowy Smoke Shader's Emission parameter.

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