Yunus Balcioglu

animatrix_

About Me

Senior FX Technical Director @ Industrial Light & Magic | Feature film credits include The Lord of the Rings: The Rings of Power, Marvel's Eternals, Star Wars: The Rise of Skywalker, X-Men: Dark Phoenix, X-Men: Apocalypse, Aquaman, Alien: Covenant, Pirates of the Caribbean, Justice League and many m...  more
EXPERTISE
Technical Director
INDUSTRY
Film/TV

Connect

LOCATION
Singapore, Singapore

Houdini Skills

ADVANCED
Procedural Modeling  | Digital Assets  | Mantra  | Pyro FX  | Fluids  | Destruction FX  | VEX  | Python
INTERMEDIATE
Realtime FX

Availability

Not Specified

My Tutorials

obj-image Advanced
Pragmatic VEX: Volume 1

My Talks

obj-image HIVE
Adaptive Fracture Synthesis and Propagation in VEX
obj-image HIVE
Face Peeling Using KineFX
obj-image HUG
Retiming Ocean Spectra & The Pragmatic Approach to Solving Technical Problems in VFX

Recent Forum Posts

Reorient vector direction Nov. 25, 2025, 3:43 a.m.

Hi,

You have to make sure your vertex ordering is sequential after you break it up into segments:

Should I blend heightnormal-fractalnoise together? Nov. 25, 2025, 2:50 a.m.

Hi,

It should work. Most likely the noise values are very small compared to your existing normals, so the change is barely visible. Try temporarily cranking the noise amplitude way up to see if it's actually affecting the data.

Also, simply adding normals isn't a very meaningful operation, since you're no longer working with unit-length vectors. If you want a more visible overlay effect, you’ll usually get better results by either:

1. Blending the underlying height/displacement and then recomputing normals, or

2. Using a normalized / slerp-style blend between the two normal fields.

Split Location field in Polysplit SOP Nov. 25, 2025, 2:35 a.m.

Hi,

Your example is not visible but are you sure you are generating the right syntax Polysplit is expecting?

Another approach would be to perform the splitting using VEX by first deleting the polygon and then creating 2 new polygons to represent the split polygons.