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
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 more. less
EXPERTISE
Technical Director
INDUSTRY
Film/TV
Houdini Skills
ADVANCED
Procedural Modeling | Digital Assets | Mantra | Pyro FX | Fluids | Destruction FX | VEX | Python
INTERMEDIATE
Realtime FX
Availability
Not Specified
My Gallery
My Talks
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:
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.
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.
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.