Toxic Crystal — a self-feeding micro-universe.
1409 12 1-
- Kareeem
- Member
- 120 posts
- Joined: 10月 2021
- Offline
Hey there,
I am creating an other portfolio piece and I'd like to share my process. Last time [www.sidefx.com] this really helped me, even though not really many people gave feedback. Its nice to see the progress in one place.
This piece is a focused exploration of cinematic FX language — combining fluids, particles, procedural geometry mutation, volumetrics and environment art in a single coherent shot sequence. It's built as a personal reel piece to demonstrate range across Houdini's core FX disciplines in a naturalistic, environment-driven context.
Story
Toxic Crystal (working title) — A micro-universe nature documentary. A meter-tall crystal sits in a moss-covered puddle, its precisely milled openings leaking a viscous resin that mutates the world around it: plants crystallize, larva-like dumpling crystals grow, crystal dust drifts onto new hosts. A final pull-out through one of the crystal's openings reveals an outer world that mirrors the inner one — still young, still untouched — closing the loop.
Youtube WIP Playlist [www.youtube.com]
NEWEST POST [www.sidefx.com]
Please feel free to give feedback on anything you have in mind. I appreciate any comment, thank you!
I am creating an other portfolio piece and I'd like to share my process. Last time [www.sidefx.com] this really helped me, even though not really many people gave feedback. Its nice to see the progress in one place.
This piece is a focused exploration of cinematic FX language — combining fluids, particles, procedural geometry mutation, volumetrics and environment art in a single coherent shot sequence. It's built as a personal reel piece to demonstrate range across Houdini's core FX disciplines in a naturalistic, environment-driven context.
Story
Toxic Crystal (working title) — A micro-universe nature documentary. A meter-tall crystal sits in a moss-covered puddle, its precisely milled openings leaking a viscous resin that mutates the world around it: plants crystallize, larva-like dumpling crystals grow, crystal dust drifts onto new hosts. A final pull-out through one of the crystal's openings reveals an outer world that mirrors the inner one — still young, still untouched — closing the loop.
Youtube WIP Playlist [www.youtube.com]
NEWEST POST [www.sidefx.com]
Please feel free to give feedback on anything you have in mind. I appreciate any comment, thank you!
Edited by Kareeem - 昨日 07:33:28
-
- Kareeem
- Member
- 120 posts
- Joined: 10月 2021
- Offline
I generated some images to visualize what was in my head.

For the first time I tried creating a font animatic (thats what I call it) as the very first storyboard, to quickly get an idea of the timing and the focus of the shots. This I really liked!
Then I combined the images and the animated fonts for a more detailed storyboard.
For the first time I tried creating a font animatic (thats what I call it) as the very first storyboard, to quickly get an idea of the timing and the focus of the shots. This I really liked!
Then I combined the images and the animated fonts for a more detailed storyboard.
Edited by Kareeem - 2026年5月22日 03:15:08
-
- Kareeem
- Member
- 120 posts
- Joined: 10月 2021
- Offline
-
- protozoan
- Member
- 1914 posts
- Joined: 3月 2009
- Offline
-
- Reynold Dodson
- Member
- 29 posts
- Joined: 3月 2014
- Offline
-
- Kareeem
- Member
- 120 posts
- Joined: 10月 2021
- Offline
Previz V2
I drafted some sound design and got rid of the unlicensed film music. Also ramped the transition between sh01 & sh02 and added a rolling motion to shot 10. The last camera was tricky since I already had some rotation on the x axis to keep the hole in the centre. When I would rotate the z axis additionally the cam would wobble around, but luckily I tried around with the rotation order of the transform sop and that did the trick 🎉
I wanted the roll to start after we pass through the whole, so it doesnt get to disorienting. I am happy I put in an other day into this.
I drafted some sound design and got rid of the unlicensed film music. Also ramped the transition between sh01 & sh02 and added a rolling motion to shot 10. The last camera was tricky since I already had some rotation on the x axis to keep the hole in the centre. When I would rotate the z axis additionally the cam would wobble around, but luckily I tried around with the rotation order of the transform sop and that did the trick 🎉
I wanted the roll to start after we pass through the whole, so it doesnt get to disorienting. I am happy I put in an other day into this.
Edited by Kareeem - 2026年6月1日 12:56:39
-
- Kareeem
- Member
- 120 posts
- Joined: 10月 2021
- Offline
Reynold Dodson
Very cool. I like idea of using fonts for storyboarding.
Looking forward to the next phase.
I got inspired by Koala who won the last Render Challenge of pwnisher. The breakdown of his process is definitely worth a watch!
https://www.youtube.com/live/4nNF09-_Scc?t=1237&is=ApnlmuB1fsBjF4iA [www.youtube.com]
Edited by Kareeem - 2026年6月1日 13:11:28
-
- Kareeem
- Member
- 120 posts
- Joined: 10月 2021
- Offline
It took me quite a long time to get to this step. I created a whole USD pipeline for this, even though I am working on it only solo. This is probably overkill, but I want to work in a production setting to feel more comfortable with USD in the future. Until now I mostly did FX in Houdini, so setting up a complete and robust pipeline was new. But when set up correctly its a lot of fun.
- Shot based project structure
- Asset library file to save out all the components & master materials to be referenced.
- Creating subnets with custom parameters, where I only need to change one string and
all the files get pulled in automatically
- Master Materials for different assets types saved as USD
- Component for assets ( trees, plants, rocks etc )
- Variants for plants
Assembly layer files:
- Environment Far
- Environment Mid
- Environment Close
- Rendering File ( includes Lighting )
- Shot based project structure
- Asset library file to save out all the components & master materials to be referenced.
- Creating subnets with custom parameters, where I only need to change one string and
all the files get pulled in automatically
- Master Materials for different assets types saved as USD
- Component for assets ( trees, plants, rocks etc )
- Variants for plants
Assembly layer files:
- Environment Far
- Environment Mid
- Environment Close
- Rendering File ( includes Lighting )
Edited by Kareeem - 2026年6月11日 05:32:29
-
- Kareeem
- Member
- 120 posts
- Joined: 10月 2021
- Offline
If anybody is interested in USD here are 3 great courses by Peter Arcara :
https://www.sidefx.com/tutorials/usd-basics-with-solaris/ [www.sidefx.com]
https://www.sidefx.com/tutorials/usd-authoring-with-solaris/ [www.sidefx.com]
https://www.sidefx.com/tutorials/usd-asset-building-with-solaris/ [www.sidefx.com]
https://www.sidefx.com/tutorials/usd-basics-with-solaris/ [www.sidefx.com]
https://www.sidefx.com/tutorials/usd-authoring-with-solaris/ [www.sidefx.com]
https://www.sidefx.com/tutorials/usd-asset-building-with-solaris/ [www.sidefx.com]
-
- Kareeem
- Member
- 120 posts
- Joined: 10月 2021
- Offline
-
- Kareeem
- Member
- 120 posts
- Joined: 10月 2021
- Offline
-
- Kareeem
- Member
- 120 posts
- Joined: 10月 2021
- Offline
I worked on the crystal. Basically its just a fractured shell with translucency, two noised up meshes and some smaller debris. I didn't use any volumes to save render time.
There are some great tutorials about crystals on Arvids channel [youtu.be]
There are some great tutorials about crystals on Arvids channel [youtu.be]
Edited by Kareeem - 昨日 07:30:19
-
- Kareeem
- Member
- 120 posts
- Joined: 10月 2021
- Offline
-
- Quick Links


