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
Flickering Colors When Using Vex Dec. 16, 2025, 2:52 p.m.
Hi Tyler,
The issue is float equality. Normals are approximate, not exact axis vectors. On some frames the components evaluate to values like 0.9999999403953552 rather than 1.0, so the == checks fail. You can see this by enabling full precision in the Details View.
So I would just do this:
The issue is float equality. Normals are approximate, not exact axis vectors. On some frames the components evaluate to values like 0.9999999403953552 rather than 1.0, so the == checks fail. You can see this by enabling full precision in the Details View.
So I would just do this:
@Cd = abs ( normalize ( @N ) );
VOP convert string to integer Dec. 16, 2025, 9:07 a.m.
Hi,
Some VEX functions do not have VOP equivalent so you have to use the Snippet VOP to call the atoi function.
Some VEX functions do not have VOP equivalent so you have to use the Snippet VOP to call the atoi function.
How to add edge loops with points in chramp onto a polygon? Dec. 2, 2025, 1:40 a.m.
Hi,
There are many ways to do this. Here is one way:
There are many ways to do this. Here is one way:
float m = ch("multiplier"); float y = relbbox ( 0, @P ).y; @P.x += chramp("displace", y) * m;