
Fruit Ninja - Personal project
Fruit Ninja - Personal project
client:
client:
Personal project
Personal project
Services:
Services:
Lighting
Lighting
3D Modeling
3D Modeling
3D animation
3D animation
FX
FX






about
This personal project served as a technical study to deepen my understanding of Houdini’s FLIP fluid solvers.
To ensure the visual quality matched the complexity of the simulation, I created the hero asset myself. I used photogrammetry to 3D scan a real apple, providing a photorealistic base for the fluid interaction.
The workflow was a cross-platform exercise: after generating the fluid simulation in Houdini, I exported the data to 3ds Max and handled the lighting and final rendering using V-Ray. This project allowed me to refine my pipeline for integrating complex FX into a V-Ray environment.
Contributors
VFX artist
Tommy Jansen

Fruit Ninja - Personal project
Fruit Ninja - Personal project
client:
client:
Personal project
Personal project
Services:
Services:
Lighting
Lighting
3D Modeling
3D Modeling
3D animation
3D animation
FX
FX






about
This personal project served as a technical study to deepen my understanding of Houdini’s FLIP fluid solvers.
To ensure the visual quality matched the complexity of the simulation, I created the hero asset myself. I used photogrammetry to 3D scan a real apple, providing a photorealistic base for the fluid interaction.
The workflow was a cross-platform exercise: after generating the fluid simulation in Houdini, I exported the data to 3ds Max and handled the lighting and final rendering using V-Ray. This project allowed me to refine my pipeline for integrating complex FX into a V-Ray environment.
Contributors
VFX artist
Tommy Jansen

Fruit Ninja - Personal project
Fruit Ninja - Personal project
client:
client:
Personal project
Personal project
Services:
Services:
Lighting
Lighting
3D Modeling
3D Modeling
3D animation
3D animation
FX
FX






about
This personal project served as a technical study to deepen my understanding of Houdini’s FLIP fluid solvers.
To ensure the visual quality matched the complexity of the simulation, I created the hero asset myself. I used photogrammetry to 3D scan a real apple, providing a photorealistic base for the fluid interaction.
The workflow was a cross-platform exercise: after generating the fluid simulation in Houdini, I exported the data to 3ds Max and handled the lighting and final rendering using V-Ray. This project allowed me to refine my pipeline for integrating complex FX into a V-Ray environment.
Contributors
VFX artist
Tommy Jansen
