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