Matthew Burgess
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Matthew Burgess
Matthew Burgess

Dev blog

Houdini to UE5 Tornado
Houdini to UE5 Tornado

First steps at creating a tornado effect, inspired by Elden Ring. This post details the mesh creation in Houdini, the shader setup in UE5, and some Niagara tips. HIP included.

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Unreal, HoudiniMatthew Burgess5 April 2022UE5, Houdini 19, Tornado, Unreal, Houdini Comments
Sound Bender FX
Sound Bender FX

A look at some of the particle systems used in the VR exploration game Sound Bender.

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UE4Matthew Burgess4 December 2019Unreal, Unreal Engine Comment
Houdini Set Dressing
Houdini Set Dressing

A quick look at how USD Point Instancing was utilised to drastically speed up workflow and render times.

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Houdini, RendermanMatthew Burgess4 December 2019HoudiniComment
Ruining a Maya model
Ruining a Maya model

See some of the USD pipeline workflow, and some approaches to fracturing and RBD simulations in Houdini.

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HoudiniMatthew Burgess29 November 2019HoudiniComment
UE4 Optimization Basics (4.23)
UE4 Optimization Basics (4.23)

A cheat sheet for how to analyze the performance of your game, as well as how these were used to improve our interactive experience Subaqua

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UE4Matthew Burgess25 November 2019Unreal Engine, UE4, Optimisation, UnrealComment
Making a Prototype Game
Making a Prototype Game

The process of developing a prototype game over the course of 10 weeks

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UnityMatthew Burgess19 November 2019Unity Comment
Reentry Effect
Reentry Effect

Create a controllable density map based on incoming angles, and alter the pop source node to support an increasing density map.

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HoudiniMatthew Burgess29 March 2019HoudiniComment
Individual Rigid Body Forces
Individual Rigid Body Forces

Create a custom force for each individual RBD object by creating a path of influence for them to follow.

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HoudiniMatthew Burgess22 March 2019Houdini, Simulation, Procedural, Rigid BodyComment
Procedural Tree Generator
Procedural Tree Generator

High level overview of my process for adding a mesh to a tree created by the space colonisation algorithm.

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HoudiniMatthew Burgess22 March 2019Procedural, Space Colonisation, Houdini Comments
Abstract Coral Generator
Abstract Coral Generator

See how to use a for-each loop to change geometry copied to a set of given points, then apply a simple vellum sim to squish objects together.

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HoudiniMatthew Burgess15 March 2019Houdini, Procedural, Coral Comment
Procedural seaweed
Procedural seaweed

Grow a whole bunch of seaweed using VEX, then simulate movement with vellum.

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HoudiniMatthew Burgess8 March 2019Houdini, Procedural, Vellum Comments
About this blog

Just a little about me and what this blog is about.

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Matthew Burgess8 March 2019

MATTHEW BURGESS - TECHNICAL FX ARTIST

matthew.alec.burgess@gmail.com