Projects · The USB Paradox
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The USB
Paradox.

Lightning · Water Droplets · Volumetrics

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Role
3D Generalist
R&D
Duration
2 Months
2024
Tools
Houdini
Nuke
01 — Project Description

Overview

I was approached by Clemens Willberger to assist during the Research & Development phase. My work focused on creating and refining key visual effects — lightning strikes, water droplets, and volumetric lighting — giving the compositing team a versatile toolkit to work with.

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02 — Behind the Scenes

Process

My role was not to create the final image but to build efficient workflows and reusable assets that could accelerate production — spanning water droplet rendering, lightning generation, volumetric dome lighting, HDRIs and cloud assets.

§ Waterdroplets
Sliding Water on Surfaces

Starting with a fully rendered approach in KarmaXPU, I discovered that simulating it in Nuke via displacement offered significantly more control — and near-realtime feedback.

Video
First Render Test on a Glass Dome
KarmaXPU · Render
1
Initial render-based approach to simulate water sliding down a glass dome using texture based displacement.
Video
Refined simulation pass
KarmaXPU · Simulation
2
Refined simulation pass using a flip fluid approach in Houdini, with improved interaction and more visually interesting droplet shapes. All fully rendered. But kinda slow for iterative work.
Video
Hydroglide with added Set Pieces
Houdini · Compositing
3
Simulating water sliding down the actual set pieces in Houdini, using a flip fluid approach with added forces to create a more dynamic and visually interesting flow.
Video
Nuke ST-Map Displacement
Nuke · Near-Realtime
4
Final Nuke-based approach using ST-Map displacement, allowing for near-realtime feedback and greater control over the water droplet animation
§ Lightning
Strikes, Branches & Flicker

Starting from a point cloud architecture, I progressively added branching, twitching, and multi-path switching — delivering over 40 variations to the team.

BTS 2
Point Cloud & Shortest Path
Houdini · R&D
1
Lightning forms when electrical discharge follows the path of least resistance through the air. Using a shortest-path algorithm allows multiple lightning branches to rapidly propagate between regions of high voltage, creating the characteristic streaking patterns.
BTS 4
Geometry Light Test
KarmaXPU · R&D
2
Early test to see if we could render the lightning geometry as a geometry light. This resolved very slow though and in subsequent tests I switched to rendering the lightning with instanced pointlights.
BTS 3
Instanced Point Light Render
KarmaXPU · R&D
3
Early test to see if we could render the lightning geometry as a geometry light. This resolved very slow though and in subsequent tests I switched to rendering the lightning with instanced pointlights.
Video
Animated Lightning Strikes
KarmaXPU · Rendering
4
First animated output of the lightning strikes achieved by carving the shortest path links and changing the end point seed slightly. Rendered with instanced point lights in KarmaXPU. This version was more of a proof of concept to show that we could achieve the desired look and performance, but the rendering took more time than we wanted.
Video
Branching & Flicker v03
Houdini · FX
5
I added more visual interest to the lightning by introducing more branching and flickering. Branching was achieved by randomly splitting the shortest path links at certain intervals, creating a more natural and chaotic lightning pattern. Flickering was implemented by randomly varying the intensity of the instanced point lights over time.
Video
Volume + Light AOV Separation
KarmaXPU & Nuke · Rendering & Compositing
6
To give the compositing team more control over the lightning, I separated the volume and light AOVs in render. This would become especially useful for shots where the lightning needs to interact with the clouds and environment, allowing for more flexibility in comp.
Video
Full Composite Reference S02
KarmaXPU + Nuke
7
I put together a quick experiment to show how these effects could be combined. I added some spaceship materials and used both volumetric rendering for the close clouds and cards I rendered out from Houdini in compositing for the background. This way, I could control the lighting in post. Spaceship by Jan Pscheidt.
§ Lighting
Spot Lights, Uniform Sampling & Variance

A rather small but important part was to figure out how to get the spotlights in front of the spaceship to light the clouds and environment without causing too much noise in render. I experimented with different sampling techniques and found that using uniform sampling for the direct lighting of the volumetric environment, gave me the best results in terms of quality and performance. Of course rendering this out as an additional AOV pass would yield the biggest benefit for the compositing

Video
Dome Light Element Breakdown
KarmaXPU · Passes
1
All render passes getting combined into the final result.
Video
Dome Light Test v04
KarmaXPU · Volumetrics
2
Final Rendering & Compositing of a test scene with the spotlight setup and uniform sampling to reduce noise for the spotlight pass. This gives really cool dynamic results, when the lights face the camera and ignite the volume surrounding it.
§ HDRIs & Clouds
360° Environment Library

I built a set of clouds and HDRIs & HDR Images deployable at any angle to serve all the different shots. More organic foreground clouds were sourced from the VRAY library.

BTS 5
HDR Still 1
KarmaXPU · Rendering
BTS 6
HDR Still 2
KarmaXPU · Rendering
BTS 7
HDRI Bright Top Light
KarmaXPU · Rendering
BTS 8
HDRI Dark Stormy Environment
KarmaXPU · Lookdev
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HDRI Realtime Preview
Houdini · Vulkan
03 — Full Production Breakdown

Complete
Breakdown.

The complete breakdown covers the full scope of production — rendering, compositing, lighting, modeling and the combined effort of the entire team.

04 — Takeaways

Learnings

Key technical skills developed and deepened over the course of the R&D process.

Nuke
Compositing
Nuke 3D System
3D Cards & HDRIs
ST-Map displacement for water simulation
Various distortion methods
Layer separation & compositing passes
Realtime-proxy workflow for fast iteration
Houdini
FX · Rendering
360° rendering in KarmaXPU
Volumetric & cloud rendering
Water effects on geometry
Procedural lightning generation
Uniform vs variance sampling in Karma
Dome light rendering & isolation passes
Point cloud path-finding for FX
HDRI & environment asset creation
Pipeline
Workflow · R&D
R&D asset handoff workflow
Rendering elements separately for compositing control
Building reusable FX libraries
Communicating technical constraints to directors