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Kyle Lin 林敬家
Houdini FX Artist
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Kyle Lin
Kyle Lin VFX Demo Reel
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01:09
Procedural Mini City Generator
I created a procedural miniature-style city generator! I got the idea for this project from seeing "Love Death Robots: Night of the Mini Dead" and the city-building game "City Skyline." I have always enjoyed playing city-building games, so I think why not make it myself? For this project, I have created 4 tools to create the city. The first tool is a Grid generator. It can quickly generate a road network for the city. However, curves will work as well. The second tool is the road generator. Users can use this tool to turn the input grid into roads. It contains several parameters such as the number and width of the roads and sidewalks, density of road furniture, size of the intersection, etc. The third tool is the city planner. Users can use the city generator's output and choose what type of buildings to build. There are 4 types: park, suburb New York brownstone buildings, tall city office buildings, or empty. The last tool is using the data from the city planner and creating randomized buildings. Users have multiple controls on each different type of building to create the look that they want. Everything is procedurally modeled in Houdini, brick shader was created using OSL, and rendered with Redshift.
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00:10
Banana Man - Walking in Rain
Poor banana man 💀💀 I’ve always wanted to create a scene for him that’s a bit more complicated. In order to match the sad theme of the banana man, I let him walk in the rain and hit by a toy car. The rain was created based on particles, and I used the ripple solver to create the puddle on the road. It was quite challenging to create the scene in about 1 week, but I’m pretty happy with the result. Hope you like it! Responsible for all aspects, except animation from Mixamo. Rendered with Redshift and color corrected in Nuke.
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00:13
Banana Man - Rag Doll
Please mind your steps and hold on to the handrail! It was really fun creating this rag doll simulation of the banana man falling down the escalator endlessly. Got this idea from an old video that I saw online. No banana man was harmed during the process of making this video. Responsible for all aspects, except animation from Mixamo. Rendered with Redshift.
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00:09
Banana Man - Walk Cycle
It’s Banana man! Saw him online and think he’s too cute and sad to not make it real! I made a patched version of him with a yellow puffer jacket. Everything was created in Houdini, retargeted animation from Mixamo with KineFX, and rendered with Redshift. It was really fun seeing him come to life from modeling to grooming, and finally rendering.
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00:10
Wall Destruction
This project is about creating destruction by combining multiple simulations such as RBD, particles, and pyro. I was responsible for all aspects except the graffiti. This was a very fun and challenging project to make. I learned a lot from the project. For example, I had to create two fractures and some randomized noise on the constraints in order to create a destruction with more variations of how it breaks to give it more details. I am very happy with how it turned out. The wall destruction was made with Houdini 19.5 and rendered with Redshift.
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01:06
Encounter
"Encounter" is a short horror film I created with Unreal Engine 5. Assets are from the Unreal Engine Marketplace, and animations are from Mixamo. This is my first time using Unreal Engine, and it was very fun playing around with the scene and seeing the render in real time. I have learned a lot about how Unreal Engine and virtual production works, how to do facial capture, and some sound design as well. Scenes were rendered with Unreal Engine 5, composited in Nuke, and sound design in Premiere Pro.
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00:06
Pwnisher's Moving Meditation Community Render Challenge
The is my entry for the Moving Meditation community render challenge held by youtuber Pwisher. He provided the artists with different motion capture data to choose from and the camera setup. The artists were challenged to create a scene with provided asset. The scene I created was a samurai turning the moon into blood moon. I used KineFX to import and clean up the motion capture and the cloth simulation with vellum. I created the buildings and the bridges procedurally, so I quickly create different looks of the buildings at once. Also gave me flexibility to adjust how the buildings and the bridges look at any point I want. Moreover, I used OSL to create the brick shader for the buildings, and the lamp. Finally, the scene was rendered with Redshift and composited in Natron.
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00:09
LittleAlien
Trying out a lot of things for the first time in Houdini in this project. I tried out VDB modeling with the character, and rig and animated procedurally with KineFX. Also created a random grass, rock, flower, and tree generator for different looks of the object to scatter. Additionally, I also tried out vellum in Houdini for the antenna of the alien, and for the interaction of the grass and the character. Everything is done in Houdini, rendered in Redshift, and composite in Natron. Music composed in GarageBand.
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00:29
Team Ducati SCAD X The Mill
This is a collaboration project that I did with three other artists under the mentorship of The Mill. We had to create a commercial for a vehicle. Therefore, we made the Ducati concept bike enter the portal and exit into the present world to illustrate that the future is here. I was in charge of making the portal effects. I created the portal in Houdini and rendered with Mantra. I created several layers of particle effects to create the portal. I also created a distortion map for the compositor to add heat distortion onto the portal in compositing. I am really happy with how it turned out, and I learned a lot from my teammates.
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01:59
Python Procedural Newton's Cradle in Maya with OSL shader
It is just like the last one, everything is created by python code. Additionally, the python code also added attributes to each of the balls that can control the same OSL shader they are assigned to. The user can change both colors, frequency and offset of the pattern, bump map noise frequency and height, and the position of the cap. Moreover, I also added nCloth to the balls in the python code, so they are bouncy. The result is really fun to watch, and also very fun to make. I have learned that I can really do anything with python and mel inside of Maya. Creating textures with OSL is very fun as well. The only limitation is my imagination.
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00:14
Python Procedural Newton's Cradle in Maya
I made a fridge magnet Newton’s Cradle! The Newton’s cradle is fully made with python codes including the shaders. Run the code, it will create a Newton’s cradle for you including animation! The user can change the number of balls, length of the string, the radius of the balls, speed, and range of the animation. I made everything except modeling of the fridge and the toaster. Render with Arnold in Maya.
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00:05
OSl Toon Shader
In this project, we are creating osl shader. I decided to make a toon shader. This is the result I had.
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