As part of the thesis project for the short animated film «The Stone and the Star,» a series of visual effects were developed, encompassing character imagery elements, environmental assets, and various natural phenomena.
Character Effects
Flame of the Star
The hairstyle for the Physics Star, reflecting its character and motion, was intended to resemble a candle flame while maintaining volumetric density and aligning with the character’s visual style. To achieve this objective, a non-standard pipeline was developed. First, the hairstyle framework was created using the groom system; then, geometry resembling ribbon-like flame wisps was added atop the groom guides. Afterward, a Vellum simulation was applied. However, because of the character’s very rapid movement and swift navigation through space, the simulation did not always function correctly. Therefore, the resulting dynamic version of the flame was blended with a static version using blendshapes. This approach allowed for subtle movement in the flame within the shot while preserving its core shape.


The Star Fire Effect in Animation Shots

Grooming and Vellumen Simulation Settings
Stone Moss
Several different approaches were tested to create moss on the surface of the rock. Initially, procedural geometry with Vellum simulation was developed. However, later, to optimize the process, the decision was made to abandon that setup and instead configure the moss using a standard groom, adding its movement physics directly within Unreal Engine 5.

Creating a mask and guides for Stone grooming
Stages of Work on the Stone Moss
Color assets for the Star Garden location
The Process of Integrating Plant Assets into the Garden Location


The application of growth and bloom animations in motion shots
Procedural Modeling in Houdini
For one of the main locations—the Star Garden—a series of assets was developed using procedural modeling in Houdini. This approach allowed for the creation of a large variety of color variations by altering the quantity and shape of individual components, thereby making the garden’s contents more diverse.
3D plant models created using procedural methods in Houdini
Color reveal and fading animations
Since the stems and petals of flowers are based on curves, you can easily control the animation settings for plant growth, wilting, and bud blooming by manipulating the bend parameters.
Flower sprouting effect along the character’s movement trajectory
For one of the scenes, a color-blooming effect was developed along the trajectory of the star’s movement, which was configured within Unreal using the settings of several Blueprints.
Effects in Niagara
Несколько эффектов были настроены внутри игрового движка Unreal Engine 5 через Niagara-систему
Shooting Star
Explosion of the Stone Plateau
To create the explosion effect when the Star fell into the Stone Garden, an RBD simulation was built in Houdini, which was augmented in UE with lightning, light flashes, and dust suspension developed using Niagara.






