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Emilia Soboleva — VFX ArtistWHAT I BRING TO THE TABLE: — FX simulations in Houdini — Cleanup, rotoscoping, and tracking in Nuke — Shot-focused VFX development and integrationI’m a VFX artist specializing in FX simulations in Houdini, with additional experience in Nuke. I create procedural simulations and work on cleanup, rotoscoping, and tracking, combining technical problem-solving with an eye for visual detail.My goal is to create believable, well-integrated visual effects that support the shot and the overall vision of the project.Here are some of my featured projects — and be sure to check out my latest full VFX showreel!

VOLCANIC ERUPTION
— сreating the effect of volcanic eruption using RBD, pyro and volume simulations

Creation

The project involved multiple volume simulations to recreate the eruption, as well as procedural volcano modeling for the RBD simulation.

Compositing brought the rendered elements together, enhancing realism and ensuring a cohesive final look.

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Final result

The final result captures the scale and intensity of a volcanic eruption through realistic smoke, ash, and debris.

Through this project, I demonstrate my ability to create complex, multi-layered FX simulations, from large-scale pyro and smoke effects to RBD destruction, and deliver a polished result through compositing.

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WHALE JUMP
— сreating the effect of the splashing water using flip simulation

Creation

The whale’s jump and water interaction were created using a FLIP simulation in Houdini, with a focus on realistic fluid dynamics and splash formation.

Additional ocean water was generated with Ocean Spectrum, while compositing the ocean and sky helped complete the environment.

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Final result

The final shot captures the whale’s powerful re-entry into the ocean, with the added water and sky creating a convincing cinematic environment.

This project showcases my skills in large-scale FX simulation, fluid dynamics, and seamless CG integration.

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CROWS
— сreating the effect of bird murmuration using a particle system

Creation

The character’s transformation into a flock of birds and their murmuration were created using a particle simulation in Houdini, with custom motion to achieve natural flock behaviour.

The water surface was generated with Ocean Spectrum, while compositing established the final atmosphere and visual mood.

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Final result

The final shot captures the transformation into a flock of birds, creating a dynamic murmuration against the ocean backdrop. Compositing brings the elements together and establishes the overall atmosphere.

This project demonstrates my ability to develop procedural particle effects and create complex, coordinated motion in Houdini.

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SEA NETTLE
— сreating the jellyfish movement using vellum simulations

Creation

I developed a procedural jellyfish asset in Houdini with three separate Vellum simulations for the bell, oral arms, and tentacles. Each simulation was tuned individually to achieve natural deformation and coordinated swimming motion.

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Final result

The final shot brings the jellyfish to life, combining fluid movement and translucent details to create a convincing underwater scene.

This project highlights my experience in procedural asset development, Vellum simulations, and creating natural secondary motion in Houdini.

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Have a vision? Let’s make the impossible look real.

Emilia Soboleva | VFX artist

TG: @espiacaelum
EMAIL: soemeli@yandex.ru

VFX ARTIST PORTFOLIO | Emilia Soboleva
Проект создан 30.10.2026
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