Fadi Saeed

Fadi Saeed portraiture, editorial, product, kids, architecture, and events photography. deliver world class images that suites the client vision. for job assignment

21/08/2026

What is the one Houdini technique that has become non-negotiable in your current pipeline? Curious how other FX TDs are solving the same problems in production.

Full breakdown and setup: https://www.patreon.com/cw/faddyvfx

21/08/2026

If you are doing particle-based FX for film, your color pipeline matters as much as the sim itself. ACEScg end to end means what you frame in Karma is what a comp sees in Nuke - no LUT guesswork in the final.

Set the viewport transform and render prim transform to ACEScg from the very first blockout. Retro-fitting color mid-show is where the hours go missing.

Full breakdown and setup: https://www.patreon.com/cw/faddyvfx

20/08/2026

How a shot moves through an FX setup, start to finish:

1. Reference and scale calibration - lock the shot scale before any sim work
2. Blockout sim at low res to validate the behavior
3. High-res cache with substeps dialed to the action
4. Secondary passes - spray, dust, practical elements
5. Lookdev and render in ACEScg

The majority of quality comes from steps 1 and 2. Spending an extra hour there saves a day of re-simulating.

Full breakdown and setup: https://www.patreon.com/cw/faddyvfx

20/08/2026

One thing that saves FX TDs hours: cache your sims at the highest detail you actually need, then run secondary passes (vorticity, motion blur, jitter) on the cached field instead of resimulating. Same quality, far shorter iteration loops.

Practical detail: keep a low-res velocity cache as your "ground truth" and read the fine passes back off it - you get stable motion even when the detail pass is re-tuned.

Full breakdown and setup: https://www.patreon.com/cw/faddyvfx

19/08/2026

New in the store: a production Houdini setup.

Built and tested inside active show pipelines - clean node graphs, annotated VEX, ACEScg color handling, and parameters exposed for shot-specific iteration rather than one-off sims. Ships with documented setup notes and a Karma XPU render scene.

Full breakdown and setup: https://www.patreon.com/cw/faddyvfx

18/08/2026

Breakdown of a production Houdini setup.

The interesting part was keeping velocity coherent across varying densities. Solved with damped POP wrangles and attribute transfer from a lower-res cache, so the heavy sim stays cheap and the fine pass stays stable.

Render pass was split into three: a primary sim, a motion-blur pass, and a practical element (smoke or spray) to sell scale.

Full breakdown and setup: https://www.patreon.com/cw/faddyvfx

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