Skyler Liu
VIBE CODING
2025
In this project, I delved into using Houdini, Karma, and Solaris for procedural visual-effects production, creating a realistic car animation with premade assets from WireWheelsClub.
Softwares
AI Use
Houdini
Claude.ai

01
Concept
To unify the scale, we import the model and adjust its size accordingly, as it may not match Houdini’s world scale. We use the Tommy node as a reference for proper dimensions before making the necessary adjustments.


Game 'Summerhouse' on Steam
02
Building Pipeline
The core of this idea lies in deconstructing the logo itself. We noticed that the Rookies “R” is composed of eight irregular geometric pieces, which became the foundation of our concept. We explored whether these eight elements could be separated so they appear like scattered components from a side view, yet align perfectly into the full “R” when seen from a specific angle.

Input
For material setup, we use a Karma Material Builder to configure the texture maps. Since the material package is already included in the downloaded files,


Input
For material setup, we use a Karma Material Builder to configure the texture maps. Since the material package is already included in the downloaded files,
Input
For material setup, we use a Karma Material Builder to configure the texture maps. Since the material package is already included in the downloaded files,
Input
For material setup, we use a Karma Material Builder to configure the texture maps. Since the material package is already included in the downloaded files,
Input
For material setup, we use a Karma Material Builder to configure the texture maps. Since the material package is already included in the downloaded files,


Cola bottle turn table
Input
For material setup, we use a Karma Material Builder to configure the texture maps. Since the material package is already included in the downloaded files,
03
Vex Coding
In this step, I use the Custom Component Builder template to process the large-scale models downloaded from KitBash3D. Within this template, we can create two types of variants for each asset: lighting and texture. This allows us to freely toggle the lights on or off and switch between different texture resolutions when using the asset in the future. After configuring all the parameters, we export the asset as a USD file and store it in the asset library.

04
Layout&Animation
At the center of the base stands a lift platform. The platform slowly raises a bottle of Coca-Cola, as if it were undergoing a pre-launch inspection. The camera then pulls back to reveal a picture-in-picture effect, showing another bottle of Coca-Cola on the table.

camera motion test

light render test
05
Final Render
