

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 am a VFX artist specializing in FX simulations in Houdini, with additional experience in Nuke. I create procedural simulations and handle cleanup, rotoscoping, and tracking, merging technical problem-solving with a sharp eye for visual detail.My goal is to create believable, well-integrated visual effects that enhance the shot and support the project’s overall vision.Here are some of my featured projects—be sure to check out my latest full VFX showreel!
VOLCANIC ERUPTION
— creating the effect of a 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.
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.
WHALE JUMP
— creating the effect of the splashing water using flip simulation


Creation
The whale’s leap and interaction with the water 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.
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.
CROWS
— creating 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, featuring custom motion to achieve natural flock behavior.
The water surface was generated with Ocean Spectrum, while compositing established the final atmosphere and visual mood.
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.
SEA NETTLE
— creating the jellyfish movement using vellum simulations


Creation
I developed a procedural jellyfish asset in Houdini, utilizing three separate Vellum simulations for the bell, oral arms, and tentacles. Each simulation was individually tuned to achieve natural deformation and coordinated swimming motion.
Final Result
The final shot brings the jellyfish to life, combining fluid movement and translucent details to create a convincing underwater scene.
This project showcases my experience in procedural asset development, Vellum simulations, and creating natural secondary motion in Houdini.
Have a vision? Let’s make the impossible look real.
Emilia Soboleva | VFX Artist
TG: @espiacaelum
EMAIL: soemeli@yandex.ru































