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Project file: https://adamhogan.gumroad.com/l/mbldx Can we recreate the Upside Down in Houdini? In this breakdown, I’m sharing the key lessons I learned while building a "Stranger Things" style gate. From procedural modelling to look dev and compositing. As a 3D artist, I wanted to challenge myself to move beyond simple shapes and dive deep into complex procedural modelling and organic simulations. We’ll break down the three main pillars of this effect: Building the shape of gate, which drive everything else The Webbing: The Goo-ey webbing from a Vellum Simulation The Vines: Projecting curves and using a detangle logic to make them creep and crawl over each other. The Wall: Using noise-driven masks to tear a hole through the wall into another dimension. I also dive into my Solaris/Karma look dev workflow, showing how to balance transmission and subsurface scattering to get that gross, fleshy texture, and how to use light passes in After Effects to add the final cinematic flicker and lens grit. I hope this look into my process helps your own creative journey Website: https://www.adamhogan.com.au Twitter: https://x.com/MotionByAdam Instagram: / adam.cinematic.universe Timestamps: 00:00 || Let's make a Gate to the Upside Down! 00:15 || The Three Core Components 00:26 || Building the Gate Base Shape 00:41 || Creating the Webbing: Points & Mirroring 01:14 || Connection Logic & Color-Coded Cleanup 01:34 || Refining Webbing Density & Distribution 02:11 || Simulation: Smoothing, Fusing, & Pinning 02:59 || The Glue Setup & Organic Motion 03:37 || Final Webbing Tweaks: Density & Thickness 03:51 || Constructing the Wall & Portal Hole 04:13 || Generating the Fleshy Vines 04:57 || Detangling the Vines with Iteration 05:28 || Lighting 06:25 || Texturing the Webbing: Transmission & Subsurface 07:05 || Advanced Vine Texturing: Noise & Fleshy Colors 08:13 || Creating the Procedural Veins 10:09 || Compositing: Light Passes & Flicker Animation 10:59 || Final Lens Effects: Bloom, Grain, & Distortion 11:46 || Final Result