Shotcraft
Animation

FX TD

Simulates water, fire, smoke, cloth, hair and destruction, and delivers the caches to lighting.

What they do

An FX TD gets a shot with approved animation and a note like: the wave has to break over the boat on frame 60, and the character has to be visible through it. What they deliver is caches, usually volumes and geometry sequences written to disk, that lighting and compositing render. The work is setup, not painting: building a network in Houdini, choosing a solver, wiring collisions to the animated character, and then running the simulation over and over at increasing resolution while inspecting whether it does the thing the shot needs. Iteration is slow and expensive because sims run on the farm, and a low-resolution test that behaves does not guarantee the high-resolution version will. Art direction is the hard part. Physical accuracy is available and frequently wrong: published work on Disney's water for Moana is about making a simulated ocean perform, hitting story beats, holding a shape, acting like a character, which no unguided solver will do. So FX TDs build layered setups where a hand-animated guide drives a sim, and cheats sit under the physics. The role is also a tools role. FX TDs write VEX and Python, wrap setups so other artists can use them, and are the people who explain why a cache is 400 gigabytes. Character FX, the cloth and hair on every character in every shot, is quieter, higher-volume work in the same discipline.

What they decide

The calls that belong to this role and no other.

Principles of the craft

Common mistakes

How to learn it

Exercises and routes in, not a reading list.

Where generation touches this job

ML surrogates for physical simulation are a live research area and already appear in production as fast approximations that let an artist see the shape of an effect before committing farm hours. Generative video is the wrong shape for the deliverable: the physics in these models is learned appearance rather than simulation, so contact, weight and fluid behaviour are plausible-looking rather than correct, and the output is baked frames with no cache that lighting can render, no collision with the show's animated character, and no consistency across the shots either side. The art direction of an effect, deciding what it must do and when, is where the judgement lives.

Written to be honest in both directions: this site does not claim a model replaces this role, and does not pretend nothing has changed.

Tools and kit

  • Houdini, including the free Apprentice edition for learning
  • FLIP, Pyro, Vellum, RBD and cloth solvers
  • VEX and Python for procedural setups and tools
  • VDB volume caches and Alembic or USD geometry caches
  • Render farm submission with dependency graphs
  • Collision geometry and animated guide curves from animation
  • Wedge testing across parameter ranges
  • Cache versioning and disk-budget tracking

Works with

  • animator
  • lighting-td
  • compositor
  • rigger
  • technical-director
  • render-wrangler
  • pipeline-engineer
  • vfx-supervisor
  • director

What to read about the machines

Explainers this role's own page refers to. Each one is listed because the text above names the term shown beside it.

The models that touch this work

The parts of the directory relevant to animation, rather than all of it.

Prompt craft

The vocabulary, on the other side

Lenses, film stocks, lighting patterns and mood recipes, written in the words this department already uses. Useful if you are briefing a model rather than a crew.

Open the cinematic reference · Safe zones

Also in Animation

Sources