2010
02.08
This piece was created with SideFX Houdini. Inspiration for this animation came from installations created by Daniel Rozin. His installations use hundreds of mirrors (and other surfaces) to reflect the environment to create a dynamic image. The image is created by calculating luminance values from a camera mounted inside of the installation. I used a similar method in Houdini; my original footage (Lucid Pictures) was run though a VOP SOP network to calculate the luminance values. These values where then used to determine how much to rotate the thousands of mirrors to form the final animation.
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2010
02.05
This project was completed for my digital materials and textures course. The object of the assignment was to create a scene entirely with procedural textures. The sculpture is made of silver and inside of the sculpture is a giant soap bubble. The only file based textures are the clouds which I created using vue 7, and the texture for the wood floor. Below are images showing the shading networks used in Maya and Mental Ray to create the look of the materials.
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2010
02.02
My latest venture into 3D is learning SideFX Houdini. The procedural workflow is very different than other software and is extremely flexible and powerful. The video shows a building that can be altered using a user interface that was created with scripting in Houdini 10. There are a few geometry glitches that appear as flickering. This is due to floating point numbers being used with cookie sops. In English not every tiny value works when performing boolean operations so there is noise.
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2009
12.08
This is my visual effects reel for 2010. The reel contains clips completed for class as well as independent projects. The software used: Maya, Mental Ray, RealFlow, Vue, Nuke, Shake, Final Cut Pro, and Motion.
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2009
12.07
This is the final project for my photoreal rendering class. The footage was shot with a Canon 5d Mk II. It was then tracked with Boujou to create a 3D matchmove. I then modeled the hood of the car to create fairly accurate proxy geometry. Next a fluid simulation was calculated using realflow. After I output the mesh from RealFlow the paint was rendered in passes with Mental Ray from Maya 2009. The layers were composited with the live action plate using Nuke v5.
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