Wireframe to beauty render

I was asked at work recently to create some stills for an upcoming event. I wanted to show the transition from a finished rendering to wireframe using a simple blend between the two. While working on the renders I was trying to find a way to create an object ID pass from the "Render Passes"... Continue Reading →

Super Volcano

The final video has finally been approved for release. Was a fun five week project that really allowed me to dig deeper into Houdini's fluid solvers. I must admit it's very hard to go back and use Maya's fluid solver afterwards, there is just no comparison.

Volcanic Destruction

An update from my Ka-plume post, I'm able to post stills from the Smithsonian project as the show has been put on hold for now. I was tasked with creating 13 animating smoke plumes in total, light, texture and render them, track shots in PFTrack for integration, animate, texture and light an SUV, roto live... Continue Reading →

Ka-plume

I recently finished some work for the Smithsonian creating smoke plumes in Houdini for an upcoming show. It gave me a chance to play with size, speed and scale while also testing out Mantra, Houdini's native renderer. These were some early tests to R&D control and get an idea of sim times, will post more... Continue Reading →

Bottle Jack Press

I've done a lot of traveling these last couple months but have finally had time to finish up a project that's been on the back burner for some time. About 2 years ago my wife became interested in creating her own bottle jack printing press, you can find out more here. Our move from New... Continue Reading →

Proof of Concept – Original

This was the original proof of concept and a good exercise with compositing two different rendering packages. At the time there was a slight difference in renders between Maxwell and Mental Ray by only a few pixels. This would have posed little issue, but with depth passes it had to be pixel accurate to avoid... Continue Reading →

Milk splash with wireframe

I accomplished this shot in Realflow 4 and composited it in Nuke. The sim is actually 3 separate simulations, one to get the shape of the body another to get the tendrils, and a third to get more individual particles flying out. The body and tendril sims were meshed together while I left the extra... Continue Reading →

Proof of Concept

This proof of concept was the beginning of a project that was to incorporate Maxwell for the beauty renders and Mental Ray for the secondary passes such as reflections, shadows, depth and motion vectors. This was a test to see if I could get the depth of field to work in post rather then capturing... Continue Reading →

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