reel 2013


1 – Torches Effect – FX Technical Director – “Puss In Boots”
• developed fire torch system for fast moving objects with Maya Fluids
• developed custom fluid auto-resize tool driven by density and contained geometry(1)
• developed custom fluid deformation tool (2)
Software: Maya, Houdini, Nuke
Render: DreamWorks proprietary volume render engine


2 – Env Fog Effect – FX Technical Director – “Shrek Forever After”
• created a large scale fog effect realistically interacting with characters using Maya Fluids and fields
• used Houdini to resample and fine tune the fluid object
Software: Maya, Houdini, Nuke
Render: DreamWorks proprietary volume render engine


3 – Flies Effect – FX Technical Director – “Shrek Forever After”
• created fly rig to have fly feet procedurally walk on surfaces based on surface proximity, and flap wings like a real fly
• hand drawn flies paths on geometry
Software: Maya


4 – Unfolding Sails Effect – FX Technical Director – “Kung Fu Panda 2”
• created sail rig using Maya Cloth
• generated simulation and exported geometry
Software: Maya


5 – Roaches Effect – FX Technical Director – “Puss In Boots”
• developed procedural roaches system
• developed algorithm to generate ‘noisy’ Nurbs curves on surface given proximity control points.
Software: Maya


6 – Flowing Water Effect – FX Technical Director – “Shrek Forever After”
• (3)developed set of tools to have particles move over complex multi patch Nurbs horse wagon assets
• generated flowing water effect using (3) to create water streams and wet maps.
• rendered all the layers and composited the final image
Software: Maya, Comp
Render: DreamWorks scanline render engine


7 – Clouds Effect – FX Technical Director – “Puss In Boots”
• setup and render of several passes for a cloud effect (the clouds I’ve worked on are the clouds visible in the end of the shot)
Software: Houdini, Nuke
Render: Mantra


8 – Dust Effect – FX Technical Director – “Puss In Boots”
• created dust system with Maya Fluids
• used (1) to optimize simulation and render time
• used Houdini to post-process and resample the fluid object
Software: Maya, Houdini, Nuke
Render: DreamWorks proprietary volume render


9 – Toy Dirt Effect – FX Technical Director – “Kung Fu Panda 2”
• created dirt effect using Maya particles and Particle Expressions
• used Houdini to add PP attributes based on geometry proximity
Software: Maya, Houdini


10 – City Smoke Effect – FX Technical Director – “Kung Fu Panda 2”
• created city smoke streams using Maya Particles driven by Particle Expressions
Software: Maya, Nuke
Render: DreamWorks proprietary particle render engine


11 – Cannon Smoke Effect – FX Technical Director – “Kung Fu Panda 2”
• created smoke effect using Maya Fluids
• used (1) to speed up simulation and render times
• used Houdini to post-process and resample the fluid object
Software: Maya, Houdini, Nuke


12 – Rainbow Effect – FX Technical Director – “Shrek Forever After”
• created rainbow effect using Maya particles driven by Particle Expressions
Software: Maya, Nuke
Render: Render: DreamWorks proprietary particle render engine


13 – Droplet Effect – FX Technical Director – “Kung Fu Panda 2”
• created water drop effect flowing on Po’s body
• generated all render passes and rendered final image
Software: Maya, Nuke
Render: DreamWorks proprietary render engine


14 – Far far away Effect – FX Technical Director – Academy Awards 2012
• created particular effect projected live on the giant Kodak Theater screen during 2012 Academy Awards.
• the image resolution was 7560×4200 pixels.
Software: Maya, Nuke


15 – wrapping ribbons effect – FX Technical Director – “Locarno Film
Festival”
• created idea and storyboard
• developed tool to “wrap” objects with nurbs ribbons
• rendered and composited the whole sequence
Software: Maya, Shake


16 – Lighting Pipeline Technical Director – “Batman – The Dark Knight”
• analyzed the pipelines of previous shows and lay the foundations of a new pipeline
• developed tools for Maya that would allow the lighter to quickly generate and position custom lights compatible with Liquid
Scripting Languages: Mel, Python


17 – Animation Pipeline Technical Director – “The Golden Compass”
• developed a tool to generate the mesh cache of the animated bears assets on the farm
• maintained Choreographer, the core animation tool for the show
• lead TD for animation department
Scripting Languages: Mel, Python