Developed APU hero character asset delivery and Mental Ray rendering pipeline in Maya.
Procedural and hand-animated bandoliers, shell casings, and muzzle flashes.
Simulated, rendered, lighted and composited particles for wave foam, spray, and underwater aeration for "Boat Turn" and "Zebra Surfing" shots in Maya.
Simulated, lighted, rendered, and composited rigid body driven non-divergent fluid for water for “Dam Break” in Maya
SHREK THE THIRD
Simulated, lighted, rendered, and composited particle and fluid hybrid Merlin magic effect with UV mapped texturing in Maya.
Simulated, lighted, and composited rigid body rocks, fluid and particle dust and debris for earthquake and seismic wave in Houdini.
Created procedural Maya fire and smoke system to accommodate small fires across a large physical area while maintaining low memory requirements.
Simulated, lighted, and composited fire, smoke, and embers for “Fire Babies” (Maya) and “Tall Grass” fire trail (Houdini).
Developed 3d stereo VDB volume boolean system in Houdini.
Developed Nuke and Houdini centric map-based procedural footprint system with historical prints