Joaquim Santos | FX Artist 2013 Demo Reel Welding Arm One shot project at Bournemouth University (BU).The CG arm was modeled, animated, shaded and rendered with multiple passes, in Houdini. The flame and sparks were created using particles in Houdini for added speed and control.The final look on the sparks is obtained through a mixture of motion blur and over bright material. The flame passed several instances in development, having started as a metaball, advancing to sprites, points and finally small spheres copied onto points. In comp some of these shots were combined. The compositing was done in Nuke. Software: Houdini | Nuke _______________________________________________________________ Lincoln from Steven Spielberg Full body roto done while working at Framestore. The jacket was keyframed by hand, almost frame by frame due to the wind flapping the cloth. The rest was a mixture of Sillhouette's Point Tracking and Mocha Planar Tracking. The mask was used in Nuke as a garbage mask to get more detail into the keying of the image and to export the final mattes. Software: Sillhouette | Mocha | Nuke _______________________________________________________________ Website: http://js-vfx.com | Email: [email protected] | Mobile: +351 919 038 474 Website: http://js-vfx.com | Email: [email protected] | Mobile: +447743015424 Underwater Scene Dry to wet conversion. Lamp modeled and animated in Houdini. Volumetric effects of the lamp done in Houdini, using v_litfog. Used an image treated in Houdini Composite to create fake caustics. Rendered in multiple passes that were composed in Nuke. Used acquisition footage shot in an water tank to simulate the particles. Software: Houdini | Nuke | Photoshop _ ______________________________________________________________ The Refinery For the reel I opted for a black background but kept the title that shows the idea behind: a refinery fire! With this shot I wanted to get some experience with Pyro. To achieve the necessary aggressiveness of the flames and smoke and give the impression of wind pushing it, the Fluid Source was tweaked and several of the parameters in the Pyro Solver were tested and changed accordingly. The Pyro shader had several iterations and the Smoke and Fire tabs had the lookup Ramps extensively changed to achieve extra detail. All models done with Houdini and rendered with Mantra's PBR. All compositing done in Nuke. Software: Houdini | PFTrack | Nuke _______________________________________________________________ Website: http://js-vfx.com | Email: [email protected] | Mobile: +351 919 038 474 Corfe Castle Destruction sequence of one wall at Corfe Castle. The objective was to use an RBD simulation that could be as procedural as possible. Almost all the steps had a file or ROP node to write out the .bgeo and read back in, to keep the workflow fast. I used Voronoi Fracture and a combination of scattered and painted areas to pre-fracture the geometry feed to the Simulation. Used a glue network with attributes created that could be animated, in terms of Distance Threshold and Blend to get different speeds and behaviors. Some parts were kept glued together while others would dissolve. From the chunks I derived the smoke, with a Pyro Simulation and the particles that become random sized and shaped debris. Rendered as multiple passes in Houdini and composited in Nuke. Software: Houdini | Nuke _______________________________________________________________ Space Scene Full CG Scene. All the objects were modeled in Houdini. The Hubble is being occluded from a massive object coming from deep space. Used images from the Nasa Blue Marble site to create some simple custom shaders, with height information (to derive displacement) and so on. The Earth is a series of increasingly bigger spheres with the shaders applied to it. Star maps were created in 2D, in Nuke. The Nebula was a real volumetric smoke, from which I used just a part. Software: Houdini | Nuke ___________________________________________________________ Website: http://js-vfx.com | Email: [email protected] | Mobile: +351 919 038 474 WIP SECTION Volcano Explosion Very early WIP. Objective is to simulate a volcanic eruption, complete with all the elements needed to achieve realism, simulation wise (volcanic plume/pyroclastic; secondary smoke, debris, smoke from debris...), while learning more of Pyro and Fluids in general. Major motion and elements have been achieved, but there are still some areas to improve. The experience has been productive in all areas, especially in terms of learning to better optimize the scene! Smoke was done using Pyro, the debris were pre-fractured and feed into the Dynamics simulation. Software: Houdini | Nuke | Photoshop ___________________________________________________________ Waterfall Early WIP. Objective is to simulate a waterfall complete with all the elements needed to achieve realism, while learning more of Fluids in general. Major motion and elements have been achieved, but there are still some areas to improve. The importance certain key areas and settings was a lesson well learned! Software: Houdini | Nuke | Photoshop Music from Soundcloud.com – The Awakening by Seizon Website: http://js-vfx.com | Email: [email protected] | Mobile: +351 919 038 474 Website: http://js-vfx.com | Email: [email protected] | Mobile: +351 919 038 474
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