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Monthly Archives: May 2012

Finally, the teaser of the animation film I worked on last year in Lightbox Entertainment Studios.

My role was leading the FX team and designing department’s pipeline based on 3DS Max. I am very proud of the end result.

In theaters August 2012.


An approach to cartoon alike 3D explosions.

Though based in dynamics (so no procedural animation here), I think that how 2D and 3D elements mixed together is worth this post.

Tool designed to ease the way an animation set is filled up with objects, the idea is to paint them as if the terrain were a white sheet of paper.

Select the ground object and choose between several props (foliage in this case) to paint. The tool retains the strokes to set props scale, randomnes and density per surface area.

Finally you can choose to export the end result to frozen geometry.

[vimeo w=500]

Everything in this picture was painted, even the trees.

Point scattering, attributes and expressions, beside python code under the cover this time.

These are a couple of shots I did for a friend’s ambitious shortfilm. My role was to turn a standard character into a volumetric one, without losing its features and animation.

By that time I discovered Peter Shipkov’s Soup plugin, a tool that makes Maya more procedural. It allowed me to do volume scattering, transfer texture colors to fluid emission and separate the simulation into 2 different stages using wavelet turbulence.

Thanks to Peter for developing this wonderful tool…

This was my first Houdini digital asset… it converts any input geometry to voxels.

It is a very simple setup based on volume scattering, the copy and attribute transfer sops, and It proved I was able to do stuff with this software.

Here is the asset’s ‘otl’ file… PixelizeME

Just plug your geo to find its pixelized version.

Just a rig for a particle instancer emitter. Simple? Not that much… The point here is that there was no dynamics present in the scene, all motion was created throw expressions over the transformation of hundred of objects.

You can tweak inner-outter radius, number of particles, velocity, choose between stars and heart instances, …

This is a cheap way to create vegetation I have used on several projects.

It is based on volume scattering and soft body simulations. The general volume surfaces are simulated to give motion and interact with characters… and then they are filled up throw point scattering and expressions, moving the leaves to give randomness.

Another snow system for the same previous project, this one was the tool to generate snow covering the roofs.

Just make a geometry selection where you want snow to appear, adjust a bounding box and click export.

It was based on fluid to geometry conversion and filtering.

These are the tests of a footprint rig I made for a project with a lot of snow in it.

[vimeo w=500]

The system was based on emission into projected fluid textures, then these texture were used as displacement for the snow shaders.

Just layout the handles on the terrain at the character’s path, click export and add the displacement to your surface shaders.

How would you create a liquid simulation without actually any fluid solver.

Take a grid plane, a bunch of spheres and Maya’s NURBS procedural modelling. U got it!