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Shot 1 Maya Matchmover, XSI, ICE, FxTree, After Effects / Mental Ray Responsible for everything in this shot from start to finish. This entailed tracking the camera data, modeling the collision objects based on tracking points, ICE simulation, texturing, lighting, setting up render passes, and then creating the final composite with the XSI FxTree and After Effects.

Shot 2 XSI, ICE, After Effects / Mental Ray Responsible for everything in this shot. The simulation was created with ICE and SphFluids. Utilized Pwrapper to generate the polygon mesh. Set up lighting, rendering, and the put the final composite together in After Effects.

Shot 3 XSI, ICE, FxTree, After Effects Responsible for everything in this shot. Created the simulation with ICE, EmFluids. Utilized EmRPC to render the point cloud. After completing the scene set up, all that needed to be done was to hit play and watch as eight million simulating particles rendered locally at roughly twenty seconds per frame.

Shot 4 XSI, ICE, FxTree, After Effects / Mental Ray Responsible for everything from concept to the final composite. The particle simulation was created using Lagoa Multiphysics. Utilized EmPolygonizer to create the poly mesh and then cached the mesh to optimize the scene for a faster render. The render passes were created with Mental Ray. The FxTree and After Effects were then used to create the final composite.


Shot 5 XSI, ICE, FxTree, After Effects / Mental Ray Responsible for everything from concept to the final composite. Which entailed modeling, simulation, texturing, lighting, and rendering. Created the final composite using the XSI FxTree and After Effects. This simulation was created using ICE and Lagoa Multiphysics.

Shot 6 XSI, Zbrush, ICE, After Effects / Mental Ray Responsible for everything from concept to the final composite. Which consisted of modeling, simulation, camera animation, texturing, lighting, rendering, and then creating the final composite in After Effects. Utilized ICE to create the rigid body simulation and instanced particles.

Shot 7 XSI, Zbrush, After Effects / Mental Ray Responsible for everything in the shot except for the After Effects particles and text. This entailed the modeling, camera animation, texturing, lighting, and rendering. The final composite was created using After Effects.

Shot 8 XSI, After Effects / Mental Ray Responsible for modeling, FX, camera animation, texturing, lighting, rendering, and compositing the render layers in After Effects before handing it off to the senior editor.


Shot 9 Maya, XSI, ICE, After Effects / Mental Ray Responsible for the concept, modeling, animation, instances particle simulation using ICE, and then the final concept, which was completed in After Effects.

Client: Woo Nation

Shot 10 XSI, After Effects / Mental Ray Created everything in this shot from start to finish. This entailed modeling, object/camera animation, lighting, and rendering. Completed the final composite using the XSI FxTree, and After Effects. Client: North West Insurance Network

Shots 11 and 12 XSI, After Effects / Mental Ray Responsible for everything in the shot except for the final composite. Simulated and cached the particles using ICE, set up the necessary lighting and rendering. Then created a composite (with an alpha channel) in After Effects to then pass on to the senior editor. Shot 11 dives into my process behind creating fluid simulations by showing a breakdown. From the particle cloud to the polygon mesh and then on to the final render layer (with an alpha channel). Shot 12 is meant to show my fluid simulation being utilized by another artist in the production pipeline.

Client: Insinkerator Food Service


Shot 13 XSI, ICE, After Effects / Mental Ray Responsible for everything in the shot. The fluid simulation was created with ICE and SphFluids, the mesh was created using Pwrapper, and the final composite was completed in After Effects.

Client: Goble & Associates

Shot 14 XSI, ICE, FxTree, After Effects / Mental Ray Responsible for everything in the shot. Except for the original concept. This entailed modeling, simulation, texturing, lighting, rendering and creating the final composite using the XSI FxTree, and After Effects.

Client: Goble & Associates

Shot 15 XSI, ICE, FxTree, After Effects The difference in these simulations as opposed to the simulation in shot 3 is that each one was the result of using different emitter shapes and sizes. The main composite was created with the XSI FxTree, and then After Effects was used simply for motion blur and file conversion.

Shot 16 XSI, PFhoe, After Effects / Mental Ray Responsible for everything in this shot from the original concept to the final composite. The camera tracking data was generated with PFhoe. The ICE simulation particle rendering was created using ICE and EmRPC. The final composite was created in After Effects.


Shot List for Demo Reel 2011