Avatar ground battle -- Look dev. and lighting
support for tracers, muzzle flashes, gun smoke, including
python script to help automate lighting scene setup.
Smoke Monster – automated processing of geo for volume
emission.
Day The Earth Stood Still -- FG nanobot swarms, decaying
clothing.
Chop Shop Grinder -- The parts inside the grinders are
rigid body simulations. I also did the grinder
steam, and bouncing of FG junk.
Chop Shop Battle -- Crowd system.
Steam Train -- Exhaust.
Rope Bridge Debris -- Maya particles.
Water surface ripples -- procedural displacement on
a booleaned volume.
Statue Vines -- I did the flames, sparks and smoke.
Train Station – crowd system development, and layout in
this shot.
Bigweld Returns -- I took the in-house crowd system
from proof-of-concept to production ready, and lead it’s
implementation through-out the production of “Robots”.
Airship – exhaust, using Blue Sky’s in-house volume ray
tracer.
Snowboarding – Maya particles.
Diego -- Snow.
Sid – splashes.
Truck -- Exhaust was done using Blue Sky’s
proprietary method of applying noise to an isosurface
defined by particle radii.
Arrrows – instanced particles.
Wave – deforming NURBS patch.
Dominoes – The bulk of the the dominoes were generated in
Blue Sky’s rendering language, and driven over a NURBS
patch from animation. The bouncing dominoes are
instanced to Maya particles.