render_v001.jpg
sublime_screencap.jpg
the-strain-1400x750.jpg
Pompeii-screencaps-Kit-Harrington-movie-2.jpg
02_mama_1920x1080_wallpaper.jpg
STILL_04.jpg
render_v001.jpg
Sam_50crop.jpg
vikings.jpg
Silent-Hill-Revelation-3D_02.jpg
mortal-instruments1.jpg
TheThing2011_forWeb.jpg
the-three-musketeers_02.jpg
call_of_duty_modern_warfare_3_wallpaper.jpg
Tron-Legacy-Sequel_02.jpg
resident_evil_poster_square.jpg
holmes.jpg
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thinking_particles_v001.jpg
render_v001.jpg

Houdini UI Graphic Elements


Tron Inspired UI Graphic Elements created procedurally using SideFx Houdini

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Houdini UI Graphic Elements


Tron Inspired UI Graphic Elements created procedurally using SideFx Houdini

HOUDINI UI GRAPHIC ELEMENTS

I am a big fan of infographics or interface design elements especially for feature film. Given the looser constraints of the medium, graphic artists creating work for movies have been pushing the boundaries of visual complexity. The UI design from Ironman has already set a benchmark for the future of UI design in real life, and pretty much the only good thing about the movie Prometheus was design of the amazing graphic elements, such as the 3d space map.

Having said that I never made the connection between creation of these images and the tools that I use for visual effects until reading an excellent article from Jtnimoy (http://jtnimoy.net/?q=178) about the creation of such graphics in Tron. What I found really interesting was how they ended up re-creating some of the graphics that were created in openframeworks and/or processing in Sidefx Houdini. So I ended up setting up couple of tools in Houdini for my own amusement to facilitate the procedural creation of such effects.

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Python & PyQt


Visual Effects Pipeline and Lighting tools developed using Python and PyQt.

Python & PyQt


Visual Effects Pipeline and Lighting tools developed using Python and PyQt.

PYTHON & PYQT

Here are some tools that I have developed mainly aimed at the Lighting and Rendering Pipeline, using Python, Pymel and PyQt.

 

Maya - Out Context Tool

A tool that tries to mimic a Houdini like render output functionality in the Maya environment. Coded using Python and PyQt. It aims to help the user to create separate set of render settings in Maya, and have them saved in the scene file. Each settings, that is created can be loaded so that the user can easily switch in between different options and get the visual output that he/she wants in a much efficient way. #Python #PyQt


Maya - Settings Saver Tool

A tool that I wrote that enables the user to save the current settings on a Maya object, on the object itself as an extra attribute to be easily loaded later on. Coded using Python and PyQt. It works on the transform node and saves the current numeric, including boolean, values on the transform node and the corresponding shape node. It also enables the user to take notes as well, which should be equally handy. It is perfectly suited especially for the iterative process of lighting and lookdev.


Maya - Light Controller Tool

Here is a tool that I wrote to have a more efficient and precise control over lights that you may create in a Maya Scene. Coded using Python and PyQt. The workflow is, you create a locator and then bring in a controller panel for that locator which in turn creates a light rig and a light under the locator selected. From the controller panel you can adjust the various parameters and make selections easily and efficiently.


VRay - Interactive Settings

 

VRay Interactive Settings

VRay Interactive Settings

"Vray Interactive Settings" is a dockable control panel, where the user can adjust the most common render optimization settings, without getting lost in the panels under the "Render Globals". It also, marks the settings that have changed by the user, for them to be noticable later on, making it a suitable tool for quick test renders and look development. Written using Python and PyQt.

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The Strain


Lead Lighting Artist for "The Strain", a TV show created by Guillermo del Toro and Chuck Hogan.

The Strain


Lead Lighting Artist for "The Strain", a TV show created by Guillermo del Toro and Chuck Hogan.

I have worked as the Lead Lighting Artist for the first season of Guillermo del Toro's TV Show "The Strain". Responsible for the Lighting Department and Lighting, Rendering and Pre-Compositing Shots. Using Primarily Maya, VRay and Nuke.


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Pompeii


Lighting Artist for the movie "Pompeii" by Paul W. S. Anderson.

Pompeii


Lighting Artist for the movie "Pompeii" by Paul W. S. Anderson.

I have worked as a Lighting Artist for the movie Pompeii by Paul W.S. Anderson. Houdini was preferred to light and render effects heavy shots, for other scenes we have used Maya and Vray.


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Mama


Mama, first feature film by the director Andres Muschietti.

Mama


Mama, first feature film by the director Andres Muschietti.

I have worked on the Visual Effects for 'Mama' by the first time director Andres Muschietti as a Lead Lighting Artist, using Houdini, Mantra, Maya, VRay and Nuke. Worked on almost 50 shots containing CG Hair which is created using Houdini Fur Tools. Below is my reel for the movie and the stills from some of the shots I have worked on.

 


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Fck Winter


Fck Winter, a short by the Toronto based Director Kim Leow.

Fck Winter


Fck Winter, a short by the Toronto based Director Kim Leow.

I composited and finaled the short "Fck Winter" by the Toronto based director and designer Kim Leow while working at Tendril. Renders are done in 3ds Max, using Vray. Compositing done primarily in Nuke. More of Kim's work can be found at her website


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UI Graphic Elements


Tron Inspired UI Graphic Elements created procedurally using SideFx Houdini

UI Graphic Elements


Tron Inspired UI Graphic Elements created procedurally using SideFx Houdini

render_v001.jpg

I am a big fan of infographics or interface design elements especially for feature film. Given the looser constraints of the medium, graphic artists creating work for movies have been pushing the boundaries of visual complexity. The UI design from Ironman has already set a benchmark for the future of UI design in real life, and pretty much the only good thing about the movie Prometheus was design of the amazing graphic elements, such as the 3d space map.

Having said that I never made the connection between creation of these images and the tools that I use for visual effects until reading an excellent article from Jtnimoy (http://jtnimoy.net/?q=178) about the creation of such graphics in Tron. What I found really interesting was how they ended up re-creating some of the graphics that were created in openframeworks and/or processing in Sidefx Houdini. So I ended up setting up couple of tools in Houdini for my own amusement to facilitate the procedural creation of such effects.

The technique I have used is pretty simple:

I have built each tool using the "foreach sop". The idea is to create visual complexity by re-iterating a shape, each time with different parameterization . The parameterization is achieved by the “FORVALUE” of the foreach node, which returns the current count of the loop. Randomization by each iteration can be achieved by using the FORVALUE as a seed to some random function as well. Here are some images created by using those tools.

 

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Splinter Cell Blacklist


Ubisoft Splinter Cell promotional posters.

Splinter Cell Blacklist


Ubisoft Splinter Cell promotional posters.

My work on the promotional material for the Ubisoft's Splinter Cell franchise. They feature the protagonist Sam Fisher and a new character Issac Briggs. As a part of the team in Tendril Design, I was responsible for the look development and textures, achieving photo-realistic looking skin and also hair. Done using Vray and 3ds Max.


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Vikings


Vikings, a History Channel TV Show. Nominated for Emmy, won Canadian Screen Award

Vikings


Vikings, a History Channel TV Show. Nominated for Emmy, won Canadian Screen Award

I have worked on the first three seasons of Vikings as the Lead Lighting Artist / Technical Director. I got nominated for an Emmy and won a Canadian Screen Award for my work on the show.

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Silent Hill Revelation 3D


Silent Hill Revelation 3D by the director Michael J. Bassett.

Silent Hill Revelation 3D


Silent Hill Revelation 3D by the director Michael J. Bassett.

Worked on the Lighting and Lookdev for the movie Silent Hill Revelation by the director Michael J. Bassett. With this second installation of the Silent Hill Movies, I have also got a chance to take a stab at the famous "peeling effect" which was something that I was impressed a lot when I saw the first Silent Hill.


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Mortal Instruments


Mortal Instruments, a movie by Harald Zwart.

Mortal Instruments


Mortal Instruments, a movie by Harald Zwart.

I have worked on couple of scenes featuring CG Wolves as a Lighting and Rendering Artist for the movie The Mortal Instruments by Harald Zwart. Below is the trailer for the movie. Tools used are Houdini (for Lighting, Rendering and Fur Grooming) and Nuke.


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The Thing


The Thing (2011) by the director Matthijs van Heijningen Jr.

The Thing


The Thing (2011) by the director Matthijs van Heijningen Jr.

I have worked on the opening sequence for 'The Thing' by the director Matthijs van Heijningen Jr. for the establishing shots of the movie. I have worked on the Lighting, Rendering and Precomping using Houdini, Mantra and Nuke.


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Three Musketeers


Three Musketeers by the director Paul W.S. Anderson.

Three Musketeers


Three Musketeers by the director Paul W.S. Anderson.

I have worked as a Lighting Artist for the movie 'Three Musketeers' by the director Paul W.S. Anderson. Was awesome to see one of my shots used for the Korean promotional poster for the movie.

South Korean Promotional Poster for 'Three Musketeers'

South Korean Promotional Poster for 'Three Musketeers'

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Call of Duty : Operation Kingfish


CoD: Operation Kingfish, directed by Jeff Chan.

Call of Duty : Operation Kingfish


CoD: Operation Kingfish, directed by Jeff Chan.

Worked on some of the effects for the short film "Call of Duty : Operation Kingfish" directed by Jeff Chan using 3ds Max and Rayfire.


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Tron Legacy


Tron Legacy by the director Joseph Kosinski.

Tron Legacy


Tron Legacy by the director Joseph Kosinski.

Worked as Lighting Artist for the movie Tron Legacy by Joseph Kosinski, using a Maya and Vray Pipeline. It was a proud moment to be working on a movie which it's first installment had such a huge impact in the Computer Graphics and Visual Effects landscape. Below are stills from some of the shots that I have worked on.


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Resident Evil 4


Resident Evil 4 by Paul W.S. Anderson.

Resident Evil 4


Resident Evil 4 by Paul W.S. Anderson.

"Resident Evil 4" by Paul W. S. Anderson was the first feature film I have worked on as a Visual Effects Artist. I am responsible for Lighting, Rendering and Pre-Comping for the movie . Using Houdini as the primary software, Mantra and Renderman as the rendering engine. Below are stills from some of the shots I have worked on.


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Holmes Inspection


Holmes Inspection, TV Show for HGTV.

Holmes Inspection


Holmes Inspection, TV Show for HGTV.

I have worked on Texturing, Modeling, Lighting, Effects and Compositing for the TV Show "Holmes Inspection". Using 3ds max, Vray for 3D and After Effects for compositing.


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Bigstudios Commercials


Bigstudios Commercials


Here are the stills from some of the work that I contributed to while working at Bigstudios (Toronto) mainly for the particle effects and simulations. All are done in 3ds Max.


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Thinking Particles R&D


R&D for creation of procedural effect rigs. Using 3ds Max and Thinking Particles.

Thinking Particles R&D


R&D for creation of procedural effect rigs. Using 3ds Max and Thinking Particles.

THINKING PARTICLES R&D

R&D project to create procedural rigs to build small but smart and scale-able setups to achieve some common effects. Using 3ds max and Thinking Particles