Vincent van Gradient

Messing around during renderings/sims using a system based on . I modified the Box#3 operator a bit. Nothing special

Read More →

Iron Harvest – Game Cinematic Shots

Iron Harvest – Game Cinematic ShotsThe cinematic won the NYX 2020 Video Award! Proud to have participated: And the Vega Digital Award as well. Go Team Capsule!! I was contracted by Capsule Studio to help out on the game cinematic for Iron Harvest. These are shots where I contributed VFX simulations. The cinematic can also be watched here:

sand men destruction with PFlow Box#2 and Krakatoa

Enter Sandman

Enter SandmanRnD for another CG studio. You are looking at nasty dirt/sand trouble makers in your household 🙂 Krakatoa PRT volumes cached as single frame with inherited sand shader from un-animated source meshes. Then KrakatoaSkinWrapped to the animated and fractured version of the same mesh. Animated noise map and 2 KCMs for the "acid burn/eating away" and another KCM for shader animation. Animations are from the BIPs that ship with Max. Cached with Supermesher, dublicated and time curve animated for variation. Pre-fracturing was done in Rayfire. Crumble animation triggered with PFlow Box#2. Un-animated Fragments were simply Lock/Bonded to the whole animated mesh and triggered over time and gray scale with Box#3 where and when i needed them. Set up and rendered on the side on my notebook (core2duo, 4GB). Setup is super fast.

Clorox Commercial Pirates

Clorox – Pirates

Clorox Commercial: Pirates This is a golden oldie i was working in 2006 as a VRay shading artist.Director: matthias Zentner

Read More →