Title: VFX SUPERVISOR / ENVIRONMENT TD
While working on Open Season 2 I held the Title of Lead Environment TD,
and FX Dept. Supervisor. I started out on the film creating all the grass and trees and shrubs then moved over to supervise effects.
Here is an example of a bubble tool that I made.
It was writen in Python for maya and stuck particle emitters to
a character so you could control where thee bubble came from.
I also worked on real Flow Simulations. Here is an example where
Boog slips on a puddle of drool.
A cheese puff simulation I created. This was a pretty fun shot.
For this shot I wrote a mel script to populate the doggie trees around the scene.
For this sequence I made a script to animate dots across the character.
The dots all had a subtle jitter to them so they would look like laser sights.
This is an example of a dust hit when Elliot hits the ground.
This is an example of a script I wrote to stick electricity to a characters body on selected
faces. The electricity could then be animated to flow through the control
objects. This gave the electricity the ability zap off of the poles onto
Here I put together a little tool to make flies swarm
around Elliots head.
I wrote a mel script to place foot prints where ever Elliot
touched the ground.
This was a fluid simulation of gas flowing out of a broken
gas hose made in reel flow.
A major task I had was to figure out how to populate all of the grass
for Open Season 2. I wrote a tool in mel that allowed the user to interactively
paint growth maps and then to convert automate a shave process for
making grass. I also ended up dressing out all of the grass for the show.
One of my tasks was making the bushes for Open Season 2. Here I wrote a tool to automate
the branch creation and then to create a bush full of random branches that were
created. lowres and highres at the same time.
These shots illustrate a procedural plant populator I made.
I grabbed all of the plants out of our procedural directory and
scattered them across a user selected face selection.
I was brought on to ReelFx to create procedural tools for
environmental assets and populating the environments.
These shots illustrate some of the trees I created.
We needed to find a way to quickly populate the branches on the Tomatoe plants.
As a solution I wrote a tree branch populator which randomly scattered braches off
of a user selecting and then oriented the braches out from the normal of that selection.
This illustates some of the water shots that I worked on.
The water shots where created using a mixutre of real flow and Maya.