The animations on this page demonstrate the support offered by RenderMan for level-of-detail (LOD). Three models of a saw palmetto were modeled in Maya. Using LOD, the renderer chooses the appropriate model to use based on the area of screen space occupied by the model. 3 models for 3 distances, and...

This page shows the results of several (not-so-simple) lighting exercises. Light sources were specified directly in a RIB file with the intention of altering a viewers perception of the "mood" and/or scale of a cluster of simple plain white objects. Particular attention was given to camera placement...

This is a different take on the smoke ship project. I dropped renderman, and particle systems to simplify the pipeline.

I brought the softbody simulation back in which was already cached on the disk before and hooked it up to an isooffset node under S...

This is a meteor effect I've experimented with using Houdini, Mantra, and RenderMan as well.

Three particle systems spawned over 25k particles in midst of their lifetime. All particle systems were rendered with Mantra seperately and then composited on top of each other in the compositing section...

Geometry is imported for each particle system cache. Houdini’s sprite node that is in the POP network doesn’t really function for prman. So I had to copy little circular grids on particles with template point attributes. I had to make sure that the grids would face the camera at all times, so while...

The effect I am trying to mimic is from Fellowship of The Ring. Specifically the smoke ship Gandalf character creates while smoking a pipe.

I am using Houdini to build the geometry for the effect, which was a challenge at the beginning since although I have been using Houdini over 7 months now I...