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...

I thought I posted this before, apparently I didn't.

It is a crowd sim driven entirely by Houdini POP networks. The run cycle was some mocap fbx I found online (model is mia from Motion Builder), but I had to edit it a little to fit in here.

Using...

Here is another old shot, done entirely in Maya and After Effects. Simple camera projection to pick up reflections, and proxy scene geometry to pick up shadows.

These are stills from the last shot I am working on. There is a particle system that spawns the sprites for the flame and a copy of it with much less particles that instance the point lights to light up the scene.

This is tricky because there is a bug in Houdini 9.5 that messes up the scene perman...

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...