Portfolio

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  • Fluid Simulations
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  • Sculpting
  • Texturing

Ocean Test 01

Just a quick ocean test to try this amazing toolkit.

Rendering: mental ray (no FG)
Compositing: Nuke

Ocean Test 01

Naiad Test 01

My first test in Naiad.

Rendered in Krakatoa.

Fluid: 5 milion particles
Splash: 20 milion particles

Sim time:
Fluid: 6h 40 min
Splash: 4h 30 min

Rendering:
Fluid: 25 min
Splash: 1h

Compositing: Nuke

Naiad Test 01

Crawling Smoke 01

Grid Size: 1000x650x350
Sim Size: 325 GB

Simulation: 12h

No Wavelet, No Fluid Mapping, No Post Processing.

Compositing: Nuke

 

Crawling Smoke 01

Burning Paper

A Burning paper test to improve my skills using burning masks.
I worked a little bit on this pretty complex layered shader, I’ll post a screen on my blog if you are interested.
The sim is not very realistic, first because a real piece of paper needs like a minute to burn completely, and the fire is not really like this one…(I’ve filmed a real burning paper) by the way I worked more than a week for this test, so I hope that you like it!

Grid Size: 180x280x70
Sim Size: 40 GB

Simulation:
1h 10 min

No Wavelet, no Post Processing.

Render with GI (V-Ray):12h

Compositing: Nuke\AE

Burning Paper

Playing with PFlow Box#2 and 3

I’m trying to use the Box#2 and 3 to create some cool effects.
I’ve installed the Orbaz tools a week ago, after seeing the amazing works of Matthias Müller.
So this is my first test, I hope that you like it!

Playing with PFlow Box#2 and 3

RnD 04

Some Krakatoa RnD…

RnD 04

RnD 02

Some Krakatoa RnD…

RnD 02

Ink Effect

Just a quick test to try an ink effect.
Rendered with Krakatoa (Color by Velocity)

Paricles : 36,565,200 (Maximum peak)
Simulation: A couple of minutes (FumeFX)
Partitioning: 2.30 hours – 46.2 GB (PFlow – Krakatoa)
Rendering: 40 minutes (Krakatoa)
Compositing: After Effects, Nuke

Ink Effect

Bunny Dispersion

A quick test to try a dispersion effect.

PFlow + FumeFX + Krakatoa (Rendering/Partitioning)

Bunny Dispersion

Burning Dancer

Made just for fun, espacially to play a little with Krakatoa…I love it!

PFlow + FumeFX + Krakatoa Partitioning\Rendering

Burning Dancer

Water

A little test for improve my skills in RealFlow.
I’ve created some Krakatoa render passes, that are very useful to achieve a little more realistic look, and obviously more control.
I’ve used the Krakatoa particle renderer for all passes, except the foam pass that was rendered as voxels.
The normal pass was very useful for relighting as the foam pass that I’ve used to control the intensity.

Simulation: 6 hours (Realflow 5 – 1.000.000 particles)
Rendering: 4 hours for all passes (Krakatoa)
Compositing: Nuke

Water

Triple Chocolate

High Viscosity Test, that I’ve made to try the new Hybrido Solver and my new Workstation (12-Core). In this RF scene there are 3 emitters, 1 GridFluidDomain and only one deamon, the gravity.

Simulation: 2 hours (RF5 – Hybrido) Meshing: 30 minutes (RenderKit) Rendering: 15 hours (V-Ray for Maya)

Triple Chocolate

Old Kitchen

Finally, after a lot of work, I’ve completed my kitchen, that has been used in the short film, Le Reve Noir.
This is a completely revisited version, I’ve remade some shaders, textures, UVs and much more.
This project was started in April 2010 and approximately finished in June, but I wasn’t satisfied with final result and I’ve decided to reopen it.

The original purpose of this work, it was to realize a “noir” kitchen, with the help of light and colour. I’m not a lighting artist, but I’ve tried to do my best.
The entire scene was rendered in Maya, with mental ray.

So, this is the final scene, I hope you enjoy it.

Render time was approx 2 hours and 30 minutes at 2880×1620 px, final gather included.

Old Kitchen

Eggs

A simply test for studing illumination, and SSS materials.

This image was rendered in Maya with mentalray in approx 3 minutes with FG at 1280×720.

The lighting is very simple. I’ve used 3 lights: 1 area, 1 spot, 1 direct and 1 solid white HDR.
The egg shader isn’t very complex, it’s only a misss_fast_skin shader and some maya’s procedural textures.

 

 

Eggs

Caustics

Mentalray Caustics Test. Took less than 40 minutes to render with FG at 2000×1500 px.
Blinn material for glass, mia material for parquet, spot light used as a photon emitter for caustics, HDRI for lighting/reflections.

Total caustics photons: 900000
Photon intensity: 7000
Exponent: 2
Made in maya

Caustics

Old door

This is an old texturing test for improve my skill in Maya and mentalray.
Made in approximately 2 weeks, I’ve used PSD Networks and obviously Photoshop.
I think that will never be finished, because I’ve a lot of more important works to do.

Old door

Iguana

This is my ZBrush exam and my first (and probably last!) sculpting work. I’ve used a lot of alpha, some made in PS, some made by Gnomon. The basemesh was modeled and unwrapped in 3dsmax.

It took 3\4 weeks to get this result.

I have to correct some sculpting errors and I should start painting textures…

Iguana