It's a bit late, but oh well :)
1. Brave Sim/Crowds - Created various tools for crowds, using Python, PyQt, and
various Pixar APIs. One of which, a Crowds Toolbox, expedited selecting/editing/etc of
many characters/models/primitives. I made it modular and demonstrated/documented
clearly, so future tools could be easily added. Became used across multiple shows and
departments. Also provided the initial setup and casting for the crowd in “The Prize”
sequnce. For the simulation, lots of armpit and limb-body intersections called for
deforming the bodies to make room for the cloth; also turned off limb-cloth collisions. The
second shot required the character to grab her dress. Used forces on her fingers and
palms to grab the cloth and keep in place, and then added deformers clean up the grab.
Wrangled 3 different simulation systems (two proprietary, and PhysBam). Trailer shots
were done in a couple of weeks, in time for Trailer #1 to be delivered.
2. Monster’s University Lightspeed- Very challenging, hadn’t been exposed to
physically based lighting/rendering deeply at all. With lots of questions and help, was able to
modify current lighting code, create a new lighting component (Samples Rod) and
integrate it into the lighting tools. Used rsl, C, and Pixar’s modeling language. Spent 3-4
weeks on that assignment.
3. Monster’s University Renderspeed- Wrote nightly-run script that kicks off a profile
render to measure render times on each character in the film. Each char gets it’s own
special shot for this, and if that shot doesn’t exist, the tool creates it and includes the
char. Existing heatmap render variant was also enhanced to better serve the profiling system.
Hardest part was mixing of old and new tools that are the show’s pipeline, and learning
to efficiently modify the database. Used Python predominantly, along with MySQL,
PRMan, and Perforce.
4. DreamGiver - Particles were directed using forces, paths, expressions, lattices, and
advected with smoke sim. Challenge was in rendering particles; lattices messed up
velocity, manually restored and exaggerated. Used Houdini over 2 week period.
5. Bullet POP - Personal project for taking lessons learned enhancing Bullet DOP and
applying to POPs. Hardest part still is getting correct rotations/orientations from POPs, to
Bullet, and back to POPs. Spent a few of days in 2010, and a couple in 2012 on the
poject. Used C++, Bullet libraries, and Houdini’s HDK.
6. TV Shatter - Final project from 2009 Pixar Undergraduate Program. Shattered Carl’s
TV in SOPs, and simulated using Houdini’s RBD solver. Hardest part was dealing with
scale of the prop, and how that affected forces, timing etc... Used Houdini exclusively.
Many of the pieces still floaty; would use Bullet instead. Complete over 4 day period.
7. Magic Skittles - Look-dev project for cancelled student project. Simulated skittles
using Bullet DOP and Houdini RBD, and the smoke using Smoke Solver. Magical
sparkles advected through smoke. Hardest part was creating the pink “poof” cloud;
animated spheres to get the shape/timing, and use that as smoke source. The pink
smoke would look better using Pyro, and combustion for the poof. Two week project.
8. Hot Cocoa Steam - After drinking some hot chocolate, I decided to try and mimic it.
Used a still photo of roommates desk, and Houdini’s Smoke Solver. Also composited
using Houdini. Steam could use more curl and on-screen dissipation, instead of just
floating up and away. Done over a 2 day period.
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