Jordan Walsh 3D VFX Showreel 2013. Please view in 1080p
Software used:
Houdini, Maya, 3DSMax, Nuke, 3Delight , Vray, Krakatoa, FumeFX, PFlow Box2+3, Rayfire

IMDB: imdb.com/name/nm3503896/

Breakdown
After Earth:
As Senior FX Technical Director I was responsible for:
Fluid simulations and supporting foam/spray simulations and particle systems using Houdini. Rendering of fluid surfaces and volumetric foam/spray using mantra to ensure integration with the filmed plate.
Developing tools (OTLs and Python scripts) to ensure Houdini worked smoothly with other artists and the network rendering/simulation software used.

Ghost Rider Spirit of Vengeance:
As Senior FX Artist I was responsible for:
Fire, smoke and Particle FX and simulations using 3DSMax, Vray, FumeFX, Krakatoa and PFlow Box 2+3.
FX Pre-comping in stereo using Nuke.
RnD, tool development and FumeFX preset creation for the Hell Skull and Hell Bike assets.
Creating the tools allowing for FX shot building, FumeFX Asset system and FumeFX network simulation.

Ted:
As a Lighting TD I was responsible for:
Lighting and rendering using Maya, 3Delight and Vray.
Lighting Pre-comping using Nuke.
Creating the tools allowing for Lighting shot building, and streamlining the Lighting pipeline in Maya.
Modelling, texturing and shading props as needed for shots.

Killer Elite:
As FX Artist I was responsible for:
The creation of particle FX, simulations and rendering using Maya, 3DLight, 3DSMax, Vray and FumeFX.
FX Pre-comping using Nuke.

Sanctum:
As FX Artist and Lighting TD I was responsible for:
The creation of particle FX, simulations and rendering using 3DSMax, Vray and FumeFX.
FX Pre-comping in stereo using Nuke.

Don't Be Afraid of the Dark:
As Lighting TD I was responsible for:
Lighting and rendering using 3DSMax and Vray.
Lighting Pre-comping using Nuke.
Creating the tools allowing for Lighting shot building, and streamlining the Lighting pipeline in 3DSMax.

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