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PROGRAMMING AND TECHNICAL SHOWREEL BREAKDOWN

Segment 01
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FLUX: An approximate image based lighting tool for Maya – Plug in Development
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Technology: C++, Maya API, MEL, Boost, OpenGL, OpenMP, OpenExr
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Description:

Main Features:
• Less Noise in Render
• Less Render-time
• Editable and Key able
• Precise Control over the result
• Ideal for lighting Fur, Hair, Fluids and matching lights with Live action
• Combines and interpolates multiple sets of HDRI
• Pipeline friendly; Exports centroids data to Maya's native data structure
• Artists friendly; Customized “Attribute Editor Templates” for easy node connection and traversal
• Fast and responsive; Multi-threaded and accelerated using built-in kdTree
• Interactive modification of lights properties
• Output statistics, verbose, diagnostic data

Flux Pipeline:
Stage (1) - Importing data
• [ fluxLoader ]: Supports all type of openExr files (Tiled, Scanline, Multichannel) with channel shuffling and extra bit info; Built-in support for Latitude-Longitude and Cube environment maps.

Stage (2) - Pre-processing
• [ fluxLuminance ]: Computes luminance energy of input data with compensation at poles
• [ fluxSat ]: Accelerate computation using SAT (Summed Area Tables)

Stage (3) - Centroids Generation
• [ fluxMedianCut ]: Adaptive and fixed importance sampling using MedianCut algorithms with an optional pre-processing Barlet filtering
•[ fluxHammerslayHalton ]: Importance sampling with Hammerslay / Halton sequences and computing energy based on Voronoi patterns
• [ fluxUserInput ]: Generates centroids based on user's input, UVs, Radius, Falloff; Computing luminance/color by using Mean, Normal or Sum operator.

Stage (4) - Visualizing
• [ fluxCentroidsViz ]: Visualizes centroids data in viewport including Color, Luminance scale, Magnitude, IDs, Centroids orientation

Stage (5) - Centroids Editing
• [ fluxCentroidsTransform ]: Centroids transformation including translation, rotation, radius and orientation; Meta information including Location, description and centroids count
• [ fluxCentroidsField ]: Generates centroids field by combining multiple sets using weight balance or union interpolation
• [ fluxCentroidsEdit ]: Clustering and selecting centroids by Luminance, Color, UV ranges, Volume and IDs; Cleanup and deleting centroids; Editing centroids color and luminance using stackable operators with priority feature; including Generic, Set-Range, Normalize, Clamp, Override (Axial) and remapping in RGB or HSV color space

Stage (6) - Exporting data
• [ fluxCentroidsExport ]: Exports centroids data to Maya's native data structure including Matrices, Colors, Energies, UVs; Ideal for transferring data to shaders, lights, etc.
• [ fluxGlobal ]: Global container for flux's IBL settings, lights rigs and flux's Mentalray shader
• [ fluxMentalrayIBL ]: Utilizing centroids data inside Mentalray
• [ fluxLightsGeneration ]: Generates light rigs based on centroids data and global container nodes

Segment 02
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Tornado: Case study - Plug in Development
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Technology: C++, Maya API, MEL
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Description:

• [ dnaTransferFluidAttributes ]: Transfers particle's scalar and vector including customPP attributes to fluid containers within Add, Replace and Multiple modes. Interpolates data using linstep, smoothstep and hermite functions.
• [ dnaTransformInterp ]: Interpolates transformation matrix between arrays of matrices
• [ dnaRampInfo ]: Maps array of attributes using curves

In this example dnaTransferFluidAttributes was used to transfer particles’ attributes from tornado rig to fluid container; dnaTransformInterp was used to interpolate surface between main controllers (Stretchy Setup) and dnaRampInfo was used to add extra details to the surface of tornado.

Segment 03
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Mathematic and Utility nodes for Maya - Plug in Development
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Technology: C++, Maya API, MEL, Boost
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Description:

It is composed of a set of mathematics and utility nodes (over 60 functions) for Maya to control shading networks, Key frame and procedural animation, Character or vehicles rigs without writing expression. This will result a faster evaluation of DG network; Also supports Maya’s native renderer and Mental ray.

• [ Angular ]: Computes value to radian/ degree/ minutes/ seconds
• [ AnimcurveSpeed ]: Computes instant and constant speed of animcurve based on given input time
• [ Cardinal ]: Computes Cardinal and Hyperbolic Cardinal
• [ ConditionRange ]: Tests the relation between of input value and specified range (Inclusive and exclusive)
• [ Constant ]: Pre-defined constant including pi, e, golden ration, etc.
• [ Curvefunc ]: Smooth, incrementing transition between values (Linstep, Smoothstep, Polynomial hermite)
• [ Exponential ]: Exponential functions including exp, log, log10, cubed root, square root, etc.
• [ Factorial ]: Computes rising and falling factorial of base input
• [ Limit ]: Imposes limit on values including abs, ceil, floor, sign, trunc, fraction, round
• [ LimitAnimCurve ]: Returns min or max value of animcurve keyframes
• [ LimitMinMax ]: Finds minimum and maximum of value(s)
• [ Parabolic ]: Solves general form of 2nd degree Polynomial equation including root, delta, vertex
• [ TLGamma ]: Computes true, log and log derivative gamma of input base
• [ Trigonometric ]: Computes trigonometric value(s) of input, including sine, sine hyperbolic, arc sine, cosine, cosine hyperbolic, arc cosine, tangent, tangent hyperbolic, arc tangent and hypot.

Segment 04
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meshToXML - Plug in Development
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Technology: C++, MAYA API, MEL, LibXml
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Description:

Imports / Exports geometry description including Multiple UV and Color sets and Blind data to custom formatted XML structure. meshToXML can be used for:
• Archives geometries in standard format compatible with database engines and applications
• Exchanges geometries with 3D Applications
• Transfers game Levels to game engines
• Shares 3D meshes across the web

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My 3D and Effects Showreel:
vimeo.com/xDreamer/showreel

Please visit my website for breakdown and detail: cgdna.com/web

Thanks for watching ! :)

j vimeo.com/21799471

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