ZunyByeongjunAn FX TD / Artist reel 2013 summer__ 1st Edition

ZunyByeongjunAn FX TD / Artist reel 2013 summer__ 1st Edition

Zuny An

I'm Academy of Art University student right now and I'm gonna graduate at this summer.

I'm looking for the job strongly and I'm always hungry on working.

Break down

1. Melting and peeling (2013): personal work on Thesis

I am responsible for all of aspects.

_I used pointCloud with grouping in Sop Solver for erosion and peeling.

Also it is based on tears with Cloth Solver.

The particle motion was affected a lot with fluid.

I added some noise and scratch map for little aged look with custom shader.

sopSolver OP and colorBlend OP with HDK

_These custom operators are for erosion effect by grouping on my thesis.

Both of them are base with pointTree function like point cloud.

The colorBlend OP is average on inner radius each points.

The sopSolver OP is appending point group on inner radius each frame.

2. block voxelize (2013): Personal work on Thesis

I am responsible for all of aspects.

_ I used voronoi for chuck which is voxel by custom OP.

These chucks are floating up by Dop with different group timing.

There is two fluid for smoke.

volmeDefomer OP with HDK

_It makes cloud with resampling and organizing by voxel, noise and deform.

Re-shape and add detail with scale attribute by pointTree fuction and set density.

Deforming is with lattice function.

Lastly, it adds noise for detail which is turbulence noise.

3. Out of ocean (2013): Personal work on Thesis

I am responsible for all of aspects.

_Water and splash simulation - Naiad

Ocean noise - HOT deform with Houdini

Rope simulation - Houdini wire solver and spring

Particle simluation - Particle dirven by fluid with Houdini advection

All shading, lighting, rendering with Houdini

Flag simulation - nCloth with Maya

Ship Model - I followed Digital Tutors and just little modified

4. Comes out from ocean (2013): Personal work on Thesis

I am responsible for all of aspects.

_ Water and splash simulation - Naiad

Ocean noise - HOT deform with Houdini

Secondary water falling- Houdini Flip and particle

Rope simulation - Houdini wire solver and spring

All shading, lighting, rendering with Houdini

Flag simulation - nCloth with Maya

Ship Model - I followed Digital Tutors and just little modified

5. Destruction(2011): personal work

I am responsible for all of parts in the video.

_I took a picture and made building and structure. I used the camera projection map on outside faces, and used a procedural shader on inside faces. The rigid body was with Dop simulation, and smoke was made with sprite and fluid in Houdini.

6. Haeundae(2009): Korea feature film in Mofac Co.

I am responsible for collapse dynamic, particle, shading & Lighting of FX parts and birds crowd simulation with particle.

_ The collapse processing was same with above shot. Bird crowd which I got a cycle sequence from 3D team, and I used instance and copy stamp on Houdini.

7. Haeundae(2009): Korea feature film in Mofac Co.

I am responsible for water's dynamic, shading & Lighting of FX parts.

_ I was focus on making similar wave shape with shot wave. It started reflow and Houdini fluid simulation. After when I got mesh, I added more detail noise, so it was made by pic function from ocean whitecaps sequence that rendered on top view. Lastly, I added HOT noise on geometry. Shader was procedural based HOT shader.

8. Amco(2008): Korea AD in Mofac Co.

I am responsible for all of the procedural animation, shading & Lighting in the video.

_ All process was on Sop procedural animation and projection mapping.

9. Searching for the Elephant(2009): Korea feature film in Mofac Co.

I am responsible for all of the procedural animation, shading & Lighting in the video.

_ It is blend shape on several different particle animation, and copy stamping with plane. Photo diffuse shader was just one and got random texture on Sop.

10. The Warrior’s Way(2009): Hollywood feature film in Mofac Co.

I am responsible for all dynamic, particle, shading & Lighting of FX parts.

_ It is base on particle, and near geometry are geometry instance for specular.

11. Obj loader as Maya GUI (2011): personal work

I am responsible for all of parts in the video.

_ I made obj sequence loader with C++, and displayed it with openGL as follow Maya GUI. In addition, I used some library like STL and MFC.

12. Voxel cloud (2011): personal work

I am responsible for all of parts in the video.

_ I made a geometry to voxelize as geometry shape. There is nParticle and fluid emitter type. I connected maya fluid cache. I used Pymel to make it.

13. Render queue (2011): personal work

I am responsible for all of parts in the video.

_ I made a render queue, and it make batch file, modify and control job list. I used to make it with Python, Pyside and QT.

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