1. CG & Real World Integration
Integration of a CG shovel into a real world photograph.
Proper shading, lighting, exposure, camera angle, etc. was taken into account to get the shovel to fit into this real world image.
Modeling in Maya. Shading and lighting in Houdini. Composting in Nuke.
2. Addison's Skin
Skin shader for "Chasm" (BYU short film) main character.
Diffuse, subsurface, specular, and attenuation maps painted in Mudbox and Photoshop.
Shading model created in Houdini.
3. Procedural Pear Shader
Node based shader created in Houdini by layering several levels of controlled noise patterns and varied displacement.
4. Mug Shatter
A rigid body simulation combined with a particle simulation. Simulations created in Houdini.
5. Asset and Data Flow
Pipeline design for BYU animated short entitled "Owned". This flow chart shows a simplified representation of asset and data flow throw the various stages of production and various software packages. Green signifies an automated process that was programmed.
6. Check In/Out, Asset Updating
A checkin checkout system for cross platform assets. This allows for assets to be modeled in Maya and automatically update in Houdini for shading, lighting, etc.
Automatic updating was also implemented for character/asset rigs in maya.
7. Animation Export
A checkin checkout system for "shot" files. This allows for a shot to be checked out in Maya for animation, then the same shot can be checkout in Houdini for lighting, FX, and rendering. Equivalent tools were created for Nuke for shot compositing.
8. Raytraced Spheres
A Raytracer written in C/C++. Permitting any camera location and allowing for multiple lights, it calculates specular highlights, shadows, and reflections for arbitrary spheres.