A note about the reel:
In this collection of work, I tried to be clear of my involvement in each shot as you can see in the breakdown part (the half end of the reel), but as always it is a group effort :)
This piece wouldn't be possible without my mentors, Blur peeps (FX dudes especially), the supervisors, generous people who made tutorials, software makers and coffee.
- Part 2 -
Following the recent conversations on Twitter there seems to be a demand for explosion basics. So i was asked by Jamie Gwilliam from Autodesk to put a little something together and here is the result :) 3,5 hours of explosion basics in 2 parts going over particle sources, object sources, tips and tricks for more detail without more grid resolution and some rendering techniques.
Naiad test for my personal project. This test shows high fluid detail based on scene scale and high particle count. This sim was done after 70h on one machine. Now its meshing time and playing with splash/foam emission. Love the detail.