This gallery contains 4 photos.
I have been working on a Ray caster to learn more about how computer graphics are made. It is still a major work in progress. I am having some issues with my collision algorithm and object importing.
For a school assignment I needed to create a program that allowed the user to create geometric solids using inheritance and Polymorphism. I finished the program rather quickly and thought it would be fun to visualize the objects in something rather then text output to tell me they exist. To … Continue reading
Something done for a class. Created a tool in Houdini to build this pattern. F14 V721 E1 SpadaforaJames Phyllo from James Spadafora on Vimeo.
Never been that great at drawing or painting but I do like to try it once in a while so I can communicate visually when needed. Here is a piece I have been working on to try to get the feel of a thesis film I hope to make.
Just wrote my first python tool for Houdini. Dropping it here to save for later. It is for assigning a material to all objects in a sub-net In my case I needed to assign the same material to all geometry in an Alembic. def assignMat(node): for child in node.allSubChildren(): matAssign = child.parm(‘shop_materialpath’) if matAssign: print “Parm found on … Continue reading
New Reel! Check out the breakdown here.
So while working on a particle system stored in RIB archives I wished I had a way to quickly pull information out and check it. For my VSFX755: Procedural shader and 3d programming class I made a simple application to display information within the RIB file. I hope to extend … Continue reading
Will Cavanagh, Harsh Agrawal, and I have been trying to nail down a method to write out a particle system to RIB archives to render in render-man through Maya. The advantage of doing this is that we will be able to render out particles with the rest of the scene … Continue reading
For my VSFX 705: programming concepts for visual effects class I wrote scripts that injects new calls into a RIB file before rendertime. Check out the break down here: https://www.sfdm.scad.edu/faculty/mkesson/vsfx705/wip/spring14/james_spadafora/MelAssetCreation.html
I have been playing with Ri commands in mel to insert commands at render-time. I created a sphere in Maya and at every vertex I created a smaller sphere and offset it along the average normals of the vertex. Renderman makes it easy to create this functionality and interface. To do this at render time … Continue reading