Technical Director Reel

Visual Effects Reel June 2014 from James Spadafora on Vimeo.
 

 

Ritual – Shot 240

Responsible for: Particles, Particle Shading, Renderman exporting

Software Used: Maya, Houdini, Renderman

For “Ritual” I was tasked with creating a swirling sand effect around the main character of the film. I started by building the particle system that would rise as the main character’s geometry became visible. The main challenge in this shot was moving the particles from Houdini to Maya to be rendered with the rest of the scene. To accomplish this I exported RIB archives of the particles containing size and color information. I then read these archives back in at render time.

Night Tree

Responsible for: Everything

Software Used: Maya, Renderman

To create petals on my tree I first wrote a simple mel script that saved the positions of random selected vertices to a text file. I then built an interface for maya using rman and mel scripts. Next I wrote a pre-shape mel script that would use the written vertices positions to inject a read archive call into the final RIB output. I also wrote a slim node that, using an injected attribute from the rib, would create the shape and variation of the petals’ shape.

RIB Wrangling

Responsible for: Everything

Software Used: Renderman, Notepad

The purpose of this assignment is to learn and understand the workings of Renderman RIB format. We looked at the different parts of the RIB file to understand the inner workings of what Maya exports when we go to render. In addition I wrote a custom shader to explore RSL. The images created in this project were done entirely with code. A technical breakdown of this project can be found here: http://jvspad.com/vfx502/kettle.html

Degraded

Responsible for: Everything

Software Used: Nuke, Maya, Renderman RSL

For this project I created a custom utility in RSL to create different cloth patterns. Renderman for Maya supports nodes created with RSL to be imported into hypershade. I started with a surface shader then converted it into a header file to make the utility. I used nCloth to simulate a flag degrading over time. A full technical breakdown can be found here: http://jvspad.com/vfx502/maya_pattern_animation.html 

Jack in the Box

Responsible for: Everything

Software Used: Nuke, Maya, Renderman for Maya

In this project I created a Jack in the Box concept based off the saying “Fools and their money will soon be departed”. The idea behind it was my jack had just robbed a bank by hiding in a safe and did not realize that a hole was in the bag when he made his escape. All the shading was done with Renderman’s Physically plausible shaders and lights. All the materials are procedural except for the eyes. A full technical breakdown can be found here: http://jvspad.com/vfx502/jack_in_box.html 

HH60-H

Responsible for: Everything

Software Used: Nuke, Maya, Renderman for Maya, Vue

All the shading was done with Renderman’s Physically plausible shaders and lights. The water in the background was done with Vue.

Pyrolysis – Hand

Responsible for: Lighting, Rendering, Tracking, Compositing, On Set Supervision

Software Used: Maya, PFTrack, Nuke, Mentalray, Photoshop

In this shot I was responsible to lighting using an HDRI Panoramic image. I also needed to remove the actors original hand, track in our CG hand, and then integrate into our plate. I also combined the effect and the hand using a control map created by another member of the team.

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