Flickering Myth about VFX for Wolverine


Flickering Myth interview with the vfx team and vendors of The Wolverine featuring Nagasaki shots I have been working on in Rising Sun Pictures.
You can read it [HERE]

Houdini VOP raytracer part 3

shadows

Shadow Ray and Illumination Ray

Now this is where fun starts. Following a photon in our backward raytracing next step would be to test where it came from. We already know last hit position before photon hit our Image Plane, we can check if there is direct path from hit point to light source simply by shooting another ray. When a our new ray is able to reach a light source without any interruption, we call it illumination ray, otherwise, when there is any obstruct on our ray path we call it shadow ray.

Continue Reading →

RSP simulation breakdown reel

Rising Sun Pictures posted simulation breakdown demoreel that includes Wolverine shots I have worked on

VFX Supervisor, Time Crosbie about Wolverine FX in RSP

pyro Wave shot
Art of VFX posted an interesting interview with Tim Crosbie, VFX Supervisor in Rising Sun Pictures.
It also includes some insides about shots I have been working on, covered by Lead FX Prema Paetsch.

Check it out [HERE]

Houdini VOP raytracer part 2

render01

Critical issue of image synthesis is to determine of the correct color of each pixel. One way of finding that color is to average colors of the light rays that strike that pixel.

But how do we find that light rays and what color are they? Continue Reading →

Houdini VOP raytracer part 1

raytrace

Long time ago, I came up with this crazy idea of creating a ray tracer in Houdini just by using Houdini VOP nodes just for fun. I found that this may give you a very in-depth understanding on how raytracers works, and let you discover few tips and tricks in Houdini.So after a few requests, I have decided to create this tutorial. Starting from the very basic so everyone can understand. The final ray tracer we are going to create, renders picture on a given “Screen”, custom geometry for eg. simple plane object. Exactly same principles apply for shaders so everything what we will create here, you can do in shader contexts. But first, we are going to start from simple examples and basic math. Continue Reading →

Art of VFX interview regarding Man Of Steel including my effects


Dan Lemmon, Supervisor at Weta Digital talks about the new version of Krypton for Man of Steel in Art of VFX.
Interview includes great before & after pictures

You can read it [HERE]

CGSociety about my shots on Wolverine with breakdown

CGSociety posted an interview with Tim Crosbie (RSP VFX Supervisor) and Prema Paetsch (RSP FX Lead) regarding shots I have been working on (Nuclear shock wave simulations).

[…] The shock wave’s effect itself was created using fast fluid sims and some particle sims as well, running along the geometry based on that LiDAR. This was all based on the pyroclastic work that the team had done in the previous shots across the bay.[…]

you can read it [HERE]

FX Guide about my shots on Wolverine!

FXGuide posted detailed review on VFX done for Wolverine movie featuring my shots with nuclear blast.
“It was a combination of deconstructing the location that was there, so that we could then re-build it back up again. So all the huts, guard towers. The whole location was LIDAR’d so we could reconstruct the area. And then we destroyed them, we blew them up using a combination of smaller explosions to make a larger one.” RSP relied on the Bullet solver inside Houdini 12 to create the explosion effects.

you can read it [HERE]