Projects Overview
Mickey 17 — FX Project Overview
Crafted photorealistic atmospheric and environmental FX to seamlessly blend live-action plates
Key Contributions
Blizzard & Environmental Snow
3-Depth Camera Layers: Divided snow elements into Near, Mid, and Far camera passes for accurate scale, parallax, and depth-of-field integration.
Multi-Tiered Particles: Layered 3 distinct particle passes with varied scale and density to create rich blizzard depth.
Custom Ground Velocities: Applied targeted vector fields near the ground to drive realistic surface turbulence and wind-drifted snow dynamics.
Volumetric Cold Breath
Dynamic Volume Simulation: Built fluid simulations fine tuned for density, turbulence, and cold-air dissipation to match sequence lighting.
Lip-Driven Emission Rig: Engineered a procedural setup driven by VEX logic to track lip separation—automatically sourcing volume only when the mouth opens for perfect dialogue sync.
Snow & Surface Interactions (Characters, Vehicles & Creatures)
Procedural Footprint & Tire Track Setup: Isolated foot and vehicle tire geometry to automatically detect ground collision—procedurally generating dynamic snow displacement and tire tread prints upon impact.
Procedural Creature Kick-up System: Designed an optimized particle pipeline for crowd/creature sequences using 50 pre simulated cache variants to drastically cut sim times while maintaining rich visual diversity.
Ground Impact Particle Simulation: Simulated dynamic upward particle kick-ups for footsteps, tire spin, and creature movement to add weight, realistic snow displacement, and natural environmental grounding.
Nyad — FX Project Overview
Crafted photorealistic underwater fluid dynamics.
Key Contributions
Character-Sourced Bubbles & Volumetric Velocities
Body & Surface Emission: Generated bubble particles directly from character body geometry and surface contact areas to drive realistic underwater displacement and motion.
Pyro-Driven Velocity Fields: Used custom Pyro volume simulations to drive bubble velocities, creating natural fluid drag, realistic turbulent rise, and organic micro-movements.
Water Simulation (FLIP)
Character Water Dynamics: Built foundational FLIP fluid simulation setups to capture water displacement, surface interactions, and localized fluid turbulence around the swimmer.
Procedural Seaweed & Environment System
Proximity-Based Attribute Transfer: Developed an automated setup using Attribute Transfer and group logic to calculate real-time distance between the character and surrounding underwater flora.
Dynamic Geometry Culling: Automatically deleted seaweed within a target distance threshold of the character, procedurally preventing geometry clipping and keeping focal shots clean during close encounters.
