MECwhispy is a fast and simple to use python tool to create whispies/airparticles/underwater bubbles/general atmosphere feeling along a camera path. It analyses the camera, uses standard noise or file inputs as a texture and gives some randomise/fadeout options. You can download it on Nukepedia and find some more information and a preview video > here <
One of the sequences I worked on in the final episode of Season 7 got a feature on the official Game of Thrones Youtube Channel. I worked on 5 of the Wight shots, one of them with the before/after at 00:51. The Team at Pixomondo was great and I really enjoyed working on that sequence. The Video can be found > here <
After years of working with nuke I finally got myself to record a video tutorial. I planned on doing this for a very long time but never managed to make one with the topic and quality that I thought was worth sharing. Special thanks for the footage to Manuel Mayer and Laura Feraud. The tutorial is about TEMPLATING FOR FULL CG PRODUCTIONS and can be found > here <
At Pixomondo we have a little challenge going on in our comp department. Fabian Holtz challenged everyone to create a tool by only using one expression node that creates a circle with different size/falloff that can be repeatedly tiled and also offset. It was quite fun and is just way faster than any combination of nodes could ever be. Here’s the > code <
After a year in Vancouver I will return to Europe. It was an awesome experience where I learned a lot and met some amazing people. Now I’m looking forward to being back in Europe and to the future at home.
Date of availability: ~ 01.04.2017
Visa Status: Approved
Date of arrival: ~ 14.04.2016
Availability: Starting Mid April 2016
Housing: Searching for flats
Two years ago some friends made a multiplayer funracer with Unity called “Barefoot”. I helped them out in making a waterfall for the background that was easily changeable and had a good performance, so the challenge was to make it work in different colors, loopable and still have low ressource usage.
I always liked the look of depth-maps/passes, so I used some old files and tried to create a cool atmosphere by only compositing this single pass. This is the result after a total of 3 hours of messing around:
As Maya doesn’t provide an internal strands-system, I thought I might as well write a small python script that fakes this kind of feature. You can see the spheres (dynamic movement) followed by simple geometry generated by the script – and then the whole thing rendered with a simple vray setup to test everything out.
Lately i optimised some scripts and cleaned up some code. This one was quite fun to make, it’s a simple scatter-script with a strong performance focus.
Lately I got some requests for the files for this video. Its actually a pretty simple hair-setup combined with motion paths but if you would like to have a look at it, just write me a mail.