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Wuraola Fagbamiye Entry
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Wuraola Fagbamiye Entry

by Wuraola on 4 May 2023 for Rookie Awards 2023

This is a combination of my Fx work for the past 8 months. All my work is done in Houdini and rendered in Redshift and Karma.

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This is my reel for 2023. It includes all the work I've done in the past 8 months with special focus given to Effects and lighting my shots properly.

Shot 1: Zombie Crowd

This shot was completed in Houdini using Animation from Mixamo and the Zombie asset from Mixamo as well. I worked on making the transitions as seamless as possible, ensuring the characters were close together but wouldn't intersect and most importantly, I added a level of complexity to the shot by adding a vellum vest as part of my agent Layers. 

Shot 2: Exploding car

This shot features the use of RBD and pyro in Houdini.

The shot was comped into live action footage.

It shows RBD breaking constraints across the car, a pyro explosion and also a burning effect. The shot was rendered in Karma for more realism in the pyro effects.

Shot 3: Loki Pruning effect

This is a magic particle and pyro effect made to mimic the pruning effect done in the TV series Loki.

The bomb is a simple model distorted with extruding it and adding some noise. The initial blast was created in pyro and used to advect the particles.

The disintegration effect was sourced with the pyro spread node after which the edges were extracted for the sparks.

I added a colorful volume that was also removed as the effect spread.

Shot 4: Water fountain

A water fountain created using Flip in Houdini.

Focus was given to making the water fall as realistically as possible.

Velocity was added on each part of the fountain to prevent the water clumping.

A wet map was generated to add more realism.

Throughout the 8 months, I worked on a python HDA to generate a Redshift material assignment. The tool generates redshift material builders based on the shop material paths of the geometry, attaches the correct textures from the tex folder into the Redshift standard material and assigns the material to the geometry at the object level.

That's the end of my work so far.


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