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Effects Technical Director (FX TD) Reel - Darren Lesmana
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Effects Technical Director (FX TD) Reel - Darren Lesmana

Darren Lesmana
by darrenlesmana on 14 Apr 2020 for Rookie Awards 2020

I created this show reel while attending the Effects Technical Director (FX TD) Program at Lost Boys | School of VFX.

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BREAKDOWN

Rigid Body Dynamics

-Fully procedural modeling for the house.

-Multi Level Fracturing.

-Transformed proxy fracture pieces with high resolution pieces using cached points.

-Animated constraints and applying different type of constraints such as Glue, Hard, Cone Twist, Spring Constraints for art direction.

-Added smaller chunk / debris using particles corresponding with the instanced debris scale and rotation.

-Added vellum grain with million of particles.

-Pyro Simulation for dust with custom wind force and Microsolver for the detail.


Crowd Project 

-Set up crowd system generated with VEX.

-Airport environment using OSM (Boston Logan International Airport).

-Different types of decision making states (Thrust, Stopping / Breaking / Boarding, Lift, Landing, Taxiing).

-Soft orientation vector and rotated it following the velocity vector by matrix.

-Avoiding planes with given a specific field of view for each plane depending on the size of the aircraft.

-Finding the neighbor aircraft status and the closest gate available.

Flip Project

-Create wave force using the ocean spectrum.

-Added drag force to the shore for the flip simulation.

-Create a whitewater source using the main simulation by filtering out from the velocity.

-Meshing the flip simulation and added some custom attributes such as curvature, shallow depth, vorticity for the shader.

-Mantra lighting and rendering. Nuke compositing.

Magical Effect Project

-Creating a propagation mask for the drone transition.

-Added secondary element such as lines and arc for the drone.

-Added rotor wash for the drone descending.

-Mantra, redshift lighting and rendering. Nuke compositing.


Pyro Project

-Geometry clean up for the emission of the pyro simulation.

-Added custom fields such as velocity, temperature and divergence to the smoke solver.

-Custom microsolver and forces for the motion.

-Arnold shader and rendering. 


Group Project

-Recursive fracturing throughout the character.

-Vellum cloth simulation activated by a growth mask. 

-Added custom force from the pyro simulation.

Procedural Geometry Project

-Fully Procedural modeling for all the environment.

-Created a fully custom HDA tree / shrub / rock generator built using VEX.

-Instance Workflow.

-Redshift Rendering.


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