3D Design and Simulation Work
Reel Breakdown
Shot 1 – Log Fire
Fire simulation and shader developed in Houdini FX. Uses geometry driven parameters to generate fire in realistic locations on the logs
Shot 2 – Re-entry Effects
Pyro simulation and shader developed for Purdue Aeronautics promotional material. Used custom solver to calculate dense pyro collusion faster on a thin sheet.
Shot 3 – Fluid Falling into Glass
Shot and recorded tutorial on FLIP fluid motion and look development from scratch. Surface and basic volume shaders were also covered.
Shot 4 – Tesla Effect Tool
Developed a geometry driven point system that scatters points on the closest parts of geometry then creates Van de Graaff effects between them.
Shot 5 – Disintegrating Sphere
Mathematically driven destruction of a sphere on a point-to-point basis, generates particles as it destroys the sphere to cover up missing detail.
Fire simulation and shader developed in Houdini FX. Uses geometry driven parameters to generate fire in realistic locations on the logs
Shot 2 – Re-entry Effects
Pyro simulation and shader developed for Purdue Aeronautics promotional material. Used custom solver to calculate dense pyro collusion faster on a thin sheet.
Shot 3 – Fluid Falling into Glass
Shot and recorded tutorial on FLIP fluid motion and look development from scratch. Surface and basic volume shaders were also covered.
Shot 4 – Tesla Effect Tool
Developed a geometry driven point system that scatters points on the closest parts of geometry then creates Van de Graaff effects between them.
Shot 5 – Disintegrating Sphere
Mathematically driven destruction of a sphere on a point-to-point basis, generates particles as it destroys the sphere to cover up missing detail.
Here's some quick renders of my work. Click on one to view a description accompanied by a larger version.







