Tom's Corner
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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.  
Here's some quick renders of my work. Click on one to view a description accompanied by a larger version.
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