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For a printable .pdf of the breakdown click here
REEL BREAKDOWN:
1. Meet the Robinsons - Disney, Burbank |
Contributed to Renderman™ shaders for the characters' hair, eyes and skin as well as grass and the topiaries. |
2. Bolt - Disney, Burbank |
Contributed to Occlusion and Indirect Light Renderman™ shaders and preproduction rendering support for the shaders using this feature. |
3. The Prodigies - Attitude Studios, Paris, France |
Contributed to shader design, look development, lighting and rendering pipeline. Bid shots. Worked on complexity analysis. Setup initial sequence lighting. |
4. Roadside Romeo - Tata-Elxsi, Bombay, India |
Added extra output layers to existing Renderman™ Slim templates and Maya interface. Added new hair and skin shaders as Slim templates. |
5. Dr. Doolittle 2 – Rhythm & Hues, Playa del Rey |
Look development and lighting with their proprietary software. |
6. Harry Potter 3 Framestore, London, U.K. |
Contributed to the eyes, beak and mouth interior Renderman™ shaders for the Hippogriff in The Prisoner of Azkaban. |
7. Peter Pan – Digital Domain, Venice Beach |
Contributed to VEX™ shaders for the Ocean water and wave foam. |
8. Harry Potter 1 –Imageworks, Culver City |
Contributed to the nose, teeth, tongue and mouth interior Renderman™ shaders for Fluffy, the three headed dog, and the Troll in the Bathroom for The Sorcerer's Stone. |
9. X-Men 2 – Cinesite™, Hollywood |
Wrote the Renderman™ shaders for the “clean” and the “rusty” Cerebros panelled spheres, the frosting animation of the coke bottle, “Cyclops” beam and replaced everything including the lake water for the final sequence. |
10. Terminator 2 – ILM, San Rafael |
Alias™ 2 was used for modeling, animation and lighting. The relevant shaders for those shots were written in Renderman™. Also did some pipeline scripting and the compositing. |
11. True Lies – Digital Domain, Venice Beach |
Maya™ and Houdini™ pipeline scripting and Renderman™ shaders for Harrier jet heat signature. |
12. Sum of All Fears – Rhythm & Hues, Playa del Rey |
Houdini™ particle animation for the dust. Used Jig from Steamboat Software for volumetric rendering. |
13. “Wind Test” – Oddworld, San Luis Obispo |
This sequence was developed to test the pipeline design. Besides designing this rendering pipeline, I was the Technical Supervisor for the look development, and wrote the Renderman™ shaders. Did some Slim (version 0.5) QA. |
14. Anaconda – Imageworks, Culver City |
Used Maya™ for the lighting of the snake and the digital stuntman. Their shadow generation, mattes and shaders were writing in Renderman™. Wavefront Composer™ was used to composite the actor, the live stunt man, animated snake, shadows, leaves, dust and generate the camera move. |
15. From the Earth to the Moon, |
Modeling and tracking using Houdini™, some pipeline design, lunar surface shaders in Renderman™. |
16. Demolition Man – VIFX, Playa del Rey |
Look development and lighting was done using Renderman™. Compositing and particles generation used proprietary software. |
17. Batman 3 – Warner Bros, Burbank |
Generated, composited and color corrected the tilt down, flashing lights, graffiti, roving spotlight and background bridge using Composer from WaveFront. |
18. Funtastic World of Hanna-Barbera |
Layout, camera work, and Renderman™ shaders in the Flintsone and the Launch sequences. for an IMAX ride at Universal Studios, Florida. |
19. Interscope Logo – Rez.N.8, Hollywood |
The layout, camera work, shading and lighting were all done using Houdini™. |
| 20. Lucuzade NRG “Desmond the Dog” Spot Lost in Space, London |
Modeling and some animation, and wrote all of the Renderman™ shaders. Also supervised the database, wrote pipeline scripts and composited much of the spot using Houdini™. |