Demo Reel and Resume

Production TD Reel:

-view on vimeo to see the HD version:

Demo Reel Breakdown:

1. Synch Up:

Synch Up is a MEL script with UI that allows for quick and easy diffusion of attributes between multiple similar nodes. I originally designed it for a fellow student to speed up the matching of many light nodes in the same scene, but it was later expanded to act as a replacement for the attribute spreadsheet. The first part of the example demonstrates the script’s ability to filter and spread selected attributes to multiple other nodes at once. Then the example shows the same type of function but with matching rotation values to other transform nodes.

 2. Sun and Sky Plus:

This Python script is an add-on for Mental Ray’s physical sun and sky that expands and unlocks that node system. It was developed for my short film ‘Recon’ in order to hold the horizon line stable when using an ocean system. It was later bolstered to include additional render improvements that increase the overall look of the sun and sky system. The example shows how Mental Ray’s physical sun and sky simulates an infinite horizon line. Then it shows how Sun and Sky Plus is able to hold that horizon line in place, thus simulating a discrete horizon. Finally, it shows comparison some shots exhibiting the appearance improvements Sun and Sky Plus offers.

 3. Texture Processing and Decal Propagation:

The goal of the texture processing and decal system was to differentiate sets of duplicated objects.  This demo scene shows how the decal propagation script works in combination with a custom wear-and-tear shading network that make each object have a different appearance via decal stacks.  Additionally, the wear-and-tear network allows global object changes like bump, reflection, refraction, and master color to individualize objects further.  In the example scene shown, note the fade that highlights how each object looks the exact same before my processing and texture generation systems go to work.  Additional information and network breakdowns with pictures can be found here.

4. Vector-Based Lattice Deformer

This deformation controller was designed to create the appearance of a gloppy monster that would be applied to semi-static crowds of such beasts.  The controller was a render-time script that created vectors radiating out from a designated point to push/pull lattice points along those vectors.  The result was far faster to render and setup than the other methods we had looked into such as cloth simulations, particles, and displacement maps.  By moving around the center point different looks could be achieved, while keeping the monster’s feet planted to the ground.  This system also worked with skeletal rigs to allow idle animation loops with the glob effect.

5. Real Scale Toolbox:

This MEL script was designed to allow easy previewing and scaling of models in real world units regardless of scene unit settings. It was created for my fellow students and myself to properly scale our models as we transitioned to V-Ray; which requires accurately scaled models to light correctly. In the example shown, the scene is set to centimeters, and the size of an F/A-18 model is being previewed in feet. The Maya model ended up being approximately one foot long – the real version is about sixty feet long – so the script was set to that size, and easily scaled it up without any extra measurement tools or external calculations.

Resume Download:

Victor Dearing Resume 2016


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