ezequiel mastrasso

ezequiel mastrasso

A long time Renderman Advocate, converted to Arnold-ism

Supervisor CG Supervisor / 21 yrs

Montreal, Canada

Hire Me

Lighting Supervisor

BingBunny (2021)

Lighting Supervisor

Peter Rabbit (2012)

CG Supervisor

Hitpig (2024)

Look Developer / Lighting Creative TD

Blazing Samurai (2022)

Additional Lighting Supervisor

Untitled My Little Pony Movie (2021)

Senior Lighting And Comp Artist

Extinct (2021)

Lighting Supervisor / Lighting Technical Director

Doc McStuffins (2012)

Lighting Supervisor

The Octonauts (2010)

Lighting Effects

Origin (2011)

Skills
Skills Clear
Software
Software Clear
Specialized in Lighting, Shading (shader writing), look dev, fur/hair solutions, and Compositing.
Started in the industrial design biz, but quickly enough i dropped rhinoceros for 3dmax/maya.
With over a decade of experience in all the CG departments.
From CG sup, Lighting pipeline sup, lighting sup, look dev lead, lead lighter, Shader writer, lead rigger, modeler, motion capture operator and cleaner, animator ...CG generalist, junior artist, you name it... I probably did it at some point.
Work History
  • CG Supervisor

    Cinesite

    June 2021 - August 2023
    MONTREAL
  • Look Dev TD

    Cinesite

    November 2019 - June 2021
    MONTREAL
  • Senior Lighter and Composition Artist

    Cinesite

    July 2019 - November 2019
    MONTREAL
  • Lighting Supervisor

    Hasbro's Boulder Media

    July 2017 - June 2019
    Dublin, Ireland

    My Little Pony Next Generation

  • CG Supervisor

    Brown bag films

    October 2016 - July 2017
    Dublin, Ireland

    CG Supervisor Angela's christmas

    30 Minutes animated Film

    https://variety.com/2017/tv/global/octonauts-studio-adapting-kids-book-angelas-ashes-1202463383/

  • CG supervisor - Development Team

    Brown bag films

    November 2015 - September 2016
    Dublin, Ireland

    Worked on pilots, that later became full length projects for the studio.

  • Lighting Pipeline Supervisor

    Brown bag films

    November 2011 - November 2015
    Dublin, Ireland

    Design, develop, implement, and maintain the studio lighting, shading and Compositing pipeline with a primary focus on maximizing efficiency, scalability and reliability, targeting bottlenecks identified from projects stats.
    Provide leadership and support for the different projects Leads -in-house and overseas studios- both creatively and technically.
    Plan and implement lighting shading and composition tools, while collaborating with the CG Supervisor and Pipeline Team on studio pipeline and work-flow enhancements.
    Support the Art Directors and Lead Lighters so they can achieve the required look for their project, partnering with production overseeing daily tasks assignments and scheduling on different projects.

    Promote and Facilitate effective communication on Lighting between Art directors, 3D Supervisors, Lead Lighters, and several overseas Studios on the productions.
    Work closely with project leads on look development requirements, to deliver templates, custom shaders, plug-ins, a

  • Fur grooming & Look Development

    ZEILT Productions

    ? - February 2015
    Brussels, Belgium

    Worked on the last project from the Mr Hublot Oscar wining Director & Studio Zeilt.
    Fur grooming & look development of a realistic psychopathic tooth fairy mouse, obsessed with his collection of dental trophies.

  • Renderman Shader Writer - EzeShaderSuite

    EzequielM.Com

    May 2012 - October 2014
    Dublin, Ireland

    Full suite of shaders and pipeline tools for 3delight for your furry characters needs
    Including Fur, surface and light shaders.
    Discontinued as production ready hair and skin shaders started to become available out of the box with the render engines


    Fur and skin shaders share equivalent parameters and features, inluding:
    -IBL lighting (ptc based)
    -Indirect Diffuse (ptc based)
    -Occlusion (ptc based)
    -baked textured occlusion switch on IBL lights
    -SSS (improved ptc based bck map neighboring search)
    -Faked SSS and back scattering
    -Udim maps support switch (mari and zbrush) for all mapped attributes

    Enjoy!

    For download, more information, development news and the full documentation please go to:
    https://www.ezequielm.com/?=ezeShaderSuite

  • Boulder Media

    ? - Present
Education
  • PMI in Project Management

    Dublin Business School

    2016 - 2017