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    John Patterson
    FX TD
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    demo reel

    i  •  1 like
    demo reel
    • 0:05-0:22
      Avatar
      FX TD
      simulated the vines including secondary motion on large leaaves, debris using instanced particles in the flying shots
      Tools: Maya
    • 0:22-0:24
      Avatar
      FX TD
      Designed a system to put particle emitters on the gun rigs, so that animators could animate the gunfire, and a script would launch particle simulations for the tracers and smoke trails, which were rendered as sprites.
      Tools: Maya, Python, Renderman
    • 0:58-1:04
      Robots
      FX TD
      Maya rigid bodies inside large grinders, smoke, procedural animation on conveyor belt junk.
      Tools: Maya, MEL
    • 1:09-1:19
      Robots
      FX TD
      I created the particle based crowd system, based on a proof of concept set up by a co-worker.
      Tools: C++, Maya, MEL
    • 1:29-1:31
      Ice Age: The Meltdown
      FX TD
      Fire, sparks, smoke
      Tools: Maya
    • 1:32-1:40
      Robots
      FX TD
      crowd system development and deployment, including a system to randomly generate robots from an inventory of body parts.
      Tools: C++, MEL, Maya
    • 1:41-1:46
      Robots
      FX TD
      particle based steam trail, rendered as a noise deformed volume in Blue Sky's Studio++ ray tracer.
      Tools: Maya, Studio++
    • 2:09-2:10
      Robots
      FX TD
      Bouncing dominoes, instanced on particles. I contributed to the main wave of dominoes, which were rendered on a deforming nurbs patch using a single small text file submitted to the Studio++ renderer at Blue Sky Studios.
      Tools: Maya

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