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  • VFX Workreel '10 v2.01  (with Breakdown)

    This is my VFX work reel until the year 2010. It showcases my best work till date. It includes most of the work done during my MSc Digital Visual Effects course from the University of Kent plus all the works from my earlier job as a Digital Compositor at Prasad EFX.
  • SHOT BREAKDOWN
  • 1. Shot 1 (Lobby Fire):

    My work mainly involved compositing the fire in Nuke, texturing the walls and the railings in

    Photoshop and adding interactions and smoke in After Effects. The main challenge I faced

    here was the interactions of the environment with the fire and the texturing on the railing that

    had to look real. Light effects i.e. flicker and overspill light (Lightwrap) were later on added on

    the final composite in Nuke. My classmate, (Vishal R. Patel) with whom I collaborated on this

    project, created the Fire in Maya. Noise was added to lend depth.

  • 2. Shot 2 (Lobby Fire Angle 2):

    This being the immediate shot after the previous shot, it carried the burden of recreating the

    same feel, but this time with characters and the interactions of light with their bodies. My work

    mainly involved compositing the fire in Nuke, texturing the walls and the railings in Photoshop

    and adding interactions, light effects (i.e. flicker) on the characters and smoke in After Effects.

    There was Rotoscopy and 2D/3D tracking involved as well for which I used Nuke and

    Mocha/PF Track respectively. The fire was CGI, and as mentioned earlier, was done by my

    classmate in Maya.

  • 3. Shot 3 (Corridor):

    This was the preceding shot to the main lobby fire shot and as there was a slight change in the way

    the light was bouncing off the walls. It was nevertheless challenging as it involved a lot of

    Rotoscopy and smoke interactions as the characters moved in 2D space. I composited the fire

    in After Effects, textured the walls and the door frame in Photoshop and added interactions,

    light effects (i.e. flicker) and smoke in After Effects. There was 2D tracking involved as well for

    which I used Mocha. The fire was CGI, and as mentioned earlier, was done by my classmate

    in Maya.

  • 4. Shot 4 (Room Camera Follow):

    This critical shot in the piece gave us a very hard time mainly because the way the camera is

    moving. It follows the character across the room and then tilts downward to show the smoke

    entering in the room. The varying focal length, motion blur and handheld jitter were the major 

    hindrances. In addition to that, there was a Alarm clock which needed to be placed on the

    cabinet and a door lock on the door. I solved the camera move in PF track through the help of

    markers that we had placed in the room and composited the final piece. Object shading,

    lighting and Fluid dynamics were done by my colleague.

  • 5. Shot 5 (Shirt Fire):

    The absence of markers and the fast movement of the characters, were probably the biggest

    problems we faced on this shot. After initially being unsuccessful in tracking the shot in 3D, I

    went in to try tracking in Mocha, using the perspective feature, that would provide me with

    corner pin information. I tracked and composited this shot. The fire was CGI, and as mentioned

    earlier, was done by my classmate in Maya.

  • 6. Storm Shot (done during my work in EFX):

    My work mainly involved compositing this shot in a way that would fake a real storm

    environment. The challenge was for it to be done in 2D rather than 3D due to time constraints.

    The client wanted a storm atmosphere to be created as a part of a dramatic sequence in the

    movie. The original sky was keyed out using Combustion. Clouds were layered using

    photographs off the net and animated using keyframes in Combustion. The same was for the

    lightning, which had to be manually animated, using keyframes for brightness, and contrast

    and these cloud layers were placed in between the darker clouds. The rain layer was created

    by the 3D animator in 3Ds Max, to which I added passing smoke to make it look thicker and

    denser and having some wind influence.

  • 7. Political Procession BG CGI Building placement (done during my work in EFX):

    This shot involved loads of Rotoscopy done with minute detail so as to place CGI buildings in

    the background. The CGI buildings were modeled, tracked and textured by the 3D Modeler in

    Maya and were finally composited in Combustion and I slightly graded the color of the

    buildings to merge it with the background.

  • 8. Cliff hanging Shot (done during my work in EFX):

    This shot involved the challenge of keying the green screen off the fast moving characters and

    place a convincing looking background to make the action look real. There were some initial

    problems with spill suppression in Combustion but eventually things worked out. I added

    some dried grass on the cliff set to add a somewhat natural touch.

  • 9. Logo Animation 1 (DDDG) (done during my work in EFX):

    Movie title logo animation done in After Effects. The lights were created in Photoshop to which

    an additional glow was added. The grading of the stadium and other lighting effects were done

    in After Effects.

  • 10. Logo Animation 2 (Hari Puttar) (done during my work in EFX):

    Title animated in after effects with the high resolution artwork prided by the client.

  • 11. Logo Animation 3 (Knox) (done during my work in EFX):

    Production logo animated in 3ds max, finished in After Effects.

  • 12. Billboard (done during my work in EFX):

    This shot involved a lot of Rotoscopy and Light interactions off the 3D Billboard onto the

    supporting racks plus the background matte paint. It was executed in Combustion and the 3D

    Animator, using 3Ds Max, did the 3D Billboard.

  • 13. Cloud Replacement (done during my work in EFX):

    This was a simple cloud replacement shot done in Combustion.

  • 14. Water Escape (NCloth and Particles) Module project:

    This was a part of the project done for our Effects Animation module in the University. Used

    ocean for the water and composited and graded the Ncloth surface tear over it. Water splash

    was created using multiple Emitter cones placed in different directions and varying in size and

    quantity of particles they would emit. Fluid fire was made separately and tracked and

    composited with the plane. The plane model and the camera movement were pre-set by our

    instructor.