Technical Gallery

Developed a PyTorch-trained LLM capable of deriving Houdini ocean spectrum parameters from real-image inputs, with upcoming extensions for broader procedural FX parameter generation.

New Ray marching shader(2024) I wrote for Houdini mantra
it works for Houdini 16+
I re-think how cloud behave in reaction to light and this new shader take care of scattering and phasing in a dedicated way for volumes
it’s much faster than Karma and it has much cleaner look and capture more details





2D-raymarching fast self-shadow



Note: all the Shaders works with Vray, Arnold, and Renderman.

The SSS in the first image is calculated by the deep shadow technique. It is highly performant and flickers free.

The second image shows dynamic LOD creation. The script not only reduces geometry but tries to maintain the total area and volume to help make the LOD transitions seamless.

The city and the green villa were also generated by a script. The crowd is a simple crowd simulation I engineered as well.

Hologram Shader sample

Deep parallax shader for Looking Factory glass

The video below demonstrates a shader I wrote that can give depth to windows of buildings without adding geometric complexity. Below, you see only 1 quad rendered.

generated models or animations

All these models has been generated based on a normal 3D model to smaller pieces by a script that I wrote

And another script of mine animated them piece by piece to their original position.

The final animation is a key based one so you can edit any piece the way you want.

The video below demonstrates a shader I wrote that can blow the leaves and the branches on render time super fast and trouble free

the other script generates a forest based on a simple 2d map on a 3D NURBS or Polygon surface.

Ray-marching clouds and Prism

Fast soft reflection

The video below demonstrates a shader I wrote that can do soft ray-tracing and multiple depth tracing using object ID to improve Render speed and easier tuning.

The video below demonstrates a raymarching shader I wrote back in 2008 to create finer details cloud, look at the gaseous effect of the cloud inside the shadow of the cylinder.