This is my fur and cloth simulation demo reel. Updated January 2018.
A render from a procedural blueberry system I put together in Houdini. Parameters include blueberry count, size, orientation, color frequency, and height of stem.
This is a rusty nail that I made with procedural shading for a shader programming class. I composited the nail into a photograph of real nails in the second image. Modeling done in Maya, shading in Houdini.
Fur and grass generated in Houdini.
This is the output image from a ray tracer I wrote in C++. Feel free to contact me if you'd like to see the code!
This is a Blender Add-on I wrote in Python that provides tools for recursively generating Sierpinski Pyramids.
Download Sierpinski Pyramid PluginI modeled this Aston Martin in Blender and shaded, lit, and rendered it using Cylces. I followed a tutorial by George Maestri, but I figure it still counts enough to throw it on here.
Owned was the 2014 Student Emmy award-winning animated short film that I worked on at BYU. I was the render wrangler for this intro shot. Throughout the semester, I worked closely with Allen Ostergar, the main character's animator, to get iterations rendered on a regular basis. I set dressed and animated some of the elements in this scene, including the wooden side table. Watch the full film here.
A dragonfly. The first project I ever did in Maya. It's mostly here for nostalgia's sake.
A parameter-based paintball gun system I created in CAD using Pro/ENGINEER.