Here goes my new demo reel showing some projects I had a pleasure to work on in the span of the last few years. I shifted focus from compositing to more 3D/VFX work compared to the last reel from 2008
. There are also more of the interesting shots left behind this time, but I do believe in brevity
when it comes to presentations.
3D/VFX show reel 2013
from Denis Kozlov
A breakdown following:
Intro sequence exploits
one of my favorite techniques – moving millions of single pixel
particles with gradient forces.
For this commercial, aside
from VFX supervision I created the flamenco sequence graphics, few
pieces of which are presented here. Assembling procedural setup in
Eyeon Fusion allowed for interactive prototyping with the director on
site. Setup involved mockup 3D geometry rendered from the top view
into a depth map on the fly, which in order (after direct 2d
adjustments) was feeding a displacement map for the ground grid with
individual boxes instanced over it. After laying out the background
designs for the whole sequence, setup was quite seamlessly
transferred into 3DSMax (using displacement maps as an intermediate).
Rendered in Mental Ray and composited with a live action dancer plate
in Fusion again. Matte pulling was mostly done by Jiri Sindelar, the
rest of the digital work on the sequence is pretty much mine.
A little piece utilizing
the same approach as intro. Will probably make it available as a
stock footage soon.
My entry for the Costume
Design Contest held by Mixamo, SideFX, Polycount and cmiVFX earlier
this year. Complete video, which eventually received a “best custom
character” prize and few lines on the concept are shared here
accordance with the contest rules, I am responsible for all visual
elements except for autorig and animation, provided by Mixamo. Cloth
simulation, texturing, shading, rendering and compositing –
Houdini. Character modeling – Blender and 3D-Coat.
A piece from my stock portfolio
with a little breakdown. No external textures or other
elements were used – all visual elements created within Eyeon
Fusion from scratch, driven a lot by particle systems.
A piece from an older spot
we did at Avion Film & Sound Postproduction
few years back. Hands, shot as greenscreen
sprites, are driven by particle system again here. We were trying out
several setups for this spot, this shot is based on one by Jiri
Sindelar. Elements pregraded by Geoffrey Case. I am to be held
responsible for putting it together.
Another stock clip I did
at leisure. Available at major databanks like here
from Blender's ocean simulation exported to Fusion and rendered
Among other compositing
work and some volumetrics, this matte-paint shows yet another example
of ocean simulation data rendered in Fusion. The fun part were the
shore waves of course, I almost literally (though quite procedurally)
painted the RGB displacements animation for this area. Resulting base
setup allows for camera animation.
Would it be a show reel
without an exploding helicopter? This shot started three years ago as
a technological test for fire simulations in stereoscopic 3D. The
helicopter sketch and most of the building geometry were provided by the client. The rest of the visual elements come from my side.
Some time later I decided to finish this quickie in terms of
texturing and compositing. Geometry and animation stayed intact since
the first incarnation.
A personal project which
made it here from the previous reel. Vray and Nuke originally.
Recomping for this compilation done in Fusion though.
3D raspberries for a
commercial shot. Shading was really enjoyable part for this job,
which I accomplished solo. Mental Ray.
Some compositing goes here.
Interesting part was the approach we took for the product, which
featured several different labels. Shooting a green element allowed
to separate the lighting data, thus with some matchmoving and
compositing work I was eventually able to replace labels on the
bottle with a button click.
I don't think this shot
has a single VFX owner within our team. List of people involved
includes Denis Kosar, Paolo Gerosa, Victor Tretyakov, Marek Duda, Jiri
Sindelar and myself. Among the things I contributed are 3D railing
and 3D proxy setup with matchmoving (latter allowed me to get proper
contact shadow and damage texture projection), color matching and
A second shot borrowed
from my previous reel. Here I’ve integrated a bluescreen car (keyed
by Victor Kudryashov with rig removed by Nataly Chernysheva and Irina
Basina) into a 3D environment rendered by Michael Litvinov.
Closing shot is yet
another piece of stock footage I did in Fusion. Typically, all
elements are generated within the software from scratch, relying
heavily on particle systems.
An audio track is a piece from American Seizure album by Sour Jazz – I wrote a little review on the album at www.rock-is-dead.info
Guess my self-introduction can be considered finished now, so next time I'll do my best to post something useful
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