Tag Archives: Softimage

“Três João” fishes VFX

“Três João” is a short student film from PUC-Rio’s Cinema college, in which I had the pleasure to contribute with visual effects for it’s last scene.

the scene required two goldenfishes jumping against each other in an open ocean,  filmed by the recording crew. they were sculpted in ZBrush, rendered with Arnold, composited in After-Effects and everything else done in Softimage.

Legolize 0.2 beta release

Legolize 0.2 is a particle system inside Softimage ICE, created as a hobby. List of features ::

  • Auto Construct slider, at random or uniform height
  • Hollow trigger
  • Transforms constraints
  • Randomize rotation by 90º (useful when only one edge of the piece is beveled)
  • Slight turbulence
  • Offset in X and or Z
  • Debug mode for the hollow effect
  • You can change the input geometry’s topology and the pieces won’t jump around

These below are NOT features, but useful tips that are shown in the video ::

  • Define a color for the pieces from texture maps, vertex colors or randomize it by a gradient
  • Delete pieces inside a null

I’ve just made some modifications and released version 0.2.1, including the “Generate 3D Point Grid from Center” compound ::

I Feel Orange

Remember I was rigging and animating in Softimage? Well, the short is finished and published inside Facebook.  It’s part of a website we developed here at CasaDigital: IfeelOrange.com

I was in charge of the rigging, shading, lighting, simulation, rendering, compositing and some of the modeling and animation. The biggest challenge was the liquid simulation at the opening. I have never done it and took quite a few time, but working with Lagoa was amazing.

There were some modeling done in 3ds Max, but all the rest was Softimage, rendered with mental ray. If you prefer: Youtube link (Youtube compression made everything too dark…)

other credits:
script – Luiz Eduardo KuhnerHugo Monteiro and Cesar da Matta
direction and storyboard – Renan de Moraes
animation – Felipe Simões and Renan de Moraes
modeling – Felipe Simões and Hugo Mattos

Lens Ambient Occlusion

Doing Ambient Occlusion in every material in a scene is normally not necessary. After reading this post in Caffeine Abuse I started using it as a Lens shader, but noticed the render got darker. It was because I’m using linear workflow in Softimage, so I had to update the compound a little bit:

download “ed_Lens_Ambient_Occlusion_AO” Compound

Compound parameters, Tree and with gamma 1.0 and 2.2 comparison

Just drag & drop the file into Render Tree, or move it to the Data/RTCompounds folder in your User or Workgroup directories. To apply it just connect it to the Camera as a Lens Shader.

Caffeine Abuse is an incredible place for Softimage tutorials, tips & tricks.  All credits of this shader are to it, I’ve just packed it up and added the gamma support. .


Infinitum is the biggest and most personal project I’ve worked on. It started in 2005 at a College class with professor Claudia Bolshaw, at the Design Course of Pontifícia Universidade Católica [PUC] from Rio de Janeiro.

Me and  Gabriel Pires got together as a team to elaborate a 30 minute film to the city’s planetarium, which is beside the College. We tried different roles, characters and techniques, always in dialogue with the chief astronomer there. As a class final product, we had developed the script, characters designs, storyboard and the animatic of Infinitum.

The story is about four teenagers that sit in pairs at school to play an astronomical game called Infinitum. The objective is to be the first team to launch a discovering satellite into the black hole at the end of the board, and as they start to play, we enter their imagination as if they were really travelling Space…

At the time it was not of their interest to really produce the movie, but at the end of 2009 they called us back. We were already graduated for a year and I was leaving my job at Consequência animation studio, where I worked for 28 months.

We had to rewrite, redesign, animate and direct the role movie, which was probably the biggest challenge we ever faced at work, and we are very thankfully for Marcos Magalhães to let that happen.

The movie took the year 2010 to produce. Gabriel took care of the shading, lighting and rendering settings and I was in charge of all the rigging. As a planetarium movie, it’s full with astronomical knowledge, directed to the teenage public, and it was planned from beginning as a dome projection, with 2 videos running at once and slider projections filling 360º.