es_FeatherSystem
passer wire Version 1. Deformable feathers
XSI feather system that generates feathers and provide an artist with a user friendly interface to work with.
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feather blue feather vimeofeather vimeo feather blue

Version 2. Strands based feathers
Softimage feather system. Developed in Softimage ICE.



Renderman hair shading
fur_hortonfur_horton

My attemp to implement hair shader in renderman based on An Artist Friendly Hair Shading System [Sadeghi et al 2010]. It's implementing the Dual Scattering hair shading model. Rendering is done in 3delight and Softimage. The shading algorithm is reconstructed in ICE to validate the gaussian function and for visualisation purpose. .


es_AnimLibrary
coming soon.. Softimage character animation tools to allow animator to easily store, manage, and apply animation library including aplying animation on path. Developed for One Animation.

es_Strand
fur_horton fur_horton fur_horton A set of Softimage ICE compounds to groom and simulate ICE strand based hair and fur.


es_WingRig
XSI wing deformation and control system that is allow wide range of poses and easy to animate for animators.

es_FacialSystem
XSI facial deformation and control system. I'm trying to achieve a more detailed deformation using a full rig facial system in this prototype before I start working on the rig generator.
The approach on the control is a bit different than the other facial rig system that I've built previously that use "2D" slider controls. The interface of the control system has a more "on face" look.
The current preview is a combinarion of facial rig and the es_SkinSystem. The skin system is currently applied on the same LOD geometry.

es_SkinSystem
XSI automated skin fold, wrinkle, and stretch.
Rather than adding extra deformer for more detail deformation on the face, why not build a soft tissue system that automatically do the job for me. That's the idea behind this research.
In the demo video, a simple smile shape is done on the low res base mesh. And a subdivision mesh is used to allow the system to nail more skin details with no extra shape or rig required. You can also see the difference between a normally subdivided mesh and the one with automated skin details system.

es_3BoneLeg
3bleg_demo
XSI 3 Bone chain system that offers stable results with user friendly control.

es_FluidSystem
My final project using Lattice Boltzmann Method for my degrees in both Computer Science and Applied Mathematics. This fluid simulation application was build using Visual C++ with OpenGL display. Big thanks to Nils Thurey for his help and guidence.


 

 

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