View Full Version : A Visual Effects Reel - Yanir Kleiman

07-14-2009, 10:55 PM
Hello all,
This is my final reel from VFS.

You can see it on my personal website:

or on Vimeo:

I am currently looking world wide for a junior position as a visual effects artist.

Thanks for watching,

07-15-2009, 04:31 AM
Nice, I liked the holographic render :P

07-16-2009, 02:28 AM
Thanks, the hologram is actually my favorite part as well - it started as a simple model rotation and got a little out of hand :)

07-17-2009, 06:16 AM
I like the toilet shot .. lol.. its simply hilarious !

07-17-2009, 05:52 PM
Great reel. Pretty solid stuff. I like how you executed an apparently simple idea. If I had to nitpick something would be the animation on some of the rocks. but that is just truly looking for something to improve on.

Love the hologram too.

Cheers and good luck!

07-17-2009, 10:02 PM
Yes, I also liked this a lot. My favourite part was the rocks rolling to create the character. Looks very realistic. Congratulations.

07-17-2009, 11:40 PM
That was rad dude, I like the buildup of rocks rolling. Great job overall! I also love the mechanical spider and your Christian Bale monkey, lol. You rock!

07-20-2009, 07:12 PM
Thanks guys, it's fun to get such positive comments :)
Hopefully it's good enough to land me a job in the industry :P

07-21-2009, 02:31 AM
Very cool, I also agree the holographic is my favorite part...keep up the good work ;)

07-22-2009, 06:21 PM
Cool rock monster!! u said u created the moss using a mask could u go into a bit more detail and explain how u did this?

07-22-2009, 06:44 PM
Cool rock monster!! u said u created the moss using a mask could u go into a bit more detail and explain how u did this?

Yes I would like to know how you did this also. :)

07-24-2009, 02:47 AM
I created a moss shader for the rocks that covers the whole rock and rendered diffuse and specular passes with that shader (as can be seen on the lower left corner in the breakdowns).

I also had a "bare rock" shader for which I also rendered separate diffuse and specular passes.

Then in Nuke I put the moss passes on top of the bare rock passes using a mask pass.

The mask was a black and white texture applied to a surface shader material in maya.
That way the mask follows the way the rocks move in 3D, and it does not depend on the lighting.
I made 3 versions or so of this mask for rocks with a lot of moss, rocks with patches of moss and rocks with very little moss. Since the mask rendered pretty quickly I could easily change it for a few rocks that looked better with more moss / less moss than I initially intended. It also made fixing seam lines easier.

I hope that answers your questions :)

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