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Special Effects Animation | Bill Konersman

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Smurfs
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2011 - Sony Pictures Imageworks
The shots were created in Houdini using a lot of custom tools, and composted in Katana. Most of my work involved animated debris, leaves, and dust, to support the illusion of Smurfs in the real world.

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2010 - Imagemovers Digital / Disney
I wrote a volume shader in Mantra for the tractor beam, and a surface shader for the noise pattern on the lens. The dust and rocket exhaust effects were done in FumeFX, as my introduction to that program. The silo mist was also a volume+animated noise setup in Houdini.

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h5>A Christmas Carol Notice: Undefined index: title_h in /home/content/81/6037381/html/wordpress/wp-content/themes/nvisionc/core/functions.php on line 1005
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2009 - Imagemovers Digital /Walt Disney Corporation
This was done in Houdini. The broad categories of my work were magic dust with point cloud lighting, magic rocket trail, the snow monster in the graveyard, and snow falling into and swirling around the grave. Most of these shots contain additional snow from other animators.

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2006
This tool was developed for the movie Tangled, and was based upon my observations of trees in their natural element, as opposed to the trimmed and maintained trees of golf courses and parks. I chose to build a particle based system instead of an L-systems approach. By using particles as agents I could add awareness of the environment to the growth process, and introduce branch death and light/gravity/wind/shape tropism. It also had the advantage of building the rig at the same time it built the tree, so subsequent animation and lighting attributes were accessible.

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2009 - Walt Disney Studios
The packing peanuts were done with a command line ODE open source solver implemented by Nicola Candussi, using Houdini as a front and back end. Houdini Chops and keyframe modifications adjusted the animation to conform to the director's notes. The fire sequence was done using a fire library designed and implemented by Cesar Vasquez and David Hutchins. I animated the falling timbers using the Houdini RBD solver modified with some keyframed adjustments.