-
2011 Showreel
vfx, code, 2011
-
Raytraced Structure Synth Renders
July 2011-July 2011
Client: Personal
Here are some experiments created using Structure Synth, an open source procedural geometry generation tool. New versions include a built in raytracer, so I didn't have to go through the steps of exporting the geo to Maya for rendering. Though the quality suffers, it's good enough to get a general idea of your scene.
Raytraced Structure Synth Renders
generative, code, 2011
-
Maxwell Renderer Tests
June 2011-June 2011
Client: Personal
Here I am exploring the rendering capabilities of the Maxwell unbiased renderer. Admittedly, I just applied some presets to some StructureSynth geo, but still...some of the results are pretty impressive.
Maxwell Renderer Tests
code, generative, 2011
-
Untitled Project @ The Molecule
December 2010-February 2011
Client: The Molecule
One of my most successful forays into procedural geometry creation, this form was created in Structure Synth, exported to Maya for rendering, and then composited in Nuke. The mostly-monochrome image is an anaglyph, if you have glasses handy.
Untitled Project @ The Molecule
code, 2011
-
Structure Synth / Sunflow Experiments
October 2010-current
Client: Personal
More renders of StructureSynth geo, this time rendered using 3delight, a renderman compliant renderer. While Structure Synth does have a template for exporting to renderman, it didn't seem to work great. I would love for this to eventually work, given the quality and price (free for 1 home-use node-locked license!) of 3delight for pushing the quality of my art.
Structure Synth / Sunflow Experiments
code, generative, 2011
-
Glitches
September 2010-current
Client: Personal
These images represent glitches experienced during my time in computerland. Most are from Nuke. With the benefit of hindsight, all are beautiful, though at the time I probably was mad about them.
Glitches
humor, 2011
-
Soundcheck
December 2009-March 2010
Client: The Molecule
A Collaboration with: David Sauvage, Jazzmen Johnson, Rhett Bice, Jesse Peterson
These stills are framegrabs from a music visualizer I wrote for Soundcheck. Since I had separate channels straight from the mixing board, I was given unprecedented access to the individual instruments that made up the tracks. Each instrument was visualized with a different color and ruleset.
Soundcheck
generative, visualization, 2010
-
Processing / Sunflow Experiments
April 2009-December 2009
Client: Personal
This was an attempt at procedural geometry creation using the open source Sunflow Renderer, which is available as a library for Processing. I manually programmed the transformations of the geometry, and then created renders using Sunflow. Some of the results were pretty stunning! I was annoyed that the Processing openGL and Sunflow cameras never seemed to exactly agree, and it was hard to predict exact what the eventual render would look like....
Processing / Sunflow Experiments
generative, 2009
-
D2 The Mighty Ducks
May 2008-May 2008
Client: Personal
This is the best thing I've ever written.
D2 The Mighty Ducks
writing, humor, 2008
-
Clusters
November 2007-May 2008
Client: Image Movement Sound Festival
A Collaboration with: Ethan Borshansky, Peter Byrne
Clusters was a piece featured in the Rochester Image Movement Sound Festival's 2008 show. I worked with Peter Bryne, a professor from RIT's Graphic Design department, and Ethan Borshansky, a composer from the Eastman school. The trails and map-like elements were created in processing and expertly combined with Peter's visuals.
Clusters
visualization, code, generative, 2008
-
College Thesis
September 2007-July 2008
Client: RIT
My college thesis was in Visual Effects...I did VFX for two RIT Senior Thesis films. This is a reel of some of my work.
College Thesis
vfx, 2008
-
Vrooom
April 2006-June 2006
Client: RIT
A Collaboration with: Scott Petersen
Vrooom was my favorite project from college, and my first large-scale attempt at procedural geometry creation. I had been tinkering with "cbuild," a script I wrote for generating cityscapes. Eventually, I combined the resultant geo, more scripts that actually animated blocks in and out of place, and a terrific score by Scott Petersen to create this film.
Vrooom
animation, code, generative, 2006
-
Early Computer Art
September 2002-September 2004
Client: Personal
A smattering of images produced during my high school years by twisting Bryce, software normally responsible for images like this into a more abstract direction. Also included are a few early experiments with Lightwave 3D showing off my 2003-era modeling and texturing skills. These represent my first forays into Generative Art.
Early Computer Art
generative, 2004
Welcome to HeavyImage.com!
A few months ago, a friend showed me a book called The Secret Language of Birthdays. The profile for my birthday is called "The Day of the Heavy Image." Given that I'm a Digital Compositor for a living, this seemed like an appropriate name for a personal site. Despite being pretty active on the internet, I've never maintained a personal website.
But that's about to change!
On Heavy Image, you'll find information about various topics that interest me, including compositing, programming, whiskey, procedural art, web design, film, music, and humor. To this end, I plan to post tutorials, scripts, other writings, resources, links, reviews, and my art. Because I find areas of overlap between my interests, I've embraced a tagging system that allows me to accurately organize my ideas into categories. I want to give back to the vibrant communities that I've always taken more from than given back to. I hope my experiences will prove insightful.
Enjoy!
Jesse
- Colleagues:
- Jesse Lucas, technologist
- Rachel Schragis, artist
- Doug Brantner, technologist
- Jeremy Reichman, technologist
- Alan Michaels, compositor
- Lenz Kol, compositor
- Pierre Violanti, 3d artist
- Color:
- Compositing:
- Shell:
- Programming:
- vim:
- Generative:
- Markdown: