Project Computer Science


Future post.

Part I:
Part II:

Currently Doing:
Introduction to Computer Science and Programming: MIT (20170718)


July 18th, 2017



First WE.XXXX of 2017. Took a long break, lots of crazy amazing things happened, but it’s time to restart again.

Animated version soon on Instagram.

May 7th, 2017



Commissioned facadology. Houdini + Redshift.

December 11th, 2016

Free Redshift for Houdini Material Test Scene


Built a material test scene for use with Redshift in Houdini.

Shader ball model is Sub-D and has non-overlapping UVs (I tried to make them as straight as possible while minimizing distortion).

Download here.

November 27th, 2016



Pattern created through VEX in Houdini.

October 15th, 2016



Stumbled upon some images of the Kowloon Walled City at work the other day. The complexity and detail was absolutely hypnotizing (much like the work of Atelier Olschinsky). Really want to explore further the theme of chaotic cities / structures. Houdini + Mantra as per usual.

September 17th, 2016



Scales facade. Need to learn to integrate better.

September 11th, 2016



Noise + Noise

Using one noise function to distort the sampling position of another noise function. Pretty much everything done in the SHOPs context. Mantra displacement is pretty damn good.

August 29th, 2016

Noodly-Line Solver (Houdini VEX)

Resource // RnD

So I’ve seen a lot of tests of this effect recently, and thought I’d jump in and do my own version.

The very first time I saw the noodle solver was in this video by Deskriptiv over a year ago. Then when recently Simon Holmedal posted this test, it got me kind of curious. Finally yesterday I stumbled upon this video by Jan Fischer, and after reading the description I realized that it’s actually a pretty simple system.



Curl Noise – Volume Trails

Practicing VEX. The main effect for this piece happens inside a single Wrangle node. Definitely not very practical, but it was a good exercise.

April 19th, 2016



WE.1601 – Supreme.

Skipped a few of these experiments and decided that I should get back to it again.

3ds Max UI Case Study

Case Study

Inspired by the design work done on Maya 2016, I thought it would be fun to do a case study of Max interface. The idea is to re-imagine the look and feel of the aging UI, and use a contemporary visual language to describe this popular software. Consistency, simplicity and clarity are the main focus for this little design exercise.


August 23rd, 2015

August 15th, 2015



Fourth installment of the WE series!

This one is more rushed than all the previous ones, thus it feels a bit less refined. But I did learn a few things which is the main purpose of these exercises.



Spent a lot of time playing with Maya nCloth this weekend. I’m slowly starting to realize the potential of Maya dynamics. Will definitely experiment more with it in the future.



This week’s experiment, having fun with colors:

Further experiment with Krakatoa. This time particles are driven by a simple FumeFX simulation. Trying different particle coloring methods using Thinkbox Magma 2. I still remember reading deKO’s post a year ago and not understanding anything. Yesterday I quickly skimmed over the post again and everything made perfect sense. I think it’s evidence that I did learn some stuff over this past year.



Experiment of the week. Starting to play with Krakatoa again. Also trying some foreign language typography.

Play Bot (3ds Max Particle Flow RnD)

Resource // RnD

So I have been pretty busy at work lately and haven’t find the time to do any personal stuff. But finally I have some time on this 3 day weekend! Presenting Play Bot, a fun little Particle Flow RnD project.

The idea came when I saw this Thinking Particles RnD from Santi Bono a few months back. I was curious to see how one could achieve a similar behavior using Particle Flow. The main behavior was quickly achieved after I looked at this post from Eloi Andaluz. After that it’s about adding to the basic script to have the tracking effect.

May 1st, 2015

V-Ray for Maya Linear Workflow Guide


Linear workflow is among the first topics I researched when I started playing with Maya. Coming from 3DS, I figured that linear workflow (LWF) in Maya would be equally straightforward. However this turns out not to be the case. EDIT: This is the manual way to do LWF in Maya. I think it is important to understand how to do it, but there are many scripts that would automate this process.

Free V-Ray for Maya Material Test Scene (LWF Ready)


VRay for Maya Material Sample Scene


Here’s a material sample / test scene I made for V-Ray for Maya. The scene is set up using linear workflow. I’m thinking of starting a series of shader studies sometime in the near future. In the meantime you can download the scene here to test your own materials.

January 24th, 2014

October 20th, 2013