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Project Breakdowns

Brief description of projects I've been on, which aspects I am responsible for, and my processes for each.

CG Still Life with Procedural Shaders | Responsible for All

Using VEX in Houdini's Copernicus node, I was able to create several tools that could generate customizable 2D procedural textures, such as scratched metal, tie-dyed cloth, wood, and materials for green grapes and peaches.

Each tool allows artists to easily adjust the base color, metalness, specular roughness, the frequency or interpolation of a given pattern in a texture, and all other parameters within a USD shader in Karma.

Maya, Houdini, VEX, Karma

SAV_2025Winter_VSFX_KenziPark_01a.png

Metal Shader + Reference

SAV_2025Winter_VSFX_KenziPark_02a.png

Cloth Shader + Reference

SAV_2025_Winter_VSFX_KenziPark_03a.png

Wood Shader + Reference

CG Integration with Live Action | Responsible for All

With lighting and texturing in Arnold, I was able to integrate an identical CG object into a live-action scene. First, I photographed various plates with the mug on the right (clean plate, plate for camera match, and lighting match plate)  with the lighting integration kit. 

Next, I modeled, textured, and lit the mug in Arnold for Maya. Using the plates as a reference, I was able to see how the key light cast shadows, what color temperature the light was, and how the reflections hit the mug.

 

Once I configured the CG lighting, I composited all the render passes (beauty, cast shadows, occlusion) into the live action image to create a seamless integration in Nuke. 

Maya, Nuke, Arnold

S25_V316_P2_ParkKenzi_ref.JPEG
316_P2_wood_box.JPEG

Perspective Plate

Clean Plate

316_P2_chrome_ball.JPEG
316_P2_grey_ball.JPEG

White Balance Plate

Fill Light Plate

mugIntegration_beauty0.png

Beauty Render Pass

mugIntegration_shadow0.png

Cast Shadow Render Pass

mugIntegration_mugOcclusion0.png

Object Occlusion Render Pass

mugIntegration_groundOcclusion0.png

Ground Occlusion Render Pass

Wooden Toy Carousel: Procedural Animation | Responsible for All

In Houdini, I procedurally animated this toy carousel.

First, I modeled all of the various pieces of the carousel (Lever, gear, base, columns, horses, etc.)

Next, I extracted a curve from the base of the carousel and animated a single point along it by using an expression with a carve node.

I copied the columns with the horses along the animated point, and created an expression to offset them so I could easily adjust the amount of horses I wanted within the carousel.

Her: CG Lighting Match | Responsible for Models and Lighting

S25_V316_P4_ParkKenzi_Render.jpg

In Maya I modeled, textured, and lit this environment based on a shot from Her  (2013) .

 

In Photoshop I created guidelines with my reference picture so I could mimic the focal length, camera angle, and overall lighting into the CG scene. 

Breakdown

Buckets of Strawberries: Procedural Models | Responsible for All

S25_V350_P2_ParkKenzi_ComplexScene.png

Procedural models made with expressions to generate buckets along a box with points, and strawberries placed within buckets using rigid body dynamics. 

Science Lab Environment | Responsible for All

feb22_render01.png

Car Green Screen | Responsible for Compositing

Alpha Channel

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