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FX Demoreel / Procedural modeling 2024

About Me

Photo de profil de Fabrice MASI

I am an FX artist, passionate about visual effects and procedural systems.

What I love is getting the most out of tools to create strong, lively, sometimes surprising images. I value optimization: less time on repetitive tasks, more time refining the visuals.

Every project is an opportunity to learn something new, and I love that. I always seek to understand how things work, and above all, how to make them more beautiful.

My daily drive? Curiosity, the elegance of detail, and the joy of creating.

Other FX Examples


Wall



Scene from the movie 'Blitz' where a wall collapses after a bombing.
The wall was simulated in RBD. The main challenge was managing the different layers of the wall (bricks, mortar, etc.), with the mortar being the most complex part, as its geometry had to be generated procedurally.
Once this step was completed and validated, I could focus on all the other elements: debris, dust...

Shark



FX Wedges



Setting up wedge systems to identify the best variations while optimizing production time.

Mysterious box (R&D)



Example of R&D and one of the proposed concepts for a magical effect around a mysterious box. The goal was to create a reaction from the tools that would trigger the opening of the box.

Nuclear explosion (R&D)



R&D of a nuclear explosion, carried out in collaboration with a colleague.
My work focused on:
- simulating the pond water (FLIP + spray),
- projected debris (branches, dead leaves, etc.),
- vegetation reaction (grass bending under the blast).
The dust and tree deformation (which come in the second phase) were done by my colleague.

Umbrellas



Example of a rain effect that could be used in an animated film.

Locomotive (R&D)



R&D of a locomotive smoke effect.

Realtime


Unreal Engine Test



This is the test I took to join Ubisoft Montpellier as an FX Artist.
The test subject was to imagine a scene where a projectile hits a wall and create the visual effects for that impact.
There were no particular constraints on the tools to use, except that the rendering had to be in real time.
Except for the cannonball, all geometries were provided by Ubisoft.
You can find the explanatory breakdown of this test by clicking the button below.

Modeling


Hotrod



Personal work based on a photo of a hotrod I took during a trip to the United States.



You can click on the videos to enlarge them in a new tab.


Procedural Modeling


Examples of Procedurality



Simple examples of procedurality. You can also discover more advanced examples in the demo reel.
You can click on the videos to open them in a new tab.

Programming


Custom Pipeline


Student Work


Student Work



Student work. Character and vehicle creation.


Contact