WORKS, 2022
Motion Graphics Designer
and VFX Artist on the tournament's opening titles, working with Houdini, Blender, and After Effects.
I built the lightning entirely procedurally in VEX and SOPs, with no simulation involved. I did this by scattering emission points across the trophy geometry. From there, polylines driven by noise formed the base structure, with forking logic and VEX control shaping the branching.
Those same lightning elements doubled as the scene's light source: I rendered the trophy in Cycles under dark lighting, using the lightning's emissive output to drive the global illumination, with a rim light added to bring out its shape. The lightning pass was then composited in After Effects with added glow.
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