Aditi Kapoor profile photo 1 on Tal

Aditi Kapoor

Staff Production Engineer / Technical Artist / Shaders

Boulder

17+ years of work experience

Industrial Light & Magic
Apr 20233 yrs 3 mosPresent

Remote

Working with the CG Pipeline group within ILM R&D, specializing in USD backend and tools/workflows for Solaris (Houdini)
Adobe
Mar 20221 yr 2 mosApr 2023

Demo/Teach/Evangelize Substance Tools and Workflows Specialty in USD, Substance Automation Toolkit
Pixar Animation Studios
Apr 20211 yrMar 2022

Shading Characters and Sets for "Lightyear" (June 2022) - Contributed to Houdini heightfields workflow for set dressing asset generation Tools: Katana, Flow (USD), Perforce, Houdini, Maya, Substance
Epic Games
Mar 20212 mosApr 2021

I had the wonderful experience of learning Unreal Engine with an amazing cohort for the Winter Fellowship. Produced the short "Uncanny Valley"
Blue Sky Studios
Jul 200911 yrs 10 mosApr 2021

Greater New York City Area

Shading & Materials: Creation of material scripts (shaders) and look-dev character assets and environments. This involves using both script-based procedural patterning techniques as well as texture map painting. Our role involves working closely with the art director to develop the final look and feel of each asset within a film. My tools are currently Houdini / Renderman and Substance Software Dev: I also help develop and maintain core pipeline tools that make our job easier/faster. I have redesigned some of our core technologies, writing plugins and scripts as and when needed. Highlights: - Designed/Coded a randomized variant generator tool and workflow for Solaris (Houdini). It allows a single shader and can generate multiple combinations and recipes to create multiple looks. - Development and maintenance of the fur to materials asset pipeline - Write various functions for our studio render engine so we can accomplish complex fur and procedural geometry coloring tasks under the hood. - Pipeline redesign of our image review workflow to integrate into the asset tracking software Shotgun (Autodesk) and utilizing RV as our main review tool. Ice Age Scrat Tales (2022) - part of the team to develop our new renderman eye shader. Nimona (2023) - lead character look-dev, pipeline and shading workflow development Spies in Disguise (2019) - lead character look-dev, software/tech development Ferdinand (2017) - lead character look dev Ice Age 5 (2016) - software dev for fur coloring pipeline Peanuts (2015) - lead character look dev: Snoopy, Woodstock, Lucy, Sally. - software dev for mtl/fur pipeline Rio 2 (2014) - character and set software dev Epic (2013) - character and set lookdev: Nod, Jinn characters, Bomba's house set, Palace forest set Ice Age: Continental Drift (2012) - set lookdev, character and background character work Rio (2011) - set and background character work

Education

University of Colorado Boulder

B.S., Electrical & Computer Engineering

University of Colorado Boulder

19974 yrs2001
New York University

M.S., Digital Imaging and Design

New York University

20042 yrs2006

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Headline

Staff Production Engineer / Technical Artist / Shaders

About

I am a technical artist with over 15 years of experience in VFX and animation. Super passionate about shaders and workflows, I enjoy the benefits of proceduralism, the craftwork of texture painting and lighting, and automating for pipeline efficiencies with an eye on UI for ease of artist use. I pick up new tools quickly and love experimenting with different approaches to solve some of the most difficult challenges. I have helped my employers design new processes as well as deliver many assets for productions. CG Specialties: Lighting, Shading, Compositing, Rendering, Programming. Tools: Python, Maya, Houdini, USD, Renderman, Nuke, Unreal

Location

Boulder

Work experience

Staff Production Engineer at Industrial Light & Magic, Apr 2023 - Present · 3 yrs 3 mos, Remote, Working with the CG Pipeline group within ILM R&D, specializing in USD backend and tools/workflows for Solaris (Houdini)

3D Business Development, Demo Artist at Adobe, Mar 2022 - Apr 2023 · 1 yr 2 mos, Demo/Teach/Evangelize Substance Tools and Workflows Specialty in USD, Substance Automation Toolkit

Senior Set Shade TD at Pixar Animation Studios, Apr 2021 - Mar 2022 · 1 yr, Shading Characters and Sets for "Lightyear" (June 2022) - Contributed to Houdini heightfields workflow for set dressing asset generation Tools: Katana, Flow (USD), Perforce, Houdini, Maya, Substance

Unreal Fellowship V4 | Winter 2021 at Epic Games, Mar 2021 - Apr 2021 · 2 mos, I had the wonderful experience of learning Unreal Engine with an amazing cohort for the Winter Fellowship. Produced the short "Uncanny Valley"

Senior Materials/Shading TD at Blue Sky Studios, Jul 2009 - Apr 2021 · 11 yrs 10 mos, Greater New York City Area, Shading & Materials: Creation of material scripts (shaders) and look-dev character assets and environments. This involves using both script-based procedural patterning techniques as well as texture map painting. Our role involves working closely with the art director to develop the final look and feel of each asset within a film. My tools are currently Houdini / Renderman and Substance Software Dev: I also help develop and maintain core pipeline tools that make our job easier/faster. I have redesigned some of our core technologies, writing plugins and scripts as and when needed. Highlights: - Designed/Coded a randomized variant generator tool and workflow for Solaris (Houdini). It allows a single shader and can generate multiple combinations and recipes to create multiple looks. - Development and maintenance of the fur to materials asset pipeline - Write various functions for our studio render engine so we can accomplish complex fur and procedural geometry coloring tasks under the hood. - Pipeline redesign of our image review workflow to integrate into the asset tracking software Shotgun (Autodesk) and utilizing RV as our main review tool. Ice Age Scrat Tales (2022) - part of the team to develop our new renderman eye shader. Nimona (2023) - lead character look-dev, pipeline and shading workflow development Spies in Disguise (2019) - lead character look-dev, software/tech development Ferdinand (2017) - lead character look dev Ice Age 5 (2016) - software dev for fur coloring pipeline Peanuts (2015) - lead character look dev: Snoopy, Woodstock, Lucy, Sally. - software dev for mtl/fur pipeline Rio 2 (2014) - character and set software dev Epic (2013) - character and set lookdev: Nod, Jinn characters, Bomba's house set, Palace forest set Ice Age: Continental Drift (2012) - set lookdev, character and background character work Rio (2011) - set and background character work

Education

B.S., Electrical & Computer Engineering, University of Colorado Boulder

M.S., Digital Imaging and Design, New York University