Hi, I'm Ramandeep Kaur, a junior VFX artist based in Edmonton, with a passion for turning imagination into visuals. I enjoy collaborating with teams to meet tight deadlines, and I stay up to date with the latest VFX trends. I’m proficient in compositing, animation, and particle effects, and I’ve got hands-on experience with Maya, Substance Painter, and the Adobe Creative Suite.\n\nI have a solid foundation in digital modeling, texturing, and environment design, and I recently completed a Diploma in 3D Animation Art and Design. I’ve worked with Autodesk Maya, Substance Painter, and Adobe Creative Suite, and I’m excited to contribute to impactful VFX projects.

Ramandeep Kaur

PRO

Hi, I'm Ramandeep Kaur, a junior VFX artist based in Edmonton, with a passion for turning imagination into visuals. I enjoy collaborating with teams to meet tight deadlines, and I stay up to date with the latest VFX trends. I’m proficient in compositing, animation, and particle effects, and I’ve got hands-on experience with Maya, Substance Painter, and the Adobe Creative Suite.\n\nI have a solid foundation in digital modeling, texturing, and environment design, and I recently completed a Diploma in 3D Animation Art and Design. I’ve worked with Autodesk Maya, Substance Painter, and Adobe Creative Suite, and I’m excited to contribute to impactful VFX projects.

Available to hire

Hi, I’m Ramandeep Kaur, a junior VFX artist based in Edmonton, with a passion for turning imagination into visuals. I enjoy collaborating with teams to meet tight deadlines, and I stay up to date with the latest VFX trends. I’m proficient in compositing, animation, and particle effects, and I’ve got hands-on experience with Maya, Substance Painter, and the Adobe Creative Suite.\n\nI have a solid foundation in digital modeling, texturing, and environment design, and I recently completed a Diploma in 3D Animation Art and Design. I’ve worked with Autodesk Maya, Substance Painter, and Adobe Creative Suite, and I’m excited to contribute to impactful VFX projects.

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Language

English
Fluent

Work Experience

Health Care Aide at Edmonton, AB
January 1, 2013 - Present
Delivered compassionate care and emotional support to patients in fast-paced clinical environments. Collaborated closely with healthcare teams demonstrating effective communication and teamwork. Maintained accuracy in documentation and patient observation. Developed resilience, time management, and mindfulness under pressure with skills transferable to design workflows.
Health Care Aide at Various healthcare facilities
January 1, 2013 - Present
Delivered compassionate care and emotional support to patients in fast-paced clinical environments; collaborated with healthcare teams; maintained accuracy in documentation and patient observation; developed resilience, time management, and mindfulness under pressure.
Health Care Aide
January 1, 2013 - Present
Delivered compassionate care and emotional support to patients in fast-paced clinical environments; collaborated with healthcare teams; maintained accurate documentation and patient observation; developed resilience, time management, and mindfulness under pressure.

Education

Diploma at Visual College of Art and Design (VCAD)
January 11, 2030 - January 1, 2025
Certificate at NorQuest College
January 11, 2030 - January 1, 2013
Bachelor of Arts at Kurukshetra University
January 11, 2030 - January 1, 1998
3D Animation Art and Design Diploma at Visual College of Art and Design (VCAD)
January 11, 2030 - January 1, 2025
Health Care Aide Certificate at NorQuest College
January 11, 2030 - January 1, 2013
Bachelor of Arts at Kurukshetra University
January 11, 2030 - January 1, 1998
3D Animation Art and Design Diploma at Visual College of Art and Design (VCAD)
January 11, 2030 - January 1, 2025
Health Care Aide Certificate at NorQuest College
January 11, 2030 - January 1, 2013
Bachelor of Arts at Kurukshetra University
January 11, 2030 - January 1, 1998
Diploma at Visual College of Art and Design (VCAD)
January 11, 2030 - January 1, 2025
Health Care Aide Certificate at NorQuest College
January 11, 2030 - January 1, 2013
Bachelor of Arts at Kurukshetra University
January 11, 2030 - January 1, 1998
Diploma at Visual College of Art and Design (VCAD)
January 11, 2030 - January 1, 2025
Health Care Aide Certificate at NorQuest College
January 11, 2030 - January 1, 2013
Bachelor of Arts at Kurukshetra University
January 11, 2030 - January 1, 1998

Qualifications

Health Care Aide Certificate
January 11, 2030 - September 4, 2025
Health Care Aide Certificate
January 11, 2030 - January 1, 2013
Health Care Aide Certificate
January 11, 2030 - January 1, 2013

Industry Experience

Media & Entertainment, Healthcare, Software & Internet, Professional Services, Education
    paper Bifrost water splashes to Particles magic, Create ocean using boss, boat wake Water stimulation

    Bifrost Ocean / Water Simulation

    Bifrost Liquid:
    Bifrost > Bifrost Liquid > Liquid

    Container
    Used a collider for the ocean floor or environment.
    Used Bifrost Liquid Container for the simulation bounds.
    Resolution & Quality:
    low for test cache (Grid Spacing ~0.1–0.3)
    Increase for final render (Grid Spacing ~0.05–0.1)
    Emitter:
    Add emitter objects for boat/wake or splash sources.
    Shape: Curve or polygon mesh matching the boat hull.
    3. Boat Wake Simulation
    boat hull collider:
    Modify > Make Collidable .
    Bifrost Wake:
    Add wake emitter behind boat using a polygon strip or curve.
    Adjust emission rate and speed to match boat motion.
    Add splashes:
    Use Secondary Emitters for spray particles.
    Adjust lifetime, size, and velocity for realism.
    Water Splashes
    Emit Particles:
    From collisions or boat wake.
    Bifrost Spray Particles.
    Adjust Attributes:
    Density / Size: smaller for fine mist, larger for droplets.
    Gravity / Drag: realistic falling behavior.
    5. Simulation Caching
    Cache to Disk:
    Bifrost > Cache > Create Cache (Alembic / Bifrost format).
    Always test low-res first to check motion.
    Subdivision / Smooth:
    Use Bifrost Mesher to generate surface from particles.
    rnold Rendering Setup

    Assign Shader:
    aiStandardSurface for water.
    Transmission: 1, Specular: 1, Roughness: 0–0.1.
    Enable Thin Walled if needed.
    Lighting:
    Use HDRI environment light for reflections.
    Add key light and fill light for cinematic look.
    Render Settings:
    Increase Ray Depth / Transmission for clean water.
    Enable Motion Blur for fast splashes and wakes.
    Use Subdivision / Mesh Smoothing for high-res meshing.