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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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.
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