Stefano Jannuzzo - mental ray CV.

(most of the pictures and movies come from my own tests, nothing really fancy.)


1993 - 1997, Softimage, Milan, Los Angeles

I started working with mental ray in 1994, with Softimage Italia, when Marc Petit, at that time head of Softimage Special Projects Europe, asked us to deliver some example code from the incoming version of Softimage 3d. I hardly knew what a texture was, however I survived that and learned a lot.
I then moved to Softimage Europe, then Los Angeles Special Projects, where we supported a few production, however nothing really worth to recall.


1997 - 2002, Phoenix Tools, Milan.

I co-founded Phoenix Tools. We were mostly on 3d plugin development, however we also had a couple of shaders collections.
I worked on non photo real stuff (P, M), translucency (long before sss) (M), glass (P) and how not to mention sport balls ! (P).
My biggest projects was a fur system (P1, P2, M1, M1). Beside the fur generator plugins, we had a geometry shader replacing each strand with a polyline facing the camera. That happened long before mr implemented hair primitives. Softimage 3D did not even have a geo shader placeholder, so we had to export and hack the mi file in the background to add the shader declaration and instance.
I also ported the whole collection under Xsi when it was eventuelly released.
The last projects was porting the whole Arete Digital Nature set under Xsi. The result was very good to me. Unfortunately both companies collapsed after a few months and the effort went lost.


2003 - 2004, Action Synthese, Marseille/Turin.

I freelanced for "The Magic Roundabout", ("Doogal" in the US), with Matt Daw and Bernard Lebel technical directors.
I worked from home, going to Marseille once per season.
They asked me for both phenomena (collapsing complex rendertrees to a single node) and shaders:

2005-2007, Lumiq Studios, Turin

I did a lot of Xsi scripting and c++ plugin development, although my first occupancy was still on shader writing.
We had around 40 Windows workstation, plus a 150 blade Linux based renderfarm. I also took care of managing the Xsi, Maya and mental ray installation on the renderfarm including all the custom tools and shaders.
At Lumiq we also hosted a small and brilliant company, Edenlab, working mostly in the automotive area. Since they model in Maya, I manteined a Maya version of all the shaders I wrote for Xsi.
Also here I was asked for a wide range of basic nodes, for instance all the set Maya was missing compared to Xsi (state info, scalar and vector math and transformation (P), switchers, ray direction utilities) and such.
For the rest, here is a list:

2007-Today, Pumpkin3D, Paris/Turin

Hired for "A Monster in Paris". Working from home and travelling to Paris once every two months or such.
As usual, a mix of plugin (geo baking), script and shader/phenomena writing.

Sometimes I contribute to the XSIBlog community, my favourite resource for Xsi users.