3D Artist
Precision in
every grain.
High-fidelity product rendering, CGI commercials, and cinematic animation for brands and studios.
Selected Work
Featured Projects
Behind the Studio
Crafting visuals with
artistic heart.
The Studio Gyeol Studio was founded in 2026 to formalize a vision that merges technical art with high-fidelity design. After years of working as an independent artist and collaborating with other established studios, the studio was created to give a definitive shape to the concept of 결 — the pursuit of balance, texture, and the inherent essence of every project.
While the studio officially launched in 2026, it carries over 5 years of professional experience in 3D art theory, Technical Art, and Python-based tool development at its core. This background, built through past collaborations on various industrial and cinematic projects, ensures the maturity and efficiency of every workflow within the studio.
About 결
The studio’s name is derived from the Korean word 결 (Gyeol). Literally, it refers to the grain of wood, the weave of a fabric, or the natural texture found in materials.
For Gyeol Studio, this name represents the search for the technical and visual essence of every object. I chose this word because it defines the perfect balance between the precision of the “grain” (the logic of code and 3D topology) and the beauty of the “texture” (the final visual result). It is the hallmark of a workflow that respects the inherent nature and structure of every project.
K-Tools: Sync | Lock Viewport
Sync or Lock multiple viewports at once in real-time
Visibility Check
Check for mismatched objects in viewport and render view
K-Tools: Mode Highlight
Automatically change the header color based on the current mode
K-Tools: Texture Map Loader
An easy way to load Texture Sets in your Shader Material
Asset Pack: Japanese Street Cones
This pack includes various types os Japanese Cones and also a Retro Reflective Effect for Blender, working both in Cycles and EEVEE.
Asset - LCA Studio
This product includes 1 Blender file and an IES light folder.Notes: The shaders are manipulated via Attributes, this makes it easy for the user to change those values without need to go to the shader tab. LCA stands for ‘Light, Camera, Action’. I saw that in a Derek Elliott Tutorial on youtube and I have used it since then. The uncompressed file is about 190mb, but the Studio Setup itself is about 5mb, the rest of it are the extra features. Blender file structure:Release Notes:05/06/2024 - Version 1.2 - Still need proper documentation.What's New:Light Controllers - If some axis is equal to zero then the control is made by the panel, otherwise the light will aim to the target.Camera Controller IconShow Bounding Box Size– Main Objects –‘LCA etc’ Collection:Shader BallsColorcheckerRotation Circle - Useful to parent the camera to rotate around the main subject.Human Reference - Useful to be aware of the dimensions of the scene (1,75m).‘LCA Studio Lights’ Collection:Light Back Wall (Linear): The main objective of this light is to illuminate the back wall and then give a nice linear gradient.Light Back Wall (IES Profile): This light has an IES profile attached, which means that the texture has a texture.Ceiling Light: An area light located right above of the subject (Origin of the world)Light Left: A light located on the left side of the main subject.Right Light: A light located on the right side of the main subject.‘LCA Main Subject’ Collection:This folder is empty, the user can add the main subject on this folder to be instanced on the Studio Modifier and then be manipulated by the ‘Main Subject’ panel.‘LCA Studio Camera’ content:Move Camera + Target: Is an empty that holds the Camera and the Aim target together, use it to move both at same time.Camera Target: An empty object that dictates where the camera is looking at. This is commanded by a constraint modifier.Studio Camera: A default Blender camera object.‘LCA Studio Backdrop’ Object:Originally a Default Cube, it is the container for the LCA Studio Modifier. This holds vertex groups for use in the modifier, so, is better to not mess with it.‘Light Target’ Object: An empty to control the direction for the lights to look at.‘Demo Objects’ Collection:A bunch of random objects to be used to learn some aspects of the modifier. Not included as ‘Asset’, so it will not appear on your asset shelf.– Secondary Objects –‘LookDev Environment’ Collection:Ground Checker: A plane with a checker texture.ISO 12233 Chart: Used in photography to see Lens distortion and chromatic aberration.Marked Border Floor: A simple square marker on the ground.Spinning Platform: A circular platform to your Main subject to be in and spin with a little more sense.Stand Checker: Like the Shader Balls and the Color Checker, it is the same, but in a stand to be more believable. Note: Both Collections and Objects are marked as Assets, it means they can be imported all together or separated.‘Acoustic Foam Wall’ Collection:Acoustic_Foam object: a simple acoustic foam object to be instanced in the next object.Acoustic_Foam_Wall: A Geometry nodes Object where you can choose the Height and Length of the wall, it instances the Acoustic_Foam object.How to Use: Append: Press F4 or go to File > Append. Choose either the Collection or the Node Group.My personal preference is to append the collection as you will get the light target to make your life easy. Asset Library:Both Collections and Node group are set as Asset, to have it in your Asset Library go to: Edit > Preferences > File Path > Asset Libraries > Hit the Plus Button and choose the file location > Confirm by selecting Add Asset Library.Adding it your Scene:Open your asset Library > go to Studio Tab > set the Import method to Append > Drag and Drop the desired Asset.Note: For some reason when you append from the asset library you need to hit Ctrl + Z / Undo to have the collection and be able to edit it in the current scene. (Maybe this bug is only for my blender, Idk, but you can try it if your append don’t work at all)The Modifiers:After Append it to your scene select the LCA Studio Backdrop object, go to the modifier tab. There you will see the LCA_Studio_Backdrop Geometry Nodes modifier, a Bevel Modifier and Weighted Normal modifier.Bevel Modifier is used to give a curvature for the backdrop as the current approaches of doing it inside geometry nodes are kinda tricky (for me, at least).Weighted Normal modifier is used to give a better shading on the object, turning the plain parts more plain.The LCA_Studio_Backdrop Modifier!! Uniform Scale: Multiply the overall size, do not affect the main subject.Studio Tab: Delete Ceiling + Side Walls: It allows the backdrop to be a normal backdrop with no walls and ceiling, only the infinity backdrop commonly seen in studios, etc.Backface Culling: Turns the Backface of the studio transparent for the camera.Light Pass Through: Allow External lights as environment or default lights to influence the studio without causing shadow.Rotate Relative to the Camera: When On, the studio will always face the camera being rotated in the Z axis only.Fit on View: Increase the Studio size to always fit in the camera view.Fit Scale: Calibrate the threshold of the Fit on View Option.Width: The width of the Studio, move both side walls at same time.Height: The height of the studio ceiling.Depth: The distance of the Back Wall from the Y axis.Front: The distance of the Front face from the Y axis.Studio Shader Tab:Base Color: set the color for the backdrop.Metallic: Metallic level for the backdrop.Roughtness: Set the roughness of the backdrop.Main Subject Tab:Add Subject: Turn on the ‘Main Subject’ Collection, showing what is inside. for a better experience, keep the collections turned off in the Outliner.Rotate: Enable the rotation of the subject based on the frames in the timeline.Invert Rotation: Make the subject rotate to the other side.Object Offset: Translate the subject in the X, Y, Z axis with.Start Frame: Which frame the animation will start.End Animation: Which frame will be the last for the animation.Initial Rotation: Initial rotation of the subject.Final Rotation: the angle of the rotation what the subject will have in the last frame. (using 360 you can make a seamless turntable)Add Lights Tab:Add Ceiling Light: Add an area light on the Ceiling Level.Add Right Light: Add an area at the Right side of the subject (your left when looking in ‘front view’).Add LeftLight: Add an area at the Left side of the subject (your right when looking in ‘front view’).Add Wall Light: Add an area light near the back wall.Ceiling Light adj. Tab:Rotate to target: the light will always face the Light Target object.X Translate: Move the light in the X axis.Y Translate: Move the light in the Y axis. Z Translate: Move the light in the Z axis.Limit to the Wall: The minimum distance that the light will get near from the wall.X Scale: Scales the light object in the X axis.Y Scale: Scales the light object in the Y axis.Scale to Bounds: When On, the ceiling light will always follow the size of the studio.X bound Scale: Makes the size bigger or not in the X axis.U bound Scale: Makes the size bigger or not in the Y axis.Distance to Ceiling: The minimum distance that the light will get near from the ceiling.Right Light adj. Tab:Rotate to target: the light will always face the Light Target object.X Translate: Move the light in the X axis.Y Translate: Move the light in the Y axis. Z Translate: Move the light in the Z axis.Limit to the Wall: The minimum distance that the light will get near from the wall.X Scale: Scales the light object in the X axis.Y Scale: Scales the light object in the Y axis.Left Light adj. Tab:Rotate to target: the light will always face the Light Target object.X Translate: Move the light in the X axis.Y Translate: Move the light in the Y axis. Z Translate: Move the light in the Z axis.Limit to the Wall: The minimum distance that the light will get near from the wall.X Scale: Scales the light object in the X axis.Y Scale: Scales the light object in the Y axis.Back Wall Light adj. Tab:Rotate to target: the light will always face the Light Target object.Linear | IES: Switch between the light types ‘linear’ (default) and IES profile.X Translate: Move the light in the X axis.Y Translate: Move the light in the Y axis. Z Translate: Move the light in the Z axis.Limit to the Wall: The minimum distance that the light will get near from the wall.X Scale: Scales the light object in the X axis.Y Scale: Scales the light object in the Y axis.Ground Tab:Add Ground: Make the ground appear.Size: The size of the ground plane.Avoid Z Fight: Moves the ground down to not intersect with the studio geometry.Base Color: The Color of the ‘squares’ of the ground.Line Color: The Color of the lines.Roughness: The overall roughness of the ground plane.Metallic: Set the lines into metallic.Emission: Set the lines into emission shaders.Volume Cube Tab:Add Volume Cube: A Cube with a Volume shader pops in your viewport.Volume Color: The base color for the volume:Volume Density: What the density the volume will have.Scatter/Absorption Mix Factor: Balances between the two volume shaders, ‘volume scatter’ and ‘volume absorption’.Anisotropy: Affect the light direction in the volume for the Scatter Shader only.Custom Light Group (Cycles Only)Color: Defines a RGB Color.Use Blackbody: Switch between RGB Color or Blackbody temperature color.Color Temperature: Defines the color that the light will have, lower values warmer light, high values cold light. The value is multiplied by 1.000, so, instead of type 6.500 you can type only 6,5.Strength: Strength of the Emission shader inside the node group.Use light Gradient: When On, it will make a gradient on the light. (Disable ‘Use Blackbody’ before using this option).Near Light: The color of the light near of the source (light object)Far Light: The color of the light far from the source (light object)Gradient Multiplier: Defines how this gradient will occur, lower values the First input (near light) will have a greater role in the gradient, high values will make the second input (Far Light) to be more prominent.Let me know your thoughts about it!!
Material - Light Mesh Shader
This shader can be applied in Meshes and also in the default Area Light.It includes a Target to aim better the light.-- Please, let me know about what you think about this product!!Version 3.2 UpdateFixed the Default Values of the Inputs. No more weird results when importing the Node Group.Added Tooltips for all Inputs. While hovering the Input now you have a little explanations of what that input do.Version 3 UpdateGeneral: Add a multiplier by texture for the light strengh. It prevents to the black blow out. Linear mode: Add a switch to Linear, quadratic and easing mode. As well, the texture now is controlled by the Transform commands (it was static before).Reduced the size of the file.Tutorial Video Comming Soon!Notes: The main texture is set in Black and White. All the Group is based in UV Coordinates. With ‘Texture’ I mean the main texture result from the UV manipulations and the gradients used. In Color Tab you can add a Custom color or Image, but will not be affected by the Transformations since Blender does not allow the images to be manipulated after they are generated, only before by Texture Coordinates. The values on the Inputs have a Minimum and a Maximum value set by default, but you can extrapolate it by clicking on the input and typing a new value. The Sphere Texture uses the Gradient Node set in Quadratic Sphere, I think it is the more pleasant texture for light. Only works in Cycles. All the transformations are made from the UV Center. ________________________________________________________________________How to Use: Append: Press F4 or go to File > Append. Choose either the Collection or the Node Group.My personal preference is to append the collection as you will get the light target to make your life easy. Asset Library:Both Collections and Node group are set as Asset, to have it in your Asset Library go to: Edit > Preferences > File Path > Asset Libraries > Hit the Plus Button and choose the file location > Confirm by selecting Add Asset Library.Adding it your Scene:Open your asset Library > go to Studio Tab > set the Import method to Append > Drag and Drop the desired Asset.Note: For some reason when you append from the asset library you need to hit Ctrl + Z / Undo for have the collection and be able to edit it in the current scene. (Maybe this bug is only for my blender, Idk, but you can try it if your append don’t work at all)________________________________________________________________________What you will Get:On the Main File you will have 2 Collections:CustomLightcol & MeshLightcolCustomLightcol has an Area Light, an empty as a Target and an empty for grouping all together.Pros: as it uses an Area Light you can have different values for each light and also have the benefit of the default light parameters as light Spread, Power, etc. Also have less noise.Cons: you can only see the result of the texture when using a addon as Node Preview or the default node preview in the Blender 4.2 releaseMeshLightcol have a Plane, an empty as a Target and a empty for grouping all togetherPros: You can see the Texture in the plane ans also use some features of the group that only work in the Mesh version as ‘Only Front Face Emission’, ‘Transparent Backface’, etc.Cons: For having different values per light mesh you will need to duplicate the Material of the Plane.________________________________________________________________________Shape - Integer InputSet the type/shape of the texture.0 = Square1 = Stripe2 = Sphere3 = LinearLight Strength - Float InputHow much strength the light will have - It controls the Emission node inside the Node Group.Texture Brightness - Float InputIt multiplies the texture, the higher the brighter the texture is.Use Falloff - Boolean InputWhen On, activate the Falloff Node to control the Light strength in the distance.Only Front Face Emission - Boolean InputWhen On, it will allow the light to be emitted only from the front face of the place, as a Area Light like.When Off, both faces will emit light.Transparent Backface - Boolean InputTurn the backface transparent. on viewport it will show a ‘X’, but when rendered it will disappear per complete. For this effect it needs a Geometry Nodes group which is already on the light Plane on the Main File, please append the ‘_MeshLight_col’ Collection to have this benefit.Hide for Camera - Boolean InputIt hides the light from the camera but still affects the scene. - For Mesh only________________________________________________________________________Transform TabUV Uniform Scale - Float InputSet the scale of the texture relative to UV.X Scale Bias - Float InputSquish the texture in the X AxisY Scale Bias - Float InputSquish the texture in the Y AxisX Translation - Float InputMove the Texture in the X AxisY Translation - Float InputMove the Texture in the Y AxisRotation Angle - Float InputRotate the texture in the center of UV________________________________________________________________________Square TabDivisions - Integer InputSet how many divisions the texture will have, as more divisions, more little squares you will have.Division Mixer - Float InputIt mixes between One division to the divisions set in ‘Divisions input’________________________________________________________________________Stripe Tab(Type) Single | Multi | Fancy - Integer InputIt controls what kind of stripe you will haveSingle = A central stripeMulti = You can subdivide the stripe in how many you want.Fancy = This is a result of a mistake of mine, it will give you circle and ‘X’ shapes depending on the ‘Fancy angle Rotation.Thickness - Float InputControls the main thickness of the StripeDivisions - Integer InputSet how many stripes you will have - Only apply when the Type is set to ‘Multi’.Fancy Angle - Float InputControl the rotation angle of the texture - Only apply when Type is set to ‘Fancy’.________________________________________________________________________Sphere TabDivisions - Integer InputHow many divisions (rings) it will have.Sine | Módulo - Boolean InputThe interpolation mode between the rings. Sine to smooth transitions, Modulo to more harsh transitions.________________________________________________________________________Linear Texture TabType - Integer Input0 = Linear (Directly outputs the input X coordinate.)1 = Quadratic (Interpolates the input X coordinate quadratically.)2 = Easing (Uses a combination of quadratic and linear interpolation to generate a smooth gradient from the input X coordinate.)Rotation Angle - Integer InputEach iterations add 90° to the rotation;0 = 0°1 = 90°2 = 180°3 = 270°________________________________________________________________________Falloff Controls TabQuadratic | Linear | Constant - Integer Input0 = Quadratic Falloff (Standard)1 = Linear (Giving a slower decrease in intensity over distance.)2 = Constant (The distance to the light has no influence on its intensity. similar to a Sun Lamp)Light Falloff:“The Light Falloff node allows you to manipulate how light intensity decreases over distance. In reality light will always fall off quadratically; however, it can be useful to manipulate as a non-physically-based lighting trick. Note that using Linear or Constant falloff may cause more light to be introduced with every global illumination bounce, making the resulting image extremely bright if many bounces are used.”*“Strength:Light strength before applying falloff modification.”“Smooth: - Float InputSmooth intensity of light near light sources. This can avoid harsh highlights, and reduce global illumination noise. 0.0 corresponds to no smoothing; higher values smooth more. The maximum light strength will be strength/smooth.”Source:https://docs.blender.org/manual/en/latest/render/shader_nodes/color/light_falloff.html*It uses the Main Light Strength from the Node Group.________________________________________________________________________Color TabUse blackbody - Boolean InputTurn on the Blackbody Temperature Slider. It uses the ‘Color Mix’ node in ‘Mix’ mode to color the light.Color A - Color InputDefines the borders color.Color B - Color InputDefines the Main Color, this is what will emit light.Blackbody Temperature - Float Slider“The Blackbody node converts a blackbody temperature to RGB value. This can be useful for materials that emit light at natural occurring frequencies.“Source: https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/blackbody.htmlIn this Node Group the color is set by mixing the Temperature by a Mix Color node set in ‘Mix’. The more white the texture is, the more it mixes with the temperature. ________________________________________________________________________If you have some problem when using this Node Group or have some idea to make it better, please send me an [email protected] you!
Material - RGB/CRT Pixel Screen SHADER
Optimized for Blender 4.0Description: Yet to be added// Pixel Type There is 4 Tyeps of pixel Patterns 0-Pixel-Pattern_CRT 1-Pixel-Pattern_LCD 2-Pixel-Pattern_PC_CRT 3-Pixel-Pattern_OLED **The input is a Factor (float), but the numbers are floored, then the change happens only when the integer from the float changes. //Width - Insert the 'Image's Width. //Height - Insert the 'image's Height //Divisor - It will pixelate the image, and also scale the Pixel size. The pourpose for it is to keep the pixel Full lit, never Half lit. //Emission Strengh - The emission of the material (the colors are made only via emission, the difuse color is black) //Shadow Mask - CRT Tvs have this feature, it's kinda a black grid in front of the pixel. 1 = Shadow Mask ON //Moire Killer - An empity can control this feature, in far view the Moire Get pronounced, you can use the empity to make a mask on it (via GeoNodes), also, you can turn it ON, so no pixel on the shader will appear. //Warp Texture - This simulate the curvature of old CRT Tvs. Maybe the better approach for it is to curve the mesh by maybe 10° or less is enouth. //Damage Controls Damaged Tape Effect It Simulates damaged VHS Tapes Trail Mask - It simulate the Burn In effect of CRT Tvs, this mask is made via GeoNodes. (mesh nees to have enouth subdivisions. Trail Color - The Color of the Trail Color Mixer - Coltrol how much the color will tint the effect Trail Factor - Turn ON / OFF the effect //Add Border Generate a Border on the screen Border Factor - Turn ON / OFF X - Controls the thickness on the X axis Y - Controls the thickness on the Y axis //UV Panel Input your UV Map UV Vector - Input the UV UV Scale - Scale the UV from the Center, not the 0,0 as usual UV Adjust - Fine Adjusts what sometimes need to be done //No Signal Effect Simulates the noise when have no signal No Signal Factor - Turn the effect ON/Off Noise vel - The Velocity Multiplier Refresh Vel - Velocity of the Up-Down refreshing effect Noise Scale - Scale of the Perlin Noise Time - Input a "Value Node" with "#frame" parameter to activate the 'No Signal' Effect //Image Coltrols Basic Image appearence Coltrols Hue - Image Huw Saturation - Image Saturation Value - Image Value (Some times is better to make the Value higher than Emission value) Brightness - Image Brightness Contrast - Image Contrast //Roughness Roughness - Material Roughness IOR - Specular + Roughness IOR // Coat Weight - Coat Strength IOR - Coat IOR Roughtness - Coat Roughtness Fresnel Factor - As higher the angle of view, higher the Coat Effect
Let's create something
Have a project
in mind?
Whether it's a high-end render, a cinematic animation, or a creative collaboration — let's talk!