24 November 2013

White Phosphorus Grenade FX RnD





Latest Fume FX RnD/Test

After Watching reference wanted to do a White Phosphorus Grenade.

2 Pflow Emitters for Fire, another one for the trails.

Final Shot:

https://vimeo.com/80205694


I even recorded a making of:

https://vimeo.com/80205901


Thanks For Looking!

23 November 2013

BlackHawk Ocean Crash Realflow 2013


I have been working on this shot on and off for a week. Its my first "Big" Realflow Shot.

I used Hybrido 2 in Realflow 2013 for the Fluid Simulation the sim took around 9 Hrs to Sim and Mesh. The Splash and Foam took another 3 Hrs to Sim and all of the Render Passes took 3-4 Hrs.

I should of used a more detailed domain for more water splashing. I left the rotor blade spinning when it crashed to get more water splashes but in real life the rotor would probably break on impact.

I deformed the Realflow Water Mesh with the Houdini Ocean Toolkit Plugin to create an ocean like surface.

The Mesh was rendered with V-Ray in 3DS Max and the Particles with Krakatoa.


The  Final Shot:

https://vimeo.com/80114799


Thanks For Looking!

17 November 2013

Pyro Reference For FX Artists


I just posted on Vimeo a Video of some Shots of Pyro I took while on Location for a film I shot a couple of years ago. Check it out its great reference for FX Artists:

https://vimeo.com/79601863


Thanks For Looking!

16 November 2013

Realflow 2013 Barrel Splash RnD


So this was some more Realflow 2013 RnD/Testing! For this test I used a spinning barrel model to splash into my Hybrido Sim, I used the Splash And Foam Emitter with default settings apart from:

Secondary Splash Was on
Splash and Foam Min Lifetime: 110
Splash and Foam Max Lifetime: 120
Emission Rate: 95,000
Particle Type: Dumb

I seem to be having a problem where the some of the Splash and Foam particles just hang in the air?? Don't know what that is! Need to find a solution though its really annoying me.

Realflow Particle Preview:



Sim Time was around 3 Hrs


Realflow Mesh Preview:


Mesh and Render Time: 4 Hrs



Final Shot On Vimeo


Thanks For Looking!

12 November 2013

Super Stallion Explosion Version 2

(Final Shot At Bottom Of The Article)




Its Here!! A Huge Improvement from my previous shot! 

I started from scratch (still using same asset and Background plate) I got some great advice from Friends and people from Vimeo so thanks guys! The New Explosion is lit better and has mutiple of set particle emissions for more realistic FX.


I also used a New Fume Gradient for better looking fire, Still needs some work! Gradients are pretty easy to put together!

The RBD Sim of the Helicopter Breaking was done in Rayfire suprisingly I opted for this instead of TP to make Cache sizes smaller for ease of use with the Fume FX Simulation but also I really like the Rayfire Bomb helper and wanted to try it on a proper shot. Only problem is a Super Stallion is made out of metal and the shatter looks like concrete so that needs work!!

Renderd Fume with Scanline, Helicopter Pass with Mental Ray and also the GI pass with V-Ray...Weird Pipeline huh!! (I Know!!).

I am very pleased I went back an re did this shot it looks so much better now! What do you think??

Final Shot:



As Always,  Thanks For Looking!


11 November 2013

UFO Rise Out Water Attempt 02

Please note this is a Work In Progress shot and my First time using Hybrido 2 in Realflow 2013 so don't expect Life of Pi Quality sims just yet!!!!!




I messed up on this shot! I did not set my Realflow Scale/Axis right so all my sim data was wasted (basically the splash and foam simulation would not sit on top of the mesh properly when exported back to 3DS Max due to the scale differences between Realflow and Max (when importing Splash Foam ect. with Krakatoa PRT) this is now sorted for my next shot!

Anyway heres the details!

Main Hybrido sim took around 4 Hours then the Splash and Foam another 2 the meshing took another 3 and the rendering another 4 so all in all about a days work.

Water Mesh rendered with V-Ray using my own water shader which is basiclly a gradient ramp of different ocean layers/colours piped into a V-Ray Mtl Shader it looks pretty nice! The Splash and Foam was rendered in Krakatoa and compositing was done in After Effects.

I do want to come back to this shot now I learnt my mistakes the hard way however without making these mistakes I would be stuck next time so I don't consider this wasted time, At least I got the render a Breakdown:










As Always Thanks For Looking!






09 November 2013

Realflow 2013 Hybrido 2 Fluid Simulation Test

This was a project to test the workflow between Realflow, 3DS Max, Krakatoa and V-Ray.

The Fluid sim is simple with a splash and foam particle sim on top.

Final Shot:



03 November 2013

SkyScraper Destruction Visual Effects Shot


I do plan to get my teeth into a VFX project but for now here is some more RnD!




(Final Shot at bottom of the page)




This is probably my biggest Thinking Particles scene attempted so far!

This shot came about when seeing 2012 for the 20th time (estimated!) and I was trying to figure out how to model a building that would look realistic as well as been optimized for Volume Breaker in Thinking Particles.

After a few attempts a had a model building with glass windows and individual floors and support beams for extra realism.

I used Thinking Particles (In 3DS Max) with the Plugin Demolition Master for the Destruction/RBD Simulation. There is a total of over 15,000 Pieces of Geometry in this sim (without extra debris) and my PC handled it pretty well! The Final sim and cache took around 1 hour. I then decied to create a simple scene with camera movement for that extra effect! Instead of just rendering the building collapsing on its own.

Here are some Playblasts from inside 3DS Max:


The Destruction Sim:


 The Camera Move with scene and Sim:




Final Shot:






Thanks For Looking!