29 December 2013

Sea Monster Breach And Splash Realflow 2013





I thought I would end 2013 with a splash! Final Shot:



I have really started getting into large scale fluid sims over the past few months and as you know have been learning Realflow 2013 I recently got mentioned on Realflow's Facebook page, Thanks Guys!

I have recently started looking into Phoenix FD which is a Fluid Solver that works inside 3DS Max I don't know how it will fair against Realflow though, More to come next year!

Method: 


For this shot I created the Sea Monster in Mudbox pretty basic nothing fancy the texture map was painted in Mudbox as well.

Then the Animation was done in Max, again Pretty simple just basic keyframes and a simple bones rig for the tail to move about.

Exported to Realflow For the Sim. The Main Grid Fluid Sim took around 7 Hours and the Splash and Foam Sims took around 4 Hours. I am struggling to get the kind of foam I am looking for at the moment in Realflow. I am trying to get really stringy looking foam, Naiad and Houdin's FlIP seem to create this pretty well out of the box so I am doing tests in Realflow to get the same. I am also gonna see whats Phoenix FD's Foam System is like, but I am sure it will be possible in Realflow just need to find the right settings.



The type of Ocean Foam I am trying to recreate:



Anyway Then back into 3DS Max where I added the Houdini Ocean Toolkit ocean modifier onto the Fluid mesh and the PRT Files of the Splash and Foam. I then rendered the Particles with Krakatoa and the Ocean and Sea Monster with V-RAY.

For the Ocean Shader I made a quick Demo video on how i set it up, it needs some work though:
Comp'n in After Effects took around 1 hour and then it was done!

I need to figure out how to blend this into an infinite ocean? Thats the next job!


Final Shot on Vimeo:

https://vimeo.com/82881336



Thanks For Looking! Happy New Year! 




20 December 2013

B29 Crash Land FX Shot

I have been working on this shot for the past week and will be rendering it over Christmas. 

                                 Wow That Thumbnail Looks Awful, Nice Job YouTube!
                                           



So managed to finish this before Christmas, gotta say I am not happy with it! The Fume FX Sims need some work also the scale is a bit off also wish I made it so it crashed land on a runway becuase it looks fake that there is no Mud been kicked up not found a way to do that (Maybe time for some more RnD!). I want to work on another Cool WW2 themed shot with this awesome Plane so might do one with it getting its engine shot out like in Red Tails?? Hmm!!



Method:

The Animation was done in 3DS Max, simple Key frames then adding more and more detail to the animation. The Propellers breaking look really good and the method for that was; Duplicate each Propeller and use Edit poly to deform them so they look like they are crushed, then scale them down untill the Impact with the ground and scale them up within 2 frames while scaling the intact Propellers down. Pretty simple but it works!

Next the Bush destruction, I exported the scene to Maya and created the bushes with paint effects, then I converted them to polys and used nCloth with bounded gravity to activate the leaves once the plane geometry hits them so that the animated graivty will only affect the active leaves if you get me! Then cached back to Max.

Preview's of the Bush Destruction:




Then the  Engine Fire (Which should of had more work!) and the Dirt Cloud were done in Fume FX pretty simple setup each were in seprate grids, I use a lot more Multiple scattering than usual becuase Fume can cast MS to all Fume Grids in the scene with out the need to link them and the shot is meant to take place at dusk.


Rendering Was done with V-Ray and Mental Ray, the Plan was to render some Hair and Fur Grass but due to flickering and it been a pain I left it out.

Compositing Was done in After Effects, I CC'd all the renders apart from the FumeFX pass to make them look like dusk. Also used a lot of Fake Motion Blur to save render time.

Final Shot on Vimeo: https://vimeo.com/82474328



Thanks For Looking and Have a nice Christmas! Next Post Will be in the new year, until then I am working on another cool B-29 Shot!









10 December 2013

Tentacle Splashing About!




Hi,

This is my Latest RnD with Realflow 2013 as I continue learning Hybrido 2. It looks pretty good theres a few things that I need to figure out for next time though.

1. The Splash and Foam pass (Rendered with Krakatoa) looks a lot like snow if you know what I mean it does not look like foam thats created when water is travelling at high velocities.

2. The Ocean shader is juts made using a Gradient Ramp for colour and a few different material nodes feeding into a V-Ray Shader. And It looks okish but when water is traveling so fast the water turns white, I have spoke to an FX artist about this and the best way to do it is use Krakatoa to import the Velocity Data from Realflow and then Mesh it with Frost which then feeds through Magma Flow inside of Krakatoa to create the Material. Its Complicated but I am going to try it soon.

Shot Info:

Sim Time: 7 Hours
Mesh and Render: 6 Hours

Rendered with V-Ray and Krakatoa inside of 3DS Max.

Final Shot:

https://vimeo.com/81506576


Thanks For Looking!