Hi Guys,
I have been working on a new Test for my Showreel Seqence, this is the latest. I also have some very exciting news that I have got a job working Freelance as a FX Artist at Juice VFX / Platige Image, One of the main companies I look up to and now I am working with them on a Game Cinematic that's going to be amazing. I am very lucky and grateful!
I started by using the scene files from V1, I was debating weather or not to have the camera attached to the plane wing, which would of been cool however I wanted the camera to fly right past the explosion for a more Dynamic shot.
I changed the plane animation and had it fly over and then up past the ship, I even animated the pilot inside to move his head up and down, however its hard to see due to video compression and motion blur. I was planning to animate the ship and have some wake interaction, however due to working now this did not happen!
Scene Setup In Max
The Explosions were two PFlow Systems, in one Fume Grid, these were using Colour Caching, one smoke colour was black and the other a more grey colour. Then also the Smoke Trails which were a basic PFlow Spawn System. These were then put in there grid.
Scene Setup With Fume FX Grid
I did lots of sims to make sure the fireballs were not crawling to high, but also to make sure they had scale and that the fire did not burn out to early. In my past Shots I have had the problem of explosions looking too fast. Same for the Smoke Trails, However these were in the own grid and drive using PFlow particles that had gravity on and when they hit the ocean they delete. I animated some turbulence on the trails to get rid of the "Smoke lines" look and get a more smokey feel, but then key framed the turbulence off again to keep the scale and speed looking realistic.
Smoke Trails Fume FX Preview
Explosions Fume FX Preview
I also decided to generate a new Flak element for this shot, I went for the Spikey Flak look and although its not fully realistic it looks cool. The Basic setup for this was 3 PFlow Emitters emitting trails each with different inherited values, also another PFlow system just to emit a quick blast of fire.
Flak Setup- Max- PFlow
Flak Render
I rendered the FumeFX Passes under one Pass, Also I then used V-Ray to Render a GI pass of Fire illuminating the ship.
The Water Blast was done for the last version of the shot In RealFlow 2013.
Low Res Water Blast
The Rendering of the Ocean, Plane and Battleship was done in V-Ray, More details on the rendering of these can be found on older blog posts on previous versions of this shot, not much has changed other than, The BF019 (the plane) now has a reflection Map which makes it look so much nicer and more realistic.
The BF109 Test Render
Another thing I did was add Distant ships in the background, these were just images of a ship on a card in Max with an Alpha Matte for the opacity.
Compositing was done in After Effects, I decided to Sharpen the explosion to try and get more fire detail, however it backfired! And gave my explosion pass really visible black edges. I faked all the Depth of Field by animating an adjustment layer on the horizon with blur and haze. All the Motion Blur was done with RSMB, All the Flak Elements were hand animated into the shot to match the camera move, usually I would merge different Flak Grids into a Scene and do a proper 3D Render but I did not have time so I faked it.
FINAL SHOT
I just have got some great feedback on this shot and I will be leaving it for a bit due to my Freelance Work, but also so I can get fresh eyes and try and develop this shot up to a RealtimeUK Quality!
Things that I need to do next time:
Ocean Scale is to small, and there is Tilling Visible- So Instead of using one huge plane with a HOT Modifier on I will use many blended together each with there own modifier on so I can get a larger ocean scale with no tiling.
Explosion/s- Needs to have no awful black edges. And the Flak will be rendered as a fully 3D render using individual fume grids for each Flak Explosion.
Tracer Fire need work, need to use Facing Particles to get the long thin smoke trails you see in WW2 Footage.
Also More FX Elements like maybe some spary on the water as the plane is skimming across it and then more background ships and flak elements.
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The Next time I do this shot it will be the scene I will use for my Reel Project, about a Battleship Attack sequence consisting of 4-6 shots. Also got my FX work I am working on right now for this project, Breakdowns for that will be coming after the project is released. I am also experimenting more with RealFlow as always so expect to see some more RealFlow RnD!
Thanks For Looking!




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