Showing posts with label effect animation. Show all posts
Showing posts with label effect animation. Show all posts
Sunday, 20 November 2016
White water shader (Houdini)
Labels:
effect animation,
flip,
fluids,
houdini,
Singapore
Tuesday, 25 February 2014
HDM1.1 Tool - Tron "Derezzed" looking procedural RBD activation and shattering (Houdini)
A "Tron: Legacy" character getting "derezzed" Credit: Disney, Source:cnet.com HDM 1.1 Tool
Inspired with research for "Tron Legacy" done in Digital Domain and Dreamworks Animation I recreated same effect using my HDM Tool for procedural activation / propagation of hundred of thousands 3D pixel looking rigid bodies. Here are some of close up renders:
So, effect itself is broken into two mayor parts: "3D pixels" and their procedural activation. 3D pixels are generated from
object volume, similar techniques as I used in one of my previous posts Tron:Legacy.:..::..digitizer..:..::. ;-] in 3DS Max but this time same techniques is applied in Houdini. For procedural activation I used my HDM Tool also shown in previous
Thursday, 13 February 2014
HDM1.1 Tool - Houdini Demolition master (Procedural fracturing and activation)

HDM1.1 tool is quick destruction system I`m currently developing which gives you control over fragmentation (shattering) and over RBD activation. In other words, it`s possible to direct and control destruction using custom geometry shapes and standard forces. Also it`s possible to emit particles, additional debris and smoke as well. Support for those secondary elements will be added in upcoming releases. System also allows you to split your geometry into two peaces in case you don't need small fragments to cover whole object. Splitting geometry like that makes RBD calculation faster. As mentioned already it`s possible to use any kind of shape as fracturing guide and any kind of geometry to guide
Sunday, 28 April 2013
Snow White and the Huntsman - Dark Fairies Scene
Credits: "Universal Pictures"
Dark Fairies scene was done by Double Negative using thousands of rigid bodies and instancing in Houdini. I`m personally using Houdini and Max equally, depending on deadline but in this case I was short with time so I decided to go with Max. Same techniques works well in Houdini as well, but, by my personal opinion, it`s just faster and easier to control all events, rules and rbd grouping in max with TP4. So, I had few groups of rigid bodies controlled by some events and by some rules. First event was: `if impact force is strong enough shards will break a part and will move into new group called fractured
Friday, 28 September 2012
CGI Water pipeline
results for 5 million particles. bgeo cache size is around 45GB. Flip solver stores, beside others, velocity
attribute for isolating white water and spray particles.
attribute for isolating white water and spray particles.
Labels:
effect animation,
flip,
fluids,
houdini,
particles,
procedural,
Singapore,
water
Sunday, 20 May 2012
The Day the Earth Stood Still - Effects reconstruction
"Eating" effect used in "The Day the Earth Stood Still" movie showing swarm of little robots “Aphids” eating whatever they touch produced in Weta Digital (source: pierre-grage.com). Originally Maya with loads of coding was used to achieve this kind of effect. In my case I used Houdini and
Wednesday, 25 April 2012
The Sorcerer's Apprentice - Tesla coils
(credits: Walt Disney pictures)
I developed Houdini tool which creates set of electrical arcs between geometry. Tool (Digital asset) is also able to create same effect between particles as well! (see end of video). Tool has 2 main
Monday, 5 March 2012
Master Classes - Maya Effects Animation
On your request, first set of classes covering Effects Animation in Maya. Course also introduces procedural effects approach trough Houdini and 3DS Max, commonly used in films for effects work.
Detailed lessons and timing plans are out. Please check Master Classes / Events page . In short, course will cover Maya effects Animation including: Particles types and emitters, Forces, Fluids (Dynamic containers - smoke
Detailed lessons and timing plans are out. Please check Master Classes / Events page . In short, course will cover Maya effects Animation including: Particles types and emitters, Forces, Fluids (Dynamic containers - smoke
Monday, 30 January 2012
Cloverfield VFX
Credits: Paramount Pictures
Car Transformer
Credits: BDA Singapore
Labels:
effect animation,
houdini,
maya
Tornado - Maya fluids
Maya fluids, tornado test using 6 emitters. Top part is purposely colored red which indicates sky level (another fluid container) developed with my vfx student Boon Siong.
Labels:
effect animation,
fluids,
maya
Tuesday, 27 December 2011
Sorcerer's apprentice Protective Force field
Credit: Walt Disney Pictures
Inspired by scene from Sorcerer's apprentice when protective force field protects heros from deadly fire I designed fully procedural shield system, this time with various controls...
Procedural / Directable Shattering
Thinking Particle system controls direction and velocity of explosion. Null is used to point/direct event...
Monday, 26 December 2011
Ground Blast
One of older projects I did with my students Henry Heng and Francis Leong back in 2009. Originally everything was done in maya. This time I redesigned ground cracking elements using TP for max.
Sunday, 25 December 2011
Tron:Legacy.:..::..digitizer..:..::. ;-]
A "Tron: Legacy" character getting "derezzed" while competing in the games--a gladiator-style arena game with fights to the death.
(Credit: Disney). Source:cnet.com
Inspired by "Tron: Legacy" and Patrick Jean's "Pixels" I developed system to convert any shape into a
Tuesday, 13 December 2011
Making Of Hope
Here are some renders that I liked and that I wanted to achieve:
Credits: Pixar "Wall-e" / Disney
Credits: Pixar "Toy Story 3" / Disney
All those renders required insane amount of geometry. My approach was to combine Rigid Body sims and particle instancing. After resolving technical part I had another issue - image composition and amount of details. Details were overpowering character, in my case that was a tree
This was first render. Red box was just a place holder and it will be replaced with a tree
Labels:
effect animation,
max,
maya,
particles,
shattering
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