Showing posts with label shattering. Show all posts
Showing posts with label shattering. Show all posts

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

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

Monday, 30 January 2012

Cloverfield VFX


Credits: Paramount Pictures

Cloverfield, New York, Statue of Liberty scene, one of my favorite VFX scene. I tried to reconstruct scene when big Statue of Liberty head hits the street.

Tuesday, 27 December 2011

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

Effects Animation - Hope



Inspired by 2012, Inception, Wall-e and Toy Story 3, movies with a massive poly count scenes I tried to create something similar. At the same time piece should have a meaning or message. Basically, scene shows a moment of massive