Showing posts with label thinking particles. Show all posts
Showing posts with label thinking particles. Show all posts

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

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.