*Latest reel(with password): vimeo.com/60061336
FX Reel Winter 2013 is a montage of FX animations Fall/Winter 2012/2013.
Mentor shot at Side Effects Software, Los Angeles.
1. Fluid & Rigid Bodies
FLIP sticky fluid with trails. Generates splat fluid surface area on impact. Rigid Bodies with constraints generates wiggle motion on impact. All lilies in scene wiggle from wind.
Based on the fluid collision. Several color spread attributes to control the infection for bubbling, bend, eat, break, shaders, particles and smoke.
A static noise for generation of the bubbling pattern, and an animated noise to drive the displacement from the pattern.
4. Bend, Eat & Break
Cloth, wire and SOP solvers for breaking, eating and bending the petals and the stems.
5. Procedural Shaders
All shaders procedural, based on UV, geometry curvature and the infection spread. Changes of color, alpha, bump and specular from the infection spread.
Attributes to control range of randomness for sizes and velocity.
Wispy smoke behaviour. Smoke also generates steam layer.
Skull with Particles
Painted a skull, transformed it into a SDF and used it in a pyro simulation for advecting particles. Colors based on velocity, age and distance to skull parts.
Skull with Fire
The shape is same as above but with a pyro density simulation and non static collision objects.
c) The spheres are driven by a smoke simulation. Added details as trails, custom shader based on attributes.
Turtle with Particles
Particles advected by fluid sim from a pyro solver. Turtle movement is traced and mixed into the fluid velocity. Ripples over the uv drive the patterns over the mesh. Colors based age, velocity and distance to the turtle. The turtle and it’s animation is done in Maya back from an old animation class at RMIT 2010.
Skull with FLIP
Painted a skull transformed it into a SDF and used it in a pyro sim for advecting a FLIP fluid. The advection take the distance to the skull parts in to account. Last force push is just a fan to clean the plate. The colors are based on velocity, vorticity and distance to the skull parts. The previous particle sim is also mixed in to add some extra details.
Spheres with Smoke
The spheres are driven by a smoke simulation. Added details as trails, custom shader based on attributes.
a,b) RBD wrecking ball interaction with FLIP fluid simulation with high and low viscosity settings. Custom shader based on the velocity and the fluid thickness.
a) RBD wrecking ball interaction with Bullet solver for 13k instances with three different geometry types. Custom shader based on the type and the velocity.
b) RBD wrecking ball interaction with a voronoi-fractured object. Smaller and bigger chunks based on the impact area. Smoke emission from the faces that gets deleted over time.
School of Fish
The fish flocking system is particles with random velocity following a leader particle. Custom random shaders for the fish and plant stripe patterns and colors. Magnets with meta balls pushes the plants. Flow around objects and SDF collision to push the bubbles around.
My involvement: All
Software: Houdini, Nuke, Maya (for the bird, fish and turtle model)
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