My first tutorial (feedback would be much appreciated!). A quick walkthrough on creating a large scale explosion with Max 2012, PFlow and FumeFx 3. Enjoy!
HD copy uploaded. Let me know if it's still hard to see!
A surreal explotion simulation done with my new custom path follow asset redone for H12.1, it supports now a centrifugal force that flows along the path in harmony with the two basic forces that conform the old asset (tangent force, gradient force).
Rendered with Mantra PBR, two light sources, shadowmaps and pyro 2.0 shader.
More examples to come.
The swedish game developers Dice teamed up with ILP in the making of their critically acclaimed shooter Battlefield 3. We contributed to the game by creating a number of destruction simulations. This is a demo showing some of them, both in-game and as wireframe animations.
This is a render test of the ocean surface system, made few months ago for the new nWave digital production.
The ocean surface size : 3km by 3km :O)
This is a simple nurbs surface with animated vector displacement map based on tessendorf algorithm.
Made with maya, render with 3Delight and nWave digital production tools.
Render time : 8 sec by frame in 2K with motion blur (with only reflection and refraction environment)
Sorry for the video quality