This the one of two Making Ofs from my elements i delivered for PSYOP in New York for the new Coors Light commercials. They aired during the NBA PlayOffs.
The elements turned out great and communication was excellent. I really enjoyed this production!
Mostly FumeFX and Krakatoa but also RayFire for prefracturing and Box#3 DataTests for over time custom ice chunk release from bottle. AfterBurn for Environment Cloud passes.
Check out Coors Light…
This the one of two Making Ofs from my elements i delivered for PSYOP in New York for the new Coors Light commercials. They aired during the NBA PlayOffs.
The elements turned out great and communication was excellent. I really enjoyed this production!
Mostly FumeFX and Krakatoa but also RayFire for prefracturing and Box#3 DataTests for over time custom ice chunk release from bottle. AfterBurn for Environment Cloud passes.
Check out Coors Light…
This the one of two Making Ofs from my elements i delivered for PSYOP in New York for the new Coors Light commercials. They aired during the NBA PlayOffs. There are 3 versions: Bottle, Pint and Can.
The elements turned out great and communication was excellent. I really enjoyed this production!
Mostly FumeFX and Krakatoa but also PFlow Box#3 and FumeFXFollow for bubbles, etc.
Check out Coors Light - "Splashdown" here:
http://vimeo.com/41700828
Saw the awesome making of from "Might and Magic" the other day: http://vimeo.com/28980972
Had a skeleton laying around and box#2...
Skeleton is lock/bonded to a hidden, rigged and skinned skeleton and a few helper objects (its not perfect). Dynamics triggered by proximity of impacting objects. Nothing is physx at all until 1 frame away and close enough to be hit, only then a larger radius of particles around the impactor is passed over into the…
And the baked and rendered version of hurricane cabin. I re-did the siding boards entirely and fractured them with more detail (RayFire WoodSplinter fragmentation type). It still contains pretty good actually and runs stable, the secret is in the weld threshold of the physx shape! Everything was baked out with PFlowBaker and THEN detailed! The wall fragments were quadified and the crack edges got a noise treatment. Simulating with the jagged edges…
And more fun stuff with box2 to not get rusty :)
Model is made by Oliver Auguszt (as credited), check out his stuff: http://vimeo.com/user7652206. Flow by me. There is constant wind rocking the house and a cylinder (hidden) approaching it with the vortex and an upward pointing wind force inside and all is triggered by proximity to the cylinder with box3 data tests (instanced). By all i mean force influence, mass, physx switched values, force by mass,…
And even more fun stuff with box2 to not get rusty :) I can't stop *lol*
Model is made by Oliver Auguszt (as credited), check out his stuff: http://vimeo.com/user7652206. Flow by me. Center Wind inside the cabin with animated strength. I find it more controllable then a PBomb to be honest. Even more box3 magic here to control force influence by mass and mass by size and volume. I redid the Siding of the cabin with RayFire (fracturing only: Wood Splinter)…
Some fun stuff with box2 to not get rusty :)
Model is made by Oliver Auguszt (as credited), check out his stuff: http://vimeo.com/user7652206. Flow by me.
Hope you like it!
Check out Tornado Cabin: http://vimeo.com/37564198
And Kaboom Cabin: http://vimeo.com/37602289
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