In the middle of January 2013, the annual Barrett Jackson collector car auction kicked off. Fox Sports Design joined forces with us to make the promo for the Speed Channel's broadcast of this massive event.
In this one I just wanted to show the Phoenix FD workflow for creating underwater bubble.
I've been inspired by the great video that @Beso made here: vimeo.com/110725200
So I thought I'd give it a shot with Phoenix :)
The setup is really simple:
1. Create smoke simulation
2. Use the Phoenix build-in mesher to mesh a given channel of the simulation - the Smoke channel in this case.
The cool thing is that you don't need to re-sim to generate the mesh - it's being created on the go.
You can also use the Isosurface parameter to change the look of the mesh or add modifiers on top.. or both :D
You can download the scene file here:
I wanted to test the new Position-Based Dynamics Solver with a Bullet Destruction Simulation to see how it would perform. I have also been watching Game of Thrones and saw the amazing work that Scanline did on the FX. So I had to do a test with a disintegrating skeleton in the snow, like you do! :D
I used Voronoi Fracture and Bullet to simulate the skeleton destruction. Initially I found that I had a lot of small pieces that were spinning out of control, I managed to fix this by adding a custom drag to the angler velocity.
I then unpacked the collision geometry and converted it to a VDB ready for the Position-Based Dynamics solver. I found the simulation to work really well and it gave me some nice results. I used a Uniform Volume Shader in Mantra to render.
I also used the points from the snow simulation to emit into a pyro sim based on there Velocities, and I also Advected extra particles from this.
I only had time for a quick render so its lacking motion blur at the moment. I'm just waiting for it to snow now so I can film some backplates :)
Skeleton (Bullet Fracture Dynamics) - 8mins for 150 frames
Snow (Position-Based Dyanmics) - 6hours for 200 frames