1. Hell Bagger Impact - Breakdown


    from Kieran Ogden-Brunell Added

    A quick breakdown of the "Hell Bagger" from Ghostrider Spirit of Vengeance. Assisted Look Dev / RnD / FX Simulation/ FX rendering and FX compositing across Hell Bagger Sequence. Worked was completed at Iloura, Melbourne Australia. Big shout outs go to Paul Buckley, Drew Wood-Davies and Glenn Melenhorst for always pushing me to do better! Alex Lombardi for his rad TP work across the sequence! And Jordon Walsh for making sick tools that meant we could iterate through simulation quicker then our farm and storage could handle! Also a Big shout out to the rest of the team for making GR2 look "Hell" awesome! - 3ds Max - Fumefx - Vray - Final Render - Thinking Particles (Alex Lombardi/ Head Smell) - Nuke

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    • Egg Ship RnD


      from Graham Matthew Collier Added 8,174 339 30

      I wanted to have ago at creating a simulation of an air ship similar to the amazing work of Pixomondo! link to article:- http://www.cebas.com/?pid=testimonial&tid=72 I created a sphere in 3dsmax stretched it into a simple egg shape and then used the lattice modifier to make the struts. I used PFlow Box2 to simulate the lattice structure colliding with the ground. I set up a few panels of cloth in 3DS Max but couldn't find an easy way to stitch it to the struts without writing a very clever script like Nahel Letizia's :- https://vimeo.com/34140932 What I did instead was to point cache the lattice and export it to maya where I could then use Ncloth. This alloud me to stitch as many panels together in one go using the Component to Component Constraint set to maximum point distance. I also painted a quick tear map. I then point cached the cloth and loaded it back into max for the final V-ray render. I used XMesh to retime the simulation!

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      • Steven Cheah VFX Reel 2012


        from Steven Cheah Added 19.6K 897 32

        Commercial and personal 3D Generalist & VFX work from 2010 to 2012. Contains Particles, FumeFX & Krakatoa Work but also 3D modeling, VRay, Mental Ray Rendering and Nuke Compositing. Studio Credits: CanopyVFX, 21-19 Available for freelance. Hire me please! I work in Sydney & Melbourne, Australia but able to travel elsewhere. Enjoy! Particle Tests Reel: http://vimeo.com/44853049/ Website: www.stevencheah.com Shot Breakdown Particle Numbers Box 2 Particle Simulation. Rendered with Vray and Composited in NukeX Roundup, Shark Particle Simulation and render of rocks & dirt. FumeFX Dust Sim & Render Hungry Jacks, Patty Modeled, textured and rendered entire scene. FumeFX Sim of Smoke & some flames. Hungry Jacks, Athlete Simulated and Rendered Krakatoa Smoke. Simulation of FumeFX Flames and Pflow embers. Canopy Film, Dogfight Simulated FumeFX Smoke trails and Explosion. Ink in Water Simulated and Rendered using FumeFX & Krakatoa. Composited in NukeX. In Motion, Ping Pong Modeled, textured and rendered all 3D elements. Trail Spawn Frost Mesher over Particle Flow and Box 3 Simulation. Rendered with Vray and Composited in NukeX Motorola Razr Particles, FumeFX & Krakatoa Simulated Smoke. Phone modeled and rendered in Vray. Composited in NukeX. Mazda Created 3D elements for this commercial Australian International Motor Show FumeFX & Krakatoa Trails Hungry Jacks, Horse Simulated FumeFX flames and Pflow Embers. Yard Bird, Cricket Bat Fractured in Rayfire and simulated in Particle Tools Box 2. Canopy Film, Smoke Plumes Simulated with FumeFX Music - Japanese by Action Davis http://freemusicarchive.org/music/Action_Davis/Beats_EP/Action_Davis_-_Beats_EP_-_07_Japanese http://creativecommons.org/licenses/by-nc/3.0/

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        • Particle Tests Reel


          from Steven Cheah Added 1,847 92 1

          A compilation of Particle Tests and Simulations that I've done as personal projects or RND for commercial projects. Available for freelance. Hire me! 2012 VFX Showreel: http://vimeo.com/44855290 Website: http://www.stevencheah.com Music - “Deep Thoughts” by Action Davis http://freemusicarchive.org/music/Action_Davis/Action_Potential/Action_Davis_-_Action_Potential_-_04_Deep_Thoughts http://creativecommons.org/licenses/by-nc/3.0/

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          • Deforming Container Test


            from Boga Added 555 11 3

            Done with Pflow Box 2

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            • Volatile Training Launch Trailer


              from Anselm von Seherr-Thoss Added 15.2K 139 21

              This is the launch trailer for the new vfx training website of Incendii LLC (www.incendii.com/training). It shows only a hand full of the vfx tutorials and the collection will be constantly growing and expand into various fields of expertise. Rather then throwing them all on a single DVD where you were only interested in a third of the topics this works a little different. You pay per download! Only buy what you would really like to learn! This new business model allows for more frequent uploads since no one has to wait until the last tutorial of a whole DVD is recorded. Instead they get featured as they come. How much bang do you get for your buck? You will receive a download link for a ZIP file that contains the video tutorial in high quality 1280×720 WMV format and 3ds Max files that accompany the learning experience. All files are set up in 3ds Max 2010-64 bit. All used plugins were at the latest release at time of recording. The song is called "Promote" by Paulin and is available for free at Jamendo: http://www.jamendo.com/de/track/908380/promote

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              • RayFire R&D Procedural Destruction


                from Michael Stark Added 1,874 50 2

                I saw this video here: https://vimeo.com/40243268 It got me thinking how I could achieve this using Particle Flow and RayFire and build it procedurally as well. I'm very new to Box-3 so this is very challenging for me. The hardest part so far is figuring out a way to have the object affect the collision but have the surrounding area react and not fall like in the Houdini video; sort of like Sleeping, Dead Objects in the RayFire rollout. If anyone has any suggestions they are much appreciated! :)

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                • Jordan Walsh 3D VFX Showreel 2012


                  from Jordan Walsh Added 1,759 80 8

                  NEW VERSION HERE: https://vimeo.com/70990534 Jordan Walsh 3D VFX Showreel 2012. Software used: Maya, 3DSMax, Nuke, 3DLight, Vray, Krakatoa, FumeFX, PFlow Box2+3, Rayfire IMDB: http://www.imdb.com/name/nm3503896/ Breakdown Ghost Rider Spirit of Vengeance: As Senior FX Artist i was responsible for: Fire, smoke and Particle FX and simulations using 3DSMax, Vray, FumeFX, Krakatoa and PFlow Box 2+3. FX Pre-comping in stereo using Nuke. RnD, tool development and FumeFX preset creation for the Hell Skull and Hell Bike assets. Creating the tools allowing for FX shot building, FumeFX Asset system and FumeFX network simulation. Killer Elite: As FX Artist I was responsible for: The creation of particle FX, simulations and rendering using Maya, 3DLight, 3DSMax, Vray and FumeFX. FX Pre-comping using Nuke. Sanctum: As FX Artist and Lighting TD I was responsible for: The creation of particle FX, simulations and rendering using 3DSMax, Vray and FumeFX. FX Pre-comping in stereo using Nuke. Don't Be Afraid of the Dark: As Lighting TD I was responsible for: Lighting and rendering using 3DSMax and Vray. Lighting Pre-comping in stereo using Nuke. Creating the tools allowing for Lighting shot building, and streamlining the Lighting pipeline in 3DSMax. Australia: As FX Artist I was responsible for: RnD and look development for smoke plumes and various other smoke and fire effects using 3DSMax and FumeFX. Pompeii: As Lead FX TD and Pipeline TD I was responsible for: The creation and look development of fire, smoke and destruction FX in a stereo environment using 3DSMax, FumeFX, Rayfire, PFlow Box 2+3.

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                  • Box 2 and 3 R&D


                    from Michael Stark Added 1,682 10 0

                    I'm in the process of learning Particle Flow's Box 3. I know there are tutorials out there on how to achieve this effect, but I wanted to think my way through how to do this on my own. This is just showing the process in which I came up with the final results. Here's what's going on in each version. 01: Using what very little I know from Box 3, tried to use the Data Op to map the texture to the moving objects. It worked only for the colors and is based on the position; hence the "buttons" changing colors as they move across the logo. 02: I tried using a standard map object in the Pflow system, this got the texture onto the "buttons" but they were slipping, due to it being planar mapped. 03: I saved my sim out as a point cache, added the uvw modifer to it, then added a uvw unwrap to the last frame. This solved my texture problem. The texture sticks to the particle without slipping. The buttons falling are all a Box 2 simulation.

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                    • Bowling Strike


                      from BackflipBedlem Added 8,034 0 0

                      Bowling animation made for a medical client at work. Their new drugs name was on the ball and the bacteria's were listed on the pins. Removed the branding on this version. Was used on an autostereo 3D screen, so had to render 8 views. Created using Box#2 in Max, made use of the time controls within to slow down the simulation, and speed it back up again.

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