Posts tagged particles
Posts tagged particles
DemoReel 2011 (via ZeitG)
Actually. this is my first demoreel.
It’s fully created in Maya 2011. Here you can see different combinations in Fluids, Nucleus, particles, RBD.
Comment it, please. I realy need your opinion. And critique are welcome.
Thank you for watching.
VFX Particles TV Movie ‘Schreie der Vergessenen’ (via Robert Langnickel)
Pasha Ivanov Reel 2011 Fluid Particles Liquid Dynamics pasha@vfxsup.com (via Sputnixes)
Shark Night 3D - Naiad work (via Igor Zanic)
I was Lead Naiad TD on this project.
Shot01 - naiad scene setup
Shot02 - naiad scene setup
- 8 layers fluid simulationa
- 4 layers bubbles simulation
Some articles about making VFX shots
cgw.com/Press-Center/Web-Exclusives/2011/Shark-.aspx
postmagazine.com/Publications/Post-Magazine/2011/September-1-2011/VFX-Shark-Nights-3D.aspx
ground impact (via j j)
MAYA 2012
last frame resolution : 256x231x1064
about 5h
Inspiration from Yoneoka’s work, vimeo.com/28635792.
We present a new particle-based method that explicitly preserves thin fluid sheets for animating liquids. Our primary contribution is a meshless particle-based framework that splits at thin points and collapses at dense points to prevent the breakup of liquid. In contrast to existing surface tracking methods, the proposed framework does not suffer from numerical diffusion or tangles, and robustly handles topology changes by the meshless representation. As the underlying fluid model, we use Fluid-Implicit-Particle (FLIP) with weak spring forces to generate smooth particle-based liquid animation that maintains an even spatial particle distribution in the presence of eddying or inertial motions. The thin features are detected by examining stretches of distributions of neighboring particles by performing Principle Component Analysis (PCA), which is used to reconstruct thin surfaces with anisotropic kernels. Our algorithm is intuitively implemented, easy to parallelize and capable of producing visually complex thin liquid animations.
Enter Sandman (via Anselm von Seherr-Thoss)
RnD for another CG studio.
You are looking at nasty dirt/sand trouble makers in your household :)
Rendering Naiad simulation with Vray! (via Sergey Shlyaev)
Statistics:
Mesh is about 30 000 000 of polygons in each frame.
Rendered with Global Illumination and fully raytraced reflections/refractions.
Took about 12 minutes to compute irradiance map (gi prepass) and 14 minutes to render a 1280x720 frame on my 12 core pc with 12Gb of RAM.
All standard vray lights and shaders.
App. 700.000 Partigons with a Fractal Noise Wind and Point Gravity. Partigon Size -3 pixels with the standard LW AO shader.
Render time: max. 2min20s
http://tylerart.com/scripts/2010/1/31/fluid-shaded-particles.html
“DuoTone” - a personal project (via Will Wallace)
Personal project I spent the last month putting together.
- 15000000 particles
- 200GB+ of fluid & particle data
Used 3ds Max, Fume, Pflow, Krakatoa. Fusion for Compositing & After Effects for Color, Sound, & Editing
Music by Zoë Keating (We Insist)
16 Million Particles Underwater (via Rigel Bowen)
16 Million TP Particles driven by a FumeFx sim rendered in Krakatoa.
Finished in AE CS5.