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Showing posts from 2012

shed blob liquid simulation

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I'm not too happy with the look of the "blob" in the shots I've done so far, it lacks interesting details. So to get more complex movements I started to play around with liquids with variable viscosity . You can hint more rigid chunks in there.

shed 290

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Now where was I... A lot of distractions these days- both on and off screen. But I squeezed out another shot and updated the cut .    In the thinking department I'm working on a stop motion look on the crystal formation. Might do a concept test of using swimming displacements textures and non-consistently solved dynamics to get a non linear looking animation. 
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Preparing a complex wire system for the goo-crystal phase.

crystal inside v001

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Worked on the inside of the crystals. This will only partially be visible as it will be covered with the "car painted" shell from a previous post. I think the crystal looks too homogenous, like solid glas. I might need to model an inside for the crystal to break up the refractions but first I will try how it looks behind the shell. This is rendered in vray with a blob on the inside to create the colourful refractions.

Past one minute

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Now got a first version for all liquid shots above ground. I'm quite happy with the look in a few of them, like the one in the still to the left . Here's the latest(200MB) . After this the liquid will trickle through the ground and start gaining some color.

short film cracking

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Wrapped up this simulation for a short film . It's a ~100m wide crack coming from sliding landmasses. Maby you'll spot it in a certain novel film one day (from what I've spotted it looks interesting).

Latest shed edit

Per request I've uploaded the latest version of the shed video (200MB). www.bhenriksson.se/projects/shed/shed_seq001_v017.mov

breaking ground anim

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Crumbling the ground before it shatters. Black regions are breaking and falling down as in last post.

breaking ground

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Doing some fx stuff for a short as I needed to develop a similar effect for smashing up my crystals. Animation here .

final 3d look

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3d render handed over to out art department Marcus Forsberg. He will now paint over this and give it a more stylized look which we will then recreate in 3d.

flyover almost all elements

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Distance fog, more forests, more hills, ground more detailed, ground textured and overall more details.

smoke applied

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Smoke in scene.

first procedural objects brought into shot scene

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Some of the procedural elements applied to the scene geo.

ff growth

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Started a procedure to dress up the landscape and make it's shape a bit more interesting. Some grass, stones and trees in there so far. Before/after in the picture.

ff flyover dirty test

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Quick test to see what's needs to be done.

ff mist v001

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Mist to be placed on the lakes.

ff lake lookDev hdri

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Did some work on the lighting on this setup. Also tried to compute the kind of type of "stretched reflections" you offen see on water, but as maya/vrays shading interface is frustratingly limited I only managed to do this in Houdini (top picture).

ff pine tree lookDev

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Found through a meeting that we need to get fairly close to some pinetrees so I started on this setup. They feel a bit saggy but some tweeks and they're good to go.

ff tree lookDev

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Tree model dev. This will do.

ff lake lookDev

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ff lake lookDev

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Lighting started.

tree ldev v001

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Trees WIP for intro shot.

ff flyover concept

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Quick concept for environment in intro shot.

credits v001

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New test here. Added some smoke and a test credit that lights up some snow around it. Currently, the white snow doesn't receive this new pink light and it's also rendered using a different focus distance. With some typography work the credit text should get a 50's neon sign look.