Friday, December 21, 2012

shed blob liquid simulation

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.

Monday, December 3, 2012

shed 290

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. 

Saturday, September 8, 2012

crystal inside v001

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.

Wednesday, August 22, 2012

Past one minute

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.

Saturday, April 28, 2012

short film cracking

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).

Monday, April 9, 2012

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

Sunday, April 1, 2012

breaking ground anim

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

Monday, March 19, 2012

breaking ground

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

Friday, February 24, 2012

final 3d look

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.

Tuesday, February 21, 2012

flyover almost all elements

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

Wednesday, February 8, 2012

Tuesday, February 7, 2012

first procedural objects brought into shot scene

Some of the procedural elements applied to the scene geo.

Thursday, February 2, 2012

ff growth


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.

Tuesday, January 31, 2012

ff flyover dirty test

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

Sunday, January 29, 2012

ff mist v001

Mist to be placed on the lakes.

Saturday, January 28, 2012

ff lake lookDev hdri


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).

Tuesday, January 24, 2012

ff pine tree lookDev


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.

Sunday, January 22, 2012

ff tree lookDev

Tree model dev. This will do.

Wednesday, January 18, 2012

Tuesday, January 17, 2012

Monday, January 16, 2012

tree ldev v001

Trees WIP for intro shot.

Sunday, January 15, 2012

ff flyover concept

Quick concept for environment in intro shot.

Friday, January 6, 2012

credits v001

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.