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wreath
12-27-2008, 11:30 AM
Hey guys just finished my recent work so wanted to share. :beer:

Used Studio Max with FumeFX for atmospherics and Thinking Particles for all particle systems, backplate is a camera mapped photo still.Compositing done in After Effects.
Drone model was a free stock from here (http://www.turbosquid.com/3d-models/3d-quadripod-robot-model/301083)

Enjoy..

watch on web [1000x563] (http://www.yeatvfx.com/works/sand--drone--ownage.html)

breakdown of the shot [1000x563] (http://www.yeatvfx.com/breakdowns/sand--drone--ownage--breakdown.html)


http://www.yeatvfx.com/web/sand--drown--ownage--thumb.png
http://features.cgsociety.org/newgallerycrits/g87/228487/228487_1234515086_submedium.jpg

ParamountCell
12-27-2008, 11:35 AM
Hey cool stuff, I dont have any crit although the drone is difficult to see at parts. But this is an excellent piece. I would love to see a making of.

DeKo-LT
12-27-2008, 11:39 AM
That was really nice, congrats ;)
Only think that I don't like is drone model material.
Anyway, 5 stars :thumbsup:

Glacierise
12-27-2008, 01:17 PM
Hey man, can you post a download link please? The net's crappy here, I can't stream it, and I really wanna see it :) Thanks!

tokanohanna
12-27-2008, 06:02 PM
Hmmmm, I must say, this is the best sim with fume I've seen yet. Can't find anything wrong with it. Keep em coming wreath. I still have not touched fume yet, but you make me want to find time.

Cheers
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CapitanRed
12-27-2008, 06:48 PM
man, that's a damn nice simulation! I really have trouble to get explosions that real! respect! awesome work!

toddfx
12-27-2008, 07:47 PM
Nice work! The colors you achieved in the flame and smoke are very realistic!

Yea i'd love to see a breakdown of the layers that went into this composition as well.

JohnnyRandom
12-27-2008, 09:46 PM
Nice work Yigit :D nice audio too;)

ivanisavich
12-27-2008, 11:39 PM
Wow....the explosion looks absolutely awesome!

How long did the fumefx sim(s) take?

PexElroy
12-28-2008, 07:53 AM
Kick butt explosion and smoke, plus the motion and how the wind affects it is great. Good shading too. Could you share some specs on this, the FFX RAM it ate up, cache size and sim times for this voxel detail. A breakdown would be bliss. Bravo!

jigu
12-28-2008, 11:37 AM
wow! Great sim with fumefx.. Everything looks awesome. Can't stop watching it again and again! :thumbsup:

wreath
12-28-2008, 11:23 PM
Many thanks guys,made a breakdown added on first message.



How long did the fumefx sim(s) take?

Tyson,there are 5 fume containers in the scene longest one was the main explosion calculation took approximately about 4hrs on single Q6600 whole render time for atmospheric blend pass (have 4 containers) was little less than 6 hrs.
Could you share some specs on this, the FFX RAM it ate up, cache size and sim times for this voxel detail.

Scene using a 5.45gb fume data which is reasonable i think,all the containers have quality value under 6 and spacings are between 1 - 2.1


cheers

PexElroy
12-29-2008, 08:33 PM
cool breakdown, and thanks for info. Good to know what these types of large scale FFX would need to forge them. Smart to shake the camera when the dust shock wave hits it, and not the blast itself. ;)

jimmy4d
01-01-2009, 01:10 PM
that was sweet mate...........nice work with the backplate and audio............the fume was superb.

you are the man now dude..:cool:

hjmendoza
01-12-2009, 03:43 AM
really great stuff, may you tell us what exactly each of those containers do?
Seem to be you spend a lot of time with fume, actually you are part of him :)
Saludos

rebolt
01-12-2009, 12:30 PM
Good work buddy :) explosion looks simply great

wreath
01-17-2009, 11:10 AM
James, Horacio,Bharat thanks guys :beer:


really great stuff, may you tell us what exactly each of those containers do?
Seem to be you spend a lot of time with fume, actually you are part of him :)
Saludos

Atmospherics've done with fume and explosion simulated with individual containers like;
-main explosion container (fiery part that rising from center driven by a simple source and TP setup)
-internal dust cluster container ( smokey part that wraps fiery stuff driven by TP)
-floating debris trails container (smoke emitting from debris geometries)
-shockwave dust container (have emission from TP setup and a geometry)
-rocket smoke trail container ( very tiny and long container have emission from a geometry)

cheers

Darknon
01-17-2009, 10:21 PM
wreath: Oh Lord Stanley! That is some serious stuff going on there. Best FumeFX explosion yet I think. You actually managed to get away from that classic fume look, very well done.

Is all your fume done from particles?

I'm working on a short film myself that uses fume for explosions, so this is very inspirering, thanks alot :)

jimmy4d
01-18-2009, 03:47 PM
wreath....damm I love that video...I just got TP, can't to learn. I was wondering what the main different between TP and plow is. I'm in the middle of another kaboom scene, should I just finish with pflow just for practice or should I try to nail down TP now (sooner the better sorts thing.) I have to admit I do keep going back to your mov. For reference.

wreath
01-19-2009, 09:44 AM
wreath: Oh Lord Stanley! That is some serious stuff going on there. Best FumeFX explosion yet I think. You actually managed to get away from that classic fume look, very well done.

Is all your fume done from particles?

I'm working on a short film myself that uses fume for explosions, so this is very inspirering, thanks alot :)

Thanks! I have mainly used particle setups to drive simulations but also used simple ffx sources and some geometries.


wreath....damm I love that video...I just got TP, can't to learn. I was wondering what the main different between TP and plow is. I'm in the middle of another kaboom scene, should I just finish with pflow just for practice or should I try to nail down TP now (sooner the better sorts thing.) I have to admit I do keep going back to your mov. For reference.


James, there are lots of differences between TP and PF first thing that came to my mind is PF have event based and TP have a rule based structure, both powerful systems and it's just a matter of personal choice i'm really happy with TP so using it but it's not mean that you can't do same scene with PF, also i suggest that start learning TP with some basic stuff you know; how to get emission? how to control direction? amount/speed/size/age/shape control etc..

cheers

hjmendoza
01-19-2009, 03:14 PM
I think TP is very very easy to learn, more than box and all the stuff which pflow needs to be in the same level.
The only limitation is that you cant script and get info by maxscript, but you can live with that.
If you wanna go further you maybe will use houdini I think.

Hey Yigit, thanks for the explanation about containers, I will try to use your theory setup :D
Saludos

jimmy4d
01-20-2009, 12:04 PM
Thanks guys.........yeah I think I want to develop my Pf and ease into TP as I go and see what works for me. Great advice mates thank you.

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