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View Full Version : FXWars! NUKE!: Stooch, Russian Tsar


stooch
02-17-2010, 11:18 AM
Im using the russian tsar bomb as my main reference, however since the tsar footage is kind of edited and missing some of the explosion, ill be picking and choosing cool features of other nukes as well. Also im going for a ground POV, to capture the feeling of being inside the shockwave :)

I am going to be using a hybrid approach, dynamic geometry driving particle/fluid simulation on top of a plate + compositing.

tool2heal
02-17-2010, 11:30 AM
I was going to try this approach but it's tough to do with Fumefx.

What software and fluid programs are you gonna be using?

stooch
02-17-2010, 11:34 AM
maya and after effects. I have realflow and houdini but im probably going to keep it simple this time, no need to kill myself :)

to be honest, i dont think there is a single fluid solver on the market right now that can do the job by itself. so for me hybrid is the only way i can get what im imagening.

stooch
02-17-2010, 01:55 PM
here is my start ( i found the photo on google images ) > CLICK (http://www.stooch.net/stuff/CGTalk_challenges/fxWars_28_Nuke/fxWars_28_Nuke_test_001.jpg)

Aikiman
02-17-2010, 08:12 PM
here is my start ( i found the photo on google images ) > CLICK (http://www.stooch.net/stuff/CGTalk_challenges/fxWars_28_Nuke/fxWars_28_Nuke_test_001.jpg)



Sets the scene nicely, not much to see though ;) Good luck.

stooch
02-17-2010, 08:15 PM
Sets the scene nicely, not much to see though ;) Good luck.

lol i just started. I need the terrain built in nurbs because the shockwave and various explosive elements need a ground to project on and a collision surface to work with.

Aikiman
02-17-2010, 08:36 PM
Cool look forward to it ;)

stooch
02-18-2010, 01:08 AM
first playblast : http://www.vimeo.com/9538080

so far im 8 hours into it.

todo list:

couple of "rings" around the mushroom stalk

also a couple of "shockwave" cloud rings and of course the ground shockwave, debris, etc.

This is fully customizeable in real time, you can adjust height, speed, turbulence, displacement, tesselation amount, etc.

THarland
02-18-2010, 02:05 AM
I like were this is headed. :thumbsup:

tokanohanna
02-18-2010, 02:57 AM
I'm liking it Stooch...I'm liking it. Looking forward to seeing the final.

stooch
02-18-2010, 03:31 AM
thank you :)

threw another couple of hours at it: http://www.vimeo.com/9540417

the description on vimeo pretty much sums it up :)

Ill try to make one more update tonght. Its going to be a late one, because im booked solid tomorrow (probably for the rest of the week).

mustan9
02-18-2010, 02:54 PM
Looking good. The shape of the stem for the mushroom cloud looks to wide at the base to me, but maybe it'll look different when shaded.

stooch
02-18-2010, 05:05 PM
thanks.... its fully adjustable.. but.. maybe you should look at the reference some more..
Just to be clear, this is the reference that im using:

http://www.youtube.com/watch?v=LxD44HO8dNQ&feature=related
skip to 2 minutes. This is the stalk im aiming for.

http://www.youtube.com/watch?v=R3QT1MFYcmo&feature=related
this reference is for the condensation rings

http://www.youtube.com/watch?v=joupmq4e2eM&feature=related
this footage for the shading of the mushroom

http://www.youtube.com/watch?v=Ys2cEeY_qF4
ground shockwave, heat flash and pressure damage.

im also going for a low altitude burst ( in actuality the russian tsar bomba was a high altitude explosion, in my scene the explosion altitude is pretty low, so the ground shockwave should be more pronounced) but i think that in the future most detonations will be low altitude and much smaller (MIRVs and tactical) - i just like the look of the explosion of the tsar.

My scene is also built to scale. so right now the field of view is 10km and the explosion is happening about 5km away. So the shockwave that hits you will be weak enough to survive... (the hiroshima blast had a 3.5km shockwave, but it was a puny yield by todays standards)

ive been doing some research and found this (http://www.cartage.org.lb/en/themes/sciences/chemistry/NuclearChemistry/NuclearWeapons/FirstChainReaction/EffectsNucl/WeaponEffects.htm)to be helpful.

Aikiman
02-18-2010, 10:01 PM
The timing looks real nice, Im intrigued as to how your texturing will turn out and what method you'll use.

stooch
02-18-2010, 11:24 PM
Thanks :)

shading will involve double sided shaders, transparencies and incidence angles, along with noise textures and displacements. im trying to avoid simulating and caching as much as possible and to maximise the use of existing geometry. Im probably going to be doing an additional internal mushroom shape for the fire, while he outer one will be the smoke. im building "stages" of shading networks that will be blended together via time driven mel scripting during key look transitions of the explosion.

im also trying to do as much as possible, in camera. So that this setup could be used for game exports.

Aikiman
02-18-2010, 11:34 PM
***cool***

tool2heal
02-18-2010, 11:35 PM
lol, that's the kind of post that always turns me away from joining these challenges. I haven't the slightest idea what your saying, it's like another language to me, and it all sounds really complicated, and makes me believe the final outcome will be awesome.

good luck man.
At least I might learn something from my efforts
as long as I finish it. That's another reason I never do these, I never finish what I start. haha.
I love the rig, wish I could do that.

Aikiman
02-18-2010, 11:50 PM
lol, that's the kind of post that always turns me away from joining these challenges. I haven't the slightest idea what your saying, it's like another language to me, and it all sounds really complicated, and makes me believe the final outcome will be awesome.

good luck man.
At least I might learn something from my efforts
as long as I finish it. That's another reason I never do these, I never finish what I start. haha.
I love the rig, wish I could do that.

Hes just trying to create volume without using volumetrics like fluids or cloudy particles, so essentially it could be rendered with graphics card.

stooch
02-19-2010, 10:51 AM
another update: http://www.vimeo.com/9573130

the vimeo description sums up the changes.

stooch
02-19-2010, 07:56 PM
lol, that's the kind of post that always turns me away from joining these challenges. I haven't the slightest idea what your saying, it's like another language to me, and it all sounds really complicated, and makes me believe the final outcome will be awesome.

good luck man.
At least I might learn something from my efforts
as long as I finish it. That's another reason I never do these, I never finish what I start. haha.
I love the rig, wish I could do that.

sorry missed your post in the heat of the moment lol..

dont get discouraged, im learning alot in the process as well. I will make a rig demonstration video when this is done and givea rough breakdown of the setup just for you :) i hope this will look awesome, for me its not just about the look thouh but about making a production ready asset that i can whip out any time the producers need a nice explosion (it is amazing how much of a pain in the ass caching fluids are on a render farm), as well as learning about rigging efficiently. Im not really trying to prove anything, this challenge just happens to give me the excuse to sit down and actually do something for myself, most of my paid work is alot less interesting ( I LOOOVEE EXPLOSIONS!)

So dont look at this as something to be intimidated by! give it your best shot, you have nothing to lose and you will learn alot in the process ;)

stooch
02-21-2010, 05:23 AM
http://www.vimeo.com/9612361

fxabhi
02-21-2010, 05:40 AM
oh this is very clever stooch ... keep it up...

stooch
02-21-2010, 11:30 AM
Thank you.

CGtalk really needs to fix its large image scaling issues...

LOOK DEV TEST 2 (http://www.stooch.net/stuff/CGTalk_challenges/fxWars_28_Nuke/fxWars_28_Nuke_test_002.jpg)

LOOK DEV TEST 3 (http://www.stooch.net/stuff/CGTalk_challenges/fxWars_28_Nuke/fxWars_28_Nuke_test_003.jpg)

stooch
02-21-2010, 09:57 PM
Damn I must have been high last night, totally forgot to look at reference... here is a better match:

LOOK DEV TEST 4 (http://www.stooch.net/stuff/CGTalk_challenges/fxWars_28_Nuke/fxWars_28_Nuke_test_004.jpg)

VTeixeira
02-21-2010, 11:40 PM
Great technique.
It's looking great.
Cheers

Aikiman
02-22-2010, 01:53 AM
Shading's nice, are you using HDRI?

stooch
02-22-2010, 01:58 AM
No HDR images here. just a picture i found on google.

fxabhi
02-22-2010, 03:46 AM
hi stooch, i was just thinking if you needed those hard shadows... they are kinda distracting to me, i think a soft shadow kinda look might go better as your existing image its kinda hard to tell the source of light plus intensity is also kinda weak of the sun... totally my weird opinion...:)

stooch
02-22-2010, 05:01 AM
Yeah it was just temporary testing, i like volumetrics :) but the strong shadow made the explosion look closer than it really is.

LOOK DEV TEST 5 (http://www.stooch.net/stuff/CGTalk_challenges/fxWars_28_Nuke/fxWars_28_Nuke_test_005.jpg)

stooch
03-02-2010, 10:21 PM
sorry got side tracked, gots to make the bills to pay the bills...

> CLICK < (http://www.vimeo.com/9868187)

Axelson
03-04-2010, 12:15 PM
Looking nice there stooch, perhaps the groundblast should go wider on that amount of time.

keep it comin! =)

KidderD
03-04-2010, 01:54 PM
Agree, although your scale is the best in competition, it still doesn't quite read like a nuke blast to me. I think a thicker column would help. I'm thinking with a nuke, there is very little tapering in the column due to the infinite amount of energy, and you just don't see a taper. Also, I think your flash should be more blinding, basically white out the feed.
Great work, the technique you use has certainly inspired me to use more geometry in my own simulations.

Cheers!

stooch
03-04-2010, 09:00 PM
yeah the ground blast and flash, etc are all going to be done in a comp. there is also a shockwave too, the tests so far are aimed at getting a smooth animation, things were popping alot so i had to do a test render to see what needs to a fixin. all comments noted though . thanks for the feedback!

stooch
03-04-2010, 11:12 PM
Here is a non comped render i have, as you can see there will be a shockwave traveling out from the nuke, the shockwave that you are seeing on the ground is actually just the foundation, it will be used as an emitter for particles. There will be glow/god rays/lens flares done in post too. As well as fog, atmospheric perspective and final color tweaking.

< CLICK > (http://www.stooch.net/stuff/CGTalk_challenges/fxWars_28_Nuke/fxWars_28_Nuke_test_006.jpg)

Axelson
03-05-2010, 07:18 AM
will you make the stem that goes upwards to the cloud with a different emitter?

stooch
03-05-2010, 08:40 PM
hmm.. not sure what you are askine me heh. There are no emitters in the scene. but there are two deforming nurbs/poly objects for the nuke right now, the stalk and the mushroom cap.

tool2heal
03-05-2010, 09:22 PM
Looking good man, I like the blast dome. Because I chose fumefx I basically left myself to the power of my PC. I think if i was to build to scale there would just be no way my PC would do it.

but yea I agree with the earlier statement about the smoke stalk, it does taper a lot, but then I don't really know how much will be visable with all the extras your pumping into the scene anyways.
The blast dome is certainly one element I would of put in if i had the resources to do so. but I'm trying to do all elements with fumefx.

I really like the look of this man, I hope you get it all finished.
good luck.

stooch
03-05-2010, 09:30 PM
thanks man. yeah there will be more elements around the stalk that will make it look thicker. they are the little sheets of dust/smoke that kind of circle the top of the plume caused by strong convection currents. but the stalk "throat" section is adjustable and i reduced its taper already. all of that stuff can be adjusted easily further on in the sim. thats the beauty of making this a rig. its always live, there is never any resimming necessary. scrub to a frame, adjust parameters and watch the nuke adjust :)

there are LOTS of little details that nukes have, that im not even touching. like for example the hard radiation impact, before the shockwave ever reaches the object, as it vaporizes the top layers of stuff into smoke. its so strong that it actually PUSHES objects... its like a radiation wind. There are documented sightings of silhouettes of people burned into the wall, like a projector... ouch... Im probably not going to have time for that, but i have plans to develop all of this into a mother of all nuke rigs.. heh. almost makes me wish that i started this challenge in XSI :)

stooch
03-07-2010, 05:48 AM
The condensation pressure ring is starting to take shape (going to duplicate that a few times):

> CLICK < (http://www.stooch.net/stuff/CGTalk_challenges/fxWars_28_Nuke/fxWars_28_Nuke_test_007.jpg)

> CLICK < (http://www.stooch.net/stuff/CGTalk_challenges/fxWars_28_Nuke/fxWars_28_Nuke_test_008.jpg)

VTeixeira
03-07-2010, 06:01 AM
he he he he he he
great work.
I'm really enjoying what you are doing.
I think you are one of the main probable winners of this challenge.
Looking forward to see the final result.
Cheers

KidderD
03-08-2010, 02:38 PM
The condensation pressure ring is starting to take shape (going to duplicate that a few times):

> CLICK < (http://www.stooch.net/stuff/CGTalk_challenges/fxWars_28_Nuke/fxWars_28_Nuke_test_007.jpg)

> CLICK < (http://www.stooch.net/stuff/CGTalk_challenges/fxWars_28_Nuke/fxWars_28_Nuke_test_008.jpg)

The man... (or whatever pc word is used nowadays)... knows his nukes!

Nice Touch

stooch
03-22-2010, 10:47 PM
:) im still in the game. wrapping it up right now.

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