|06 June 2013|
Washington DC, USA
FXWARS Challenge: 38 - Bonfire
Looking for pArtner or Teams?
Render an animation of a Bonfire. It can be as simple or a complicated as you wish, but it must be a done as single continous shot.
The entry with the best FX will be selected by an open vote. The winner will get bragging rights and a small banner designed by me.
Monday August 15, 2012 12:00 PM
(You have ONE MONTH And a Half to do the challenge.)
TYPES OF ENTRY:
You may do one of these types of entries:
The core requirement for this type of entry is to have fun.
Want to do a Cartoon Style bonfire? Go ahead.
The key part of this entry is a realistic simulation of a bonfire.
CHALLENGE SPECIFIC RULES:
• No work taken DIRECTLY from an existing tutorial. You may use an existing tutorial only for reference.
• You may use a pre existing model(or use any of the models provived) , as long as you give credit to the creator. If you cant model, use simple shapes, since we are interested in the simulation. (But teams are encouraged, and if you are a modeler, you can make your model available)
• You may provide a heavily edited animation with all the trimmings (hell add live action if you want), as long a you provide another PLAIN animation of a side view of the working SIMULATION of the object .
• BEST VISUAL EFFECTS
The winner will get bragging rights and a small banner designed by me.
• The animation and simulations (if any) must have been done AFTER the topic has been announced.
• WIP are encouraged if they are posted in ANOTHER thread. Please provide a link to them on this thread.
• WIP thread should be posted on the FXWARS Forum forum and should follow
the following naming convention: FXWars! Bonfire!: MY NAME, Entry,Movie Title(Note: Group entries are allowed)
• It is Recommended that Final movies should be rendered at 320 x 240 or 640 x 480 or Higher in QuickTime* format (Sorenson Compression), but other resolutions and formats are allowed. * (The animation format is open for discussion.)
• The animation should follow the following naming convention:
MYNAME_FXWARS(RESOLUTION).mov. And please add your name at the beginning and end of the animation, and if you can, also add a small non disruptive watermark during the animation.
• If for some reason, you can't host movies, sequential images (Thumbnails size 160 x 120 ) are accepted.
• Please add a brief text description about your piece.
• The artist also has to post total length of time it took and program used.
• Collaborative pieces are accepted and encouraged, but Teams entries must have a identifying banner and a name. Shot lists should be included with the entry.
• Individuals participating in a team CAN have their own individual entries.
• Post on this thread your link to your WIP thread and your FINAL piece.
• You can add multiple entries, as long as they have different WIP threads.
• Freelancers CAN participate in more than ONE entry
• All Teams members & Freelancers will get screen credit for in the title cards for participation
• Only participants who follow the rules and submit a final entry will be eligible for the voting process.
• The moderators reserve the right to taken down any thread.
LW FREE MODELS:FOR REAL Home Anatomy Thread
FXWARS:Daily Sketch Forum:HCR Modeling
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Last edited by RobertoOrtiz : 06 June 2013 at 10:09 PM.
|07 July 2013|
Chicago Area, USA
A little early but I have to call this finished.
Final post: http://forums.cgsociety.org/showpos...950&postcount=5
|08 August 2013|
3D and VFX artist
Stardust Motion Pictures
Prati di Vizze, Viet Nam
Ok, heres the final post:
The fire was made in Maya suing Maya Fluids, to get some extra detail in there I used the SouP to double the fluid simulation. The process is quite simple:
1. Set up the fluid simulation in Maya and tweak until you are kinda happy. dont worry too much about shading at this time, just get the simulation speed and turbulence right.
2. Once this is done cache the fluid. I used a container resolution of around 90/90/60 at this point. I turned container auto-resize off since it gave me funny results in previous tests and the cache size was too big at certain frames causing my (crappy) comp to freeze.
3. After caching I selected the fluid container and applied the SouP "UpRez fluid" tool I selected the new resulting fluid container and loaded the cache of the previously cached fluid. At this point you can turn the original Maya fluid off.
4. Now tweak the "upRezFluid" attributes and turn "envelope" on to see the results. Don't go overboard with the resolution settings unless you have an uber-awesome pc at your disposal. For this bonfire I just doubled the resolution.
5. Now go into the "fluid" attributes and tweak the shading attributes, mostly incandescence and opacity.
6. Now press render and hope for the best!
The plants and grass was done quickly using Maya Paint Effects and the environment and logs was done in ZBrush! I rendered in several layers: background, environment, fire, sparks. Those layers were then composited in After Effects
|08 August 2013|
Washington DC, USA
Guys since I screwed the date,
you got until friday to post the FInal entry.
|08 August 2013|
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