[b]Hi guys, Roberto here.
I just wanted to say thanks to all that made the second FXWARS a success.
I All the entries were great but it is obvious that 3 entries went ahead of the pack.
So lets show the winners!
[font=Arial Black]BEST SIMULATION
[color=red]FXWars! Avalanche!: YAN[font=Verdana]
[/color]
[/font]BEST ANIMATION
[font=Arial Black][color=red]FXWars Avalanche : mdme_sadie[/color][/font]
And now for the big one…
Drum roll please
BEST OVERALL ENTRY
The winner will have the honor of gettting this nifty graphic…

FXWars! Avalanche!: ACantarel
And of course you can post your ideas for future contests here:
[/font][/b]
Ok here we go time to vote, please pick what you believe
is the best entry for each category:
[ul]
[li]BEST SIMULATION[/li][li]BEST ANIMATION[/li][li]BEST OVERALL ENTRY[/li][/ul]Ill post the results next Monday.
[font=Arial Black]ACantarel[/font]___________________________________________________
Animation: >>Link<<
Thread: FXWars! Avalanche!: ACantarel
Preview: http://www.cantarel.de/ava_filmstrip.jpg
Comment:
At first I want to say, the starting of the avalanche and the dynamic of the house-fragments (I forgot to reactivate a spin) are really out of the question. I hadn´t the time to tweak more on that. I made only one testrendering of the animation, the second animation rendering is the final :hmm:
I started in week two of the challenge I think. After 5 or 6 days of testing and tweaking in 3ds max 6 I started the final render. Everything is very low poly as you can see when you look at the trees. They are just a rendered AEC-Tree, mapped on three planes, each at 60 degrees rotated. The rendering was done on a single AMD CPU. At first I wanted to render at 640x320 but the time was too short. It was even not enough to finish the rendering of the current smaller resolution so it stops too early :sad:
For the rule-based particle dynamics I used thinking particles 2.0 . When the particles of the avalanche hit a tree it gets cut down. That´s it. The volumetrics came from pyrocluster 3.0. Here is also still some tweaking needed.
There´s nothing more special to say about it. If you have some questions, feel free to ask here or write me an email 
Chiax2 ___________________________________________________
Animation: >>Waiting for thread<<
Thread: >>Waiting for thread<<
Preview:>>Waiting for thread<<
Comment:>>Waiting for thread<<
mdme_sadie___________________________________________________
Animation: >>Link<<
Thread: FXWars Avalanche : mdme_sadie
Preview: http://www.peranders.com/c4d8/samples/jpg/ava01.jpg
Comment:
ok i had a bit of spare time today yay!
so i figured i’d have a go at this, both for a bit of fun, and to do some testing of newer storm tracer features as i write em, so it turned out useful too!
anyhow it’s far from perfect, loads to perfect particle simulation wise, and i’m sure i totally break a bunch of rules too! messing around with post, keyframing the camera etc, so i hope no-one will mind, and not take this entry too seriously, it’s just a fun little test for me. if i get more time tomorrow (as now i’m back on the coding case) i’ll be able to mess around more with the particle simulation to make it better, more focused tunnel shapes etc, and of course adding some things to be destroyed :twisted:
oh, and software used - cinema 4d with cebas thinking particles, and storm tracer. adobe after effects, photoshop.
Triple G ___________________________________________________
Animation:>>Link<<. (640x480, QT Sorenson 3, 8.67 MB)
Thread: FXWars! Avalanche!: Triple G
Preview:http://www.greggdomain.com/temp/FXw…che_still04.jpg
Comment:
Unfortunately I didn’t have enough time to put any trees or exploding buildings or anything, so it’s just the mountain and the snow. It’s still got some issues, but this is as finished as it’s going to get by the deadline. I may keep working on this once the challenge is over…depends on how ambitious I feel. 
Details about the scene:
I did this in Lightwave 7.5, (so no hardbody dynamics), so I had to kinda fudge the chunks of the mountain breaking away by using C4 (an explosion plugin, for those who don’t know). I rendered out a bunch of layers which gave me some more flexibility within After Effects to try to hide as many rendering errors as possible… :wip: Total time was about 4 weeks, whenever I had time on nights and weekends (which wasn’t that often!). Not sure what other info to include…if anyone wants to ask questions, feel free.
btw…I’m not sure why those images are showing up as links and not within the thread itself. Oh well…whatever. :shrug:
Yan___________________________________________________
Animation: >>Link<< (12 Mo quicktime sorenson 3)
MIRROR: http://www.innercore.fr/YannGoument_FXWARS(500x375).mov
Thread: FXWars! Avalanche!: YAN
Preview: http://perso.wanadoo.fr/yann.goument/img/gallery/avalanche_finale_03.jpg
Comment:
ok, its finish! 
so, like many i assume, so many things to work on again to have “good” result…
anyway, heres the final render i have.
for the time i take, its quite hard to say 'cause i only works on this during my free time, after work or week end. i spend like one week to set up this scene. spend like 5 days to make model, test and makes calculs, and 2 days to light, surface, render and composite.
i really dont like trees and mountain surface and textures, but as i work on them only few times… i let them like the first time i set up, with only procedural(as you can see it…
)
so, full lightwave 8 dynamics, no key(excepted baked key from dynamics calcul for the particules), rendered in layer and composited in shake.
Also as you vote feel free to post your ideas for the next challenge
in here:
CgTalk:FXWars!Topics
-R
ACantarel you did a great job in my opinion, I was able to feel the weight and power of the avalanch which is what is most important.

