FXWars! CarCrash!: Tyson Ibele (Fantasy)


#21

why r u being worry? u can do it with lots of techinques.u don;t need to do it with reactor.u can use reactor as a car rigid body dynamics!! than using noise,displace(see samulth had posted very good tips in tips and tricks thread) or ffd box deform modifier u can do crash exactly ivanesavich did!!

one thing i know is this thread is gonna be rocked after challange!!


#22

Hey may, great work!
How long did it take you to do the second one?

Only thing I can say is that the exterior parts don’t shatter, they just deform and might detach. only thing that flies out in a crash is glass and fragments from the engine and other stuff from the inside of the car like dust and sometimes people, if they didn’t have their sitbelts on…

Anyway, once again - good job, loads of energy, I almost felt the shock.

I thougt about joining the war but I think it’s too late and I don’t have time to breath anyway. too bad, I allready have a car in progress and it would really be nice to crash it into something… what do you say?


#23

Only thing I can say is that the exterior parts don’t shatter, they just deform and might detach. only thing that flies out in a crash is glass and fragments from the engine and other stuff from the inside of the car like dust and sometimes people, if they didn’t have their sitbelts on…

Good point :slight_smile: I’ll remember to tone down the particles for the final animation…and turn up the smoke.

Btw…the 2nd test I did took me around 4 hours for everthing.

As for your car…it’s very tempting…but right now it’s looks a bit too high poly. The 80-90,000 poly mark (after meshsmooth) is approx. my limit before my computer starts breaking things ;)…thanks for the offer though!


#24

Yeah it’s a bit too high poly (that was the initial Idea…), but I might give up a few hours of sleep to do some testings myself. who knows, maybe it will work nicely…


#25

HEY IM NOT WORRIED
and thank you for answering
i can wait till after the contest no prob


#26

Hey man that’s some awsome tests you have there.

Realy nicly done, i would like to see more things flying out of the car and breaking. Also like somone else said the car looks to dead after impact.

Anywayz are you going to make a tutorial/Video tutorial on how you did make the crash? After the challange.

Good luck your doing great!

Sheherryar


#27

Hi all,

Started on the environment. Just some still frames to show…the animation is rendering right now ;)…should have it up by tommorow.

Anyways…




#28

GREAT!

Show us while moving man. Looks great!


#29

holy shit!!! in this challange two man is doing gr8 : one is u and another is blasphemy.:thumbsup:

EDIT : BTW, Is whole environment CG?


#30

I’m detecting a whole lot of tension in this thread, and I think perhaps some persons here may have temporarily forgotten the whole point of why we’re here. Lets remind ourselves. We want to tell stories with pictures, compelling pictures that move in convincing ways. To that end, we come here to discuss, to exchange knowledge and technique. We want to be competitive, but we must remember that this competition is among friends. There is no actualy monetary prize here. And everyone here, even the newbies, has something to offer. There is little point to withholding information about a particular technique, as the person from whom you are withholding probably knows something you would find useful (or will at some point), and you only make it less likely that they will assist you in the future if you withhold information now simply for the sake of winning what was supposed to be a friendly competition. It is similarly pointless to hurling insults or invectives when someone does choose to withhold such information. So lets all have ourselves a nice big group hug, and move on.

Now, lets look at ivanisavich 's animation to see why we find it so compelling. The first thing I notice is that the camera work is very natural, it appears to be handheld from on board another vehicle moving along side the crashing car. When the crash occurs, there is a sudden jerking motion, as if the camera man is in shock and attempting to track the rapid movement. We get the sense of a real point of view, a real place in the space of the scene. The rendering is also very accurate, with soft shadows, light bloom, motion blur, etc. And the sound gives a real visceral sense of impact to the image that we feel as well as hear and see.

The next thing we notice is that the overall motion of the car looks very realistic. ivanisavich said it was straight reactor rigid-body dynamics, so if you don’t know these very well, read the built in tutorials, and look up others. Further, try to use real-world values for size, mass etc to get the most accurate motion possible. Reactor allows for connections that break when you instruct them to, or upon a threshhold force, so you can give your car as many break-off pieces as you want, resulting in the spray of bits and pieces that are so convincing here. Or you could even use instanced particles for this (It’s hard to tell in ivanisavich’s animation where the individual pieces come from on the car because the impact occurs rapidly- in such a situation, particles might be easier.) In general, the meshes used for rigid body collision should be simpler than your rendered meshes (to speed up calculation) and slightly smaller, to give you room for deformation (see below).

Only after we see these things do we notice the deformation that everyone here is discussing. This deformation occurs relatively quickly, over only a few frames. It could easily be done with a few blend shapes, FFD’s or other deformers. The cloth system can also give nice results, but it’s not necessary. If you choose to use it, I think the basic technique is to bake the rigid body simulation then pin the cloth to the rigid body model every where except where it needs to deform. The mesh used for cloth deformation should also be lower res than your render model, but should match the topology, not being larger or smaller. You use the simulated cloth mesh to deform the render mesh. You only need to simulate the cloth over the few frames right during and after impact- when the physical strain is greatest. For the rest of the time, the whole body should be rigid. If you have separate pieces coming off and hitting the ground and bending then, you could also use cloth solving for the few frames around each of those impacts. But you might be overdoing it.


#31

Hi there Ben,

Just thought I’d address a few things in your post :slight_smile:

I’m detecting a whole lot of tension in this thread

I don’t see where. Can you quote the post where you see “tension”?

To that end, we come here to discuss, to exchange knowledge and technique. We want to be competitive, but we must remember that this competition is among friends.

Certainly! And that’s why this is a friendly competition…but a competition nonetheless. Although to a certain degree we should be open to sharing our “techniques”…this is entitled Effects Wars so there has to be some level of secrecy between competitors. If not…we might as well just pass around our scene files every time we post an update.

There is little point to withholding information about a particular technique, as the person from whom you are withholding probably knows something you would find useful (or will at some point), and you only make it less likely that they will assist you in the future if you withhold information now simply for the sake of winning what was supposed to be a friendly competition.

If there was another situation where the_jigu (the one who most wanted to know how I did my deformations) had a piece of information that would assist me during a competition (and therefore I wanted to know it)…I would have no problem with him “not wanting to share it” until after the competition closes (similar to what I have said about my technique this time around). It’s only fair, since it is a competition we’re talking about. Remember, it’s not like I’ve said “I don’t wanna tell!!!”…I’ve simply stated that I won’t go in-depth about it until after the challenge is over. Like I said, I think that’s only fair.

It is similarly pointless to hurling insults or invectives when someone does choose to withhold such information.

I’m not following…where do you see insults being hurdled in this thread?

Anyways…as I mentioned earlier in this thread (when the_jigu “guessed” the technique I was “hiding” ;)), my animation is a mixture of cloth and rigid body deformations. Cloth is calculated only for the few frames on impact, and then rigid body takes over for the rest of the movements.

The reason I’m sticking to cloth though, is because my final animation calls for a super slow impact (slo-mo) which means that I can’t afford to lose the deformation detail I can get with a cloth-sim by changing to a modifier based impact.

Anymcwho…thanks for addressing the issues you saw in my thread, and analyzing my animation. I appreciate your post :slight_smile:


#32

Animation update! Just a scenery fly-through test :smiley:

There are still some things to fix, such as:

-toning down the volume light on the lightposts…right now, every time the camera travels past one, there is a brightness variation in the animation. Anyways…that can be fixed by shortening the length/density of the volume light.

-adding some extra scenery things

-fixing the lit windows of the buildings. Right now they’re too bright I think…

Anyways…here it is!

Fly-through (950kb, DivX)


#33

:thumbsup:

great sense man! I agree with your coments to fix. Anyway great job :slight_smile:

I will add one more. The flats looks like too far to me. It is only from my point of view.

Great job. Congrats!


#34

hey ivan if u allow i want to see wire frames of ur environment!!
i didn’t think that u r hiding technique.i was just making fun with u by saying “i hacked ur pc and opened ur secret”. i agree with u but u must open secrets after the contest.okei.well until that i will try to open the secrets by myself.
i put those file becoz i want to share it with ppl.i don’t care who will win. i m here to learn something more from pros like u and blasphemy.

and i think this contest is gonna rock.i see lots of cool entries.

anyway i m waiting for wire views of environment.


#35

Hi there blasphemy,

I link I’m going to keep the length of highway the way it is. I based the scene on a reference photo of a highway that basically extended for miles and miles without curves or bumps, and being able to keep the road as just a plane with 1x1 segments makes things a WHOLE lot easier too :wink: I guess I could add some off-ramps or something to break it up a bit though…who knows…we’ll see

Hi the_jigu…I’ll post some wires in a bit :slight_smile:


#36

plz post it soon. i m waiting for it.


#37

Very nice so far! I agree all of the comments here… well apart from the one about tension in the thread - though it was all said in good faith I’m sure, besides - I’m always up for a group hug! :wink:

Certainly could do with some off ramps and such just to break it up and I would suggest having some buildings closer to the the camera (that quick pan to the right showed the bulding closest to the camera and it’s perspective shift certainly added to the sense of speed)

Toning down the volume light on the streetlights is a good idea (the intense light should be right at the very source), though the brightening of the whole anim as the camera passes through the lights is not such a bad thing IMO.

As for the actual crash test… oh yeah! The car looks mashed up good :wink: I would say that there is a slightly unnatural bounce to the car body towards the end so you may want to check the overall weight.

Looking forward to the updates! :slight_smile:

PS… my first post, needs to be validated etc so this may be a little out of date! :stuck_out_tongue:


#38

Alright…I’ve tweaked the scene again. Also optimized it a bit so that even though I’ve added a whole new set of overpasses etc, the rendertimes per frame have been brought from 2.5 minutes to about 55 seconds :smiley:

Here’s the wires…although I’m not sure how much they’ll help ya :wink:


#39

Wow man i just checked your website and i realy think it’s super cool! Your 18 and your at this level of 3D makes me wanna jump out of the window! You know i’m 17 and im doing 3D for like 5-6 months now, and im basicly trying to learn composeting, when i saw your short ‘‘The Beast Within’’ I taught DAMNZ! i played it all day just to see how you did it! And the sound FX damnit!!! Can u PM me how you composite it, and how you made the sound FX?! PLease!

Once again i realy like your Gallery ^^

Sheherryar


#40

ivan u r just 18 year old.i m at 19 and doing 3d from last year.i saw ur amazing stuff on ur website.
man u r doing gr8.

ivan : can u plaz post shaded +wire view it will help me to understand buildings geomatry and etc etc.plz plz plz.:slight_smile: