CgTalk:FXWars! Snow Avalanche Challenge:2


#1

[b][b][color=silver]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!

BEST SIMULATION

[color=red]FXWars! Avalanche!: YAN[font=Verdana]

[/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:

CgTalk:FXWars!Topics
-R

[/color][/b][/color][/b][color=silver][/color]
[b][color=silver]Do you want to join a team for this challenge?
Here is a [color=cyan]signup list. Just add your specialty and your program.[/color]
But of course you can do this challenge on your own too.

CgTalk:FXWars! Snow Avalanche!
BY WhiteRabbit.obj

av.a.lanche
A fall or slide of a large mass, as of snow or rock,
down a mountainside.

  1. A massive or overwhelming amount; a flood: received
    an avalanche of mail.

v. av.a.lanched, av.a.lanch.ing, av.a.lanch.es
v. intr.
To fall or slide in a massive or overwhelming amount.

v. tr.
To overwhelm; inundate.


[French; akin to Provençal lavanca, ravine, perhaps
ultimately from Latin l b , to slip.]


THE CHALLENGE:
Create a snow avalanche that should reign down a steep
mountain. For added effect the avalanche should
destroy buildings (at least one), and trees on its
destructive wake.

The best animation will be selected by an open vote
for these categories:
[ul]
[li]Best Simulation[/li][li]Best Animation[/li][li]Best Overall Entry[/li]

[/ul]The winner will get bragging rights and a small banner
designed by me.

DATELINE: Monday October 4th 12:00 PM

YOU HAVE One month to do the challenge.

CHALLENGE SPECIFIC RULES:
[ul]
[li]No Keyframes, they can only be used for the initial trigger events. But please feel free to use dynamic simulations to your hearts content. (Baked simulations are allowed).[/li][li]No work taken DIRECTLY from an exiting tutorial. You may use an existing tutorial only for reference. [/li][li]You may use a pre exiting models, 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 modeller, you can make your model available). [/li][li]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 wireframe animation of the simulation at work. [/li][/ul]GENERAL RULES:
[ul]
[li]The animation and simulation must have been done AFTER the topic has been[/li]announced.
[li]WIP are encouraged if they are posted in ANOTHER[/li]thread. Please provide a link to them on this thread.
[li]WIP thread should be posted on the FXWARS Forum forum and should follow[/li]the following naming convention:
[color=cyan]FXWars! Avalanche!: MY NAME [/color]
[li]Final movies should be rendered at 320 x 240 or 640 x 480 in Quicktime* format (Sorenson Compression). * The animation format is open for discussion.[/li][li]The animation should follow the following naming convention:[/li]MYNAME_FXWARS/b.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.
[li]If for some reason, you can’t host movies, sequential images (Thumbnails size 160 x 120 ) are accepted. [/li][li]Please add a brief text description about your piece. [/li][li]The artist also has to post total length of time it took and program used. [/li][li]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. [/li][li]Individuals participating in a team CAN have their own individual entries.[/li][li]The topics will be picked at random from the list on[/li]this [color=cyan]>>thread << (The author will be given credit). So
guys keep them coming. [/color]
[li]Post on this thread your link to your WIP thread and your FINAL piece.[/li][li]You can add multiple entries, as long as they have different WIP threads.[/li][li]Only participants who follow the rules and submit a final entry will be elegible for the voting process.[/li][li]Any piece caught breaking the rules will be taken[/li]off the thread.
[/ul][/color]

Reference:

http://www.pbs.org/wgbh/nova/avalanche/index.html
http://www.csac.org/
http://juneaualaska.com/stories/avalanche/
http://nsidc.org/snow/avalanche/

-R


#2

I think I want to do this purely for the immense pleasure of destruction!:smiley:


#3

oh goody!
:smiley:

so, is there a maximum length of animation?


#4

i might just do this…


#5

Do it as long as you want.
But I recomend that you start rendering 2 weeks before the dateline.
-R


#6

Roberto,

2 questions. #1, you say no keyframes. That for everything or just the dynamics simulations?

#2, Are we limited in comping or layering effects, for example rendering out 3 layers of dynamics and comping them together in post.


#7

yo ho ho and a bottle of rum, yar.


#8

Good question.

The rules is for the dynamics simulations (The Avalanche, Trees, Destroyed houses).
But if you want to add a guy running for his life, you can keyframe it.
-R


#9

ok. And question #2?


#10

No limits in terms of comping, as long as the primary animation is based on dynamics.
-R


#11

Cool. I was thinking of something I saw on the making of Ice Age, I think, and they did some of the effects with multiple passes of particles. I was thinking that may be a good way to tackle this.


#12

So, after starting the simmulation, we aren’t allowed to keyframe the dynamic objects, such as force (field) strengths, etc. again, correct?


#13

can we use a photo as background?


#14

realflow allowed i assume?


#15

Hi RobertoOrtiz

Being part of the team … is it must or … we can go on our own as well…

secondly - is snow must …

thirdly - how about we all coming up with our own ideas and animation

fourthly - is animation suppose to be symbolic or real life … i mean alot fo box falling and bla bla…

regards


#16

That’s a good question… I’d vote yes, we can animate the simlulation parameters.

The essence of the challenge, in my understanding, is that the avalanche and the destruction are simulated, and not a keyframed avalanche, keyframed toppling house, keyframed flying trees…

…but animating simulation parameters is a gray area.

But all that’s just my opinion, I’m no authority here. :slight_smile:

Cheers,

  • Jonas

EDIT:

Thinking twice, I think I might’ve misunderstood… My bottomline is, no, I don’t think gravity, force fields, wind and such should be animated, but particle count and speed in the original emitter(s) should be allowed to be animated in order to control the start and stop of the avalanche, because, after all, avalanches aren’t eternal. :slight_smile:


#17

excuse me, I’m kinda of a newbie in this area, does 3dstudio max have any liquid simulation in the reactor? (at work so I cant check myself)

and isnt liquid simulations the right way to go?


#18

not sure about max…but I will use some rocks with emitting particles and some collision events.


#19

well we are onto next page … so i thought i post my question again …

"
Hi RobertoOrtiz

Being part of the team … is it must or … we can go on our own as well…

secondly - is snow must …

thirdly - how about we all coming up with our own ideas and animation

fourthly - is animation suppose to be symbolic or real life … i mean alot fo box falling and bla bla… "

regards


#20

Hexodam: There’s no fluid dynamics in max nor reactor. You’ll need a third party plugin for this.

Low priced…
Glu3D:
http://www.3daliens.com/

and

Production proven…
RealFlow:
http://www.realflow.com/