FXWars! TORNADO Jono, F3, FREEFORM


#21

Great work, dude. The speed you threw that oil rig together at is fantastic. Pixel and I are using max, vray, ab, and fume ourselves; should be interesting to see the results. Game on!


#22

yeah thanks, im now just animating bits and getting the rig slightly destroy, but looking realistically. I went through a few other entrys and noticed some of there tornados more or less ‘disintegrated’ buildings so to speak. So im going for more of a, ripping buildigns up, breaking structures, not too much damange but enough to still look cool.

ill post another preview soon i hope!


#23

I think it’s more realistic that tornadoes actually rip things off buildings, rather than disintegrate them. Only in an F5 do buildings really completely collapse. But, it’s freeform, so I suppose you can bend the laws a bit.


#24

eh, heres a small update.

http://www.vimeo.com/1457511

thought i should try out vimeo lol.

too much today, im going to spend the enxt few days setting my lighting up, and AB to work wiht GI and some form of lighting rig. Also have a wide shotto wokr on too, but thats the easy one.

C&C? i may have overlooked thigns, i still need to break one of the cranes, but other than that there isnt too much to do destroying wise.

again, anyone have C&C?


#25

I’m watching and enjoying so I would like to C&C, but can’t see anything that needs it at the mo Jono, and don’t know what you are going to add. I will when you have progressed a bit further. I would really like to see the 2 page To Do List you created.

I did like the debris that landed on the rig closer to Camera, on the 1st playblast, but I suppose its random so it changes every time you calculate.


#26

yeah, its a little hard to see much isnt it. the debris isnt random, only if i change the poisiton of the tornado (whihc i hvnt positioned 100% yet i just relised after breaking the spire with one of my pflow chunks. I guess i can just hand animate that bit in


#27

I can see enough to get an idea of the speed of the funnel and the direction and amount of debris, but to C&C before you put in fine particles like small debris and hoses and water is what I meant. I was thinking that the wind speed at the centre is higher than on the edges so you might want to slow the speed down and add another layer of debris to the centre, and keep that at the speed you have.


#28

So far so (almost :wink: ) good IMHO. I mean, imagine a force so great to take a huge metal container so quickly of the ground. I’d go for a bit of drag force at the beginning.

Nice thing is this little bending going on with the rig.

Keep up the good work, it’ll be great :slight_smile:


#29

thanks leru,

see, thats what i need! thigns i overlook. soo many people veiw it, yet no one comments lol. Yeah all the debris needs some more drag too it now that you mention it. The small bits (the boats and barrels) are quite light so you would imagine they get picked up, but nothing else has too much weight too it, kinda just floats around.

i still ahve a crane to destroy, cables to move, some debris coliding with the base to work on, and then worry about how im going to render this thing lol.

currently, it takes 11 hours to render just the oilrig (no ocean) i should be able to cut that down, but if i go too low i get flickering.

then i need to render an AO pass, Fume, AB, lights (for post glow and bursts) ocean and sky passes. The wide shot will be a peice of cake compared to this one.


#30

Oh one more thing. For when my debris hits the ocean, i was going to find some nice footage of splashes (poeple jumping into the ocean, diving, whales, dolphins ect) from getty or youtube that i can get rid of the ocean, isolate the splash, and use it as an image sequence for when ever the debris hits the ocean. Now, i tried looking on youtube and getty, i found some ok results (best results were from serching for ‘cliff diving’ of all thigns) but nothing thats too usable.

Question is, does anyone know where i can find any usable nice splashes, or have any other ideas? i found a few peices of footage, but there not good quality.

thanks again!


#31

I assume that you need water splashes for a wider shots right? So why use footage (if you can’t get anything good, neither do I :wink: ) if you can do a simple PFlow system?

And why do you need vray (or whatever) to render this? Scanline is not enough? I mean, you could do an AO pass since the light in that conditions would be scattered all over the place, but IMHO rendering all with a vray would be a waste of time. Just wandering about it :wink:


#32

Depending on how close you get to debris that actually hits water, you could probably build a pretty believable pflow water splash, and use dynamic material(s) with particle age on opacity to simulate it. If it’s real close, and therefor needs to be more ‘water-like’, then you may be SOL as far as particles go.


#33

im not too fond on wasting time on setting up a splash system, it wont be too hard, but thats time spent when i could be doing other things. And using fottage is as real as it comes.

leru, are you seriously comparing vray to scanline??? i dont even know where to begin with that one. im using it ebcuase it looks better than scanline, nice reflections ect, GI.


#34

Well it’s not about comparing. It’s about the efficient rendering. Will it be so much visible if you use raytraced reflections on scanline?

You have so much geometry in here, so much light bounces. Seriously, do a quick test. Render this scene in some ray-tracer with all the features you feel are required and a test with scanline + mental ray AO.

For an example Pixar doesn’t use GI at all. The comment on that is unnecessary I think :slight_smile:

I’m not a rendering guru or something. That’s just my few cents :wink:


#35

i know it would be quicker, but i wont get light bounces, colour bleeding. and basically, vray looks better. unless i spent a week setting it up too fake it, its not going to happen.

http://graphics.pixar.com/ShotRendering/paper.pdf

http://graphics.pixar.com/IrradianceAtlas/paper.pdf

also vray works well with fume and ab, they recieve vray GI and stuff.

if i dont get the noise reduced im going to have to try and fake it :S


#36

What rig are you running with, and what are your vray settings (GI-wise), because while vRay is way better than max scanline, you should, by no means, be clocking 11 hours per frame. I cut off any renders of mine if they take more than 20 min a frame.


#37

whoh, no, not 11 hours per frame, 11 hours ALL UP for 250 frames. thats like, 4 mins per frame. im not a complete idiot lol.


#38

Oh, rofl, must’ve read that wrong. 4 minutes is solid. :smiley:


#39

If you need realistic ocean splashes, find someone with Krakatoa/Pflow and use the method I came up with here…

http://forums.cgsociety.org/showpost.php?p=5142888&postcount=4467

EXAMPLE BELOW:


#40

Hello JONO I can´t wait to see the final render I personally think this is the best job so far in this challenge :applause::beer: , really nice.

Here is my post please let me know what do you think!

http://forums.cgsociety.org/showthread.php?f=139&t=658152

VIDEO
http://johnpgiancarlo.cgsociety.org/gallery/661796/

Thank
John Paul Giancarlo