Krakatoa


#581

I wouldn’t go that far, you can get renderings like that in any renderer. The fun part is blowing them into dust after that, or cutting portions of them since they are true volumes. For example the fluffy bunny is completely filled with pinkish particles to simulate the flesh/skin underneath the hair…

There are some more new images and videos on the Work In Progress Gallery page.


#582

Oh, i was more refering to the dragon and reflections and stats and stuff. The last 2 pages in general :stuck_out_tongue:

ANd the fact its done in krakatoa :applause:


#583

It’s been long time since I posted anything here…

though I would post it…

Here is the aerial shot of island’s beachwaves rendered with Krakatoa 1.5 pretty fast :

http://rapidshare.com/files/215214144/beach_Waves_aerial.avi.html

Sorry for rapidshare link. Unable to upload on my server.


#584

LOL!

Hey Bobo, is the new feature, turning geometry into particles, already part of the Beta version??

Havent had much time to play with it yet, but the Voxel render is pretty awesome, and one feature that I found very useful is the Krakatoa Camera Mod.


#585

Look for the Krakatoa GeoVolume Modifier next to the Camera Mod.


#586

That’s pretty cool Jigu, would like to see the comp too :smiley:


#587

Yeah very cool waves, congrats!


#588

Thanks guys! :slight_smile:

I can’t show final comp as It’s not ready yet. Once project will be over I will be able to show result.

I made splines to emit waves on shorelines and there were many splines and for each splines I had to make particleflow setup (just copy and paste and replacing in events). I also used negative wind force to push waves back after certain age.

I hope I will be able to show compo soon. but I can show some screenshots of viewport and pflow.

EDIT : It was rendered with 8 motionblur passes in krakatoa and still fast… ))


#589

Hah, cool Jigu :wink:

Bobo throws out another bone :slight_smile: Nice quick tut on vaporizing a car…
Studio Daily Krakatoa Tutorial

No bunnies were harmed in the making of that tutorial (as far as we know)


#590

nice, i did a test once for a porsche image film :slight_smile: i followed the tutorial on the frantic website “Camera Mapping Particles Using Dataflow”


#591

Historically speaking, the original Mini disintegration involved an in-house Camera Mapping tool which we are still using internally, but we could not release to the public. So I had to come up with workarounds for the general public. The first one used Box #3 or alternatively Script operators. But these required either a 3rd party plugin that costs as much as Krakatoa or scripting knowledge, so when I was asked to write a Train Up tutorials for Studio Monthly, I figured it would be possible to use the 3ds Max Per-Pixel Camera Map. I had just used that Map to tweak the look of the final Kame-hame-ha explosion (originally created by CGTalk’s very own Magicm aka Martijn Van Herk) for Dragonball:Evolution and it turned out to work interactively in the viewport when applied to a PRT Loader, which was a nice surprise. (For the record, DB:E is not the worst movie I have ever worked on. I have an Uwe Boll title on my list ;))

So this version is Max+Krakatoa only without the need for any other plugins. I know the camera mapping technique is being used at Frantic on some other movies right now, so it is a general practice for blowing stuff up into dust…


#592

Hi all…does someone know what are the particle flow settings for this amazing scene/video??? Or at least the operators used?? thx a lot guys


#593

Basically I would say:

  • position object (the sun)
  • spherical wind (for movement of the particles)
  • spawn by travel (for the trails)
  • scale operator (to make the particles disappear at the end)

You can make it even nicer with animated wind force (turbulence), drag etc.

I made an quick sample. Click here (save as…). It just shows the basics, but should give you a good idea.

You might wanna crank up the amount of particles. My PIV 2.26Ghz with only 1Gig ram can´t handle the amount of particles I would like to see in my viewport :smiley:


#594

thx a lot for your reply!
I think I have to work with turbulence to make the movement of the trails more inconsistent like the real gases are…
What are the best way to display the particles like them in the image? thicks? dots? in this way seems too bubbles…


#595

Bobo do you or can you post some pics or a vid of the Kame-hame-ha explosion? Would be great to see how you guys went about doing it.

Stevie


#596

The movie is coming out on Friday in North America and the UK, you could see it yourself. Krakatoa was used for all Ki blasts, Mafuba and KHH in the final battle and a bit in another sequence where it is not quite as obvious, but I cannot talk about that yet. The Ki blasts in the rest of the movie were made by Hybride so I don’t know what they used.


#597

i have made a video using krakatoa for 1 of the effects… http://www.youtube.com/watch?v=6BJiO-PCjic


#598

Cool lil’ project you guys did there… did you do all the fx? The other effects weren’t quite up to par with the nightcrawler effect… but all is forgiven, since you pulled that one off really well. :thumbsup: Good job!


#599

lol yea 4get the rest of them lol… just the nightcrawler 1


#600

The first thing that I thought when I saw the effect was - this would look great with some FumeFX love…

You guys know that I love 3D trivia… While Krakatoa wasn’t directly involved in the original Nightcrawler effect (it didn’t even exist at that time), there are some curious indirect connections:

*First of all, Frantic Films did the previs of that effect, and most of the rest of the previsualization of X2 as well as some final effects involving… millions of particles from a LIDAR scan later in the movie :slight_smile: First thing PFlow was used for at Frantic right after its release for Max 5.
*The actual effect was created with the involvement of Jerry Tessendorf (photographed by me at our Siggraph booth in San Diego) who is one of the famous names in fluid simulation development and the author of the paper Frantic’s Flood:Surf is based on. The effect was done is a very similar way to what you would achieve with FumeFX nowadays.
*The visual effects supervisor of the show responsible for the creation of the effect was Mike Fink, who is now my boss at Frantic VFX/Prime Focus Group and who told us the story about the Nightcrawler creation at his introduction to the company staff.

It is a small world and an even smaller community.