Particle Flow Discussion


#5275

Guys you gotta see that:

http://www.youtube.com/watch?v=QfDoQwIAaXg

Slow mo bullet impacts, very thorough and very interesting!


#5276

Thats amazing ! Nice find and cheers for sharing :thumbsup:


#5277

You would think the obnoxious text was there for him to sell the videos on his site, but I can find anything there.

Great video though, although perhaps not so useful as a reference unless you’re actually doing a super slow-mo shot yourself. :slight_smile:

Entertaining to watch at least.

Every shot should be extended at least a couple of seconds in my mind. I wonder if it’s technical limitations that forces him to make each shot so short or just personal preferences.


#5278

Good find! that is just sweet ref material :wink: Those glass impacts were way cool (around 3:15)


#5279

another good one to check out is lucidmovement.com :slight_smile:

today is the last day of the DVD naming :slight_smile: thanks to all contributers!

kind regards,
Anselm


#5280

I go on holidays for two weeks and miss out on all the fun!

Nice find Hristo, I’m so bored at work I might just watch it all.

BTW, I know some of you guys worked on it but 5 mins of heavy 2012VFX action.

FX blew me away, there pretty impressive.


#5281

O wow…it made my wanna cry with excitement :open_mouth: great job to you dude that worked on it!

Thanks for the link Jon!


#5282

very very nice VFX! I heard many of VFX was done with 3dsmax with Rayfire and FumeFx.
The script looks hmmm… as stupid as the VFX are amazing :slight_smile:
Followed by a EarthQuake ! lol


#5283

Propably true, as the VFX were distributed over many VFX houses, as with Day After Tomorrow, but A LOT of the destruction is done with german Cebas’s VolumeBreaker and rendered with finalRender release 3, which was developed for the film. And I agree, it looks awesome.

  • Jonas

#5284

The first 1/2 of that preview was all done with max (everything before the airport). It was done mostly using max with Thinking Particles, and Fume, rendered with Final Render. The houses were cut with the help of rayfire, and Volume Breaker, though I’d say for the most part we had to do a lot of cutting by hand, and then used volumebreaker for the majority of everything else. The second half (airport -> end) was done by Digital Domain.


#5285

I am curious to find out more about Volume Breaker; they only have 1 or 2 videos on there site which really doesn’t show much as to how the tool actually works… similar to Rayfire I am guessing?

PS - Solitude; you back in Cali now?


#5286

VolumeBreaker is a procedural modifier. Other certainly have much more experience with than I do. You add it to your geometry and decide how you would like to fracture, either by gizmo, map, or mesh. It, IMO is still pretty fledgling and certainly worth the introductory price, so if you are planning on getting it do it before the price increase.

It plays really well with rayfire and Box#2, better with Box#2 than thinking particles at this stage believe it or not. With the Birth Group operator you do not need to create separate meshes as you do with TP to get them into the system. You can tweak vB and then just update the birth group and its done, in tp I find myself having to re-fracture to objects then refresh the particle to object. tp4 is supposed to have some vB nodes so we’ll see if that fixes it. Maybe someone else knows of a better workflow.

It lacks a few things that I think would do it justice:

Needs a better more usable gizmo, it sucks A-- like it is.

An interactive on/off update button. Heavy meshes can take forever to update if you fatfinger some settings.

Falloff control for the gizmo so you fracture only part of the mesh instead of the whole thing, easily worked around by using scapel (of which is included). still be nice with falloff control though.


#5287

^^ Yeah Back in Cali now, lookin’ for work. Was nice workin with you!

^Johnny – yeah everything you said is pretty much right, but it plays really well with TP and especially with tp4 (but I can’t say anything), and you don’t need it to be separate meshes either… in fact that’s something tp does really well with it’s fragment operator… you can take one p2obj, pipe that group into the fragment operator, and it’ll split up the objects elements for you into separate particles (can trigger sections to break off with lights). As for the update, I usually don’t have any issues, I can keep the modifier on the object, and then just reset my tp (go to frame 0) and it usually updates just fine. :smiley:


#5288

Dude, cool, thanks, totally makes sense! Why the F that didn’t occur to me :hmm: I was trying to find a better workflow for it but the info is so limited for the time being, there is literally no tp integration info (even in the help file) other than what I picked up from Matt at sig.


#5289

Sorry for going a bit offtopic in Pflow thread, I was just wondering if they used max then what renderer they used, How did they lighting in the scene and what technique to render out final sequence?


#5290

Im sure there will be plenty of making of specials online once the movie is out :slight_smile:


#5291

Yeah, but like the one that’s out right now, I doubt there will actually be any real info. :smiley:

Jigu, if you go back a few posts, you’ll see that for the first half of the 5min preview (The Limo portion) we used Thinking Particles, FumeFX, RayFire, Volume Breaker, and Final Render… as for the technique, I didn’t do much lighting, so I’m just taking a wild guess at my memory here, I’m pretty sure it was 90% Physical Sun/Sky with AQMC or whatever it is, then in some cases use of hdr and/or other lights when needed. We also rendered many, many elements/passes into exrs, so the compositors had a lot of stuff to work with…


#5292

HAHA! True that! Unless the making of is written by people who worked with the assembled toolsets :wink:

back to topic…


#5293

Yea, that’s usually the deal with “making of” material.

I just saw the extra material for Pirates 2 & 3 and Matrix 2 & 3, and it’s all penis measuring. “Our set was so and so big”, “It’s huge”, “It’s never been done before”, bla bla bla bla bla.

On a sidenote, thought, the British 2-disc Day After Tomorrow DVD contains a one-hour documentary of THE BEST “visual effects making of” material I have ever seen. Just pure bliss for VFX geeks. Particle passes. Wireframes. Work in progress. Tech stuff.

  • Jonas

#5294

Thanks for the info guys. This can be completely different discussion in separate thread . :slight_smile: