Jump to content


Green Lantern'light effect


  • Please log in to reply
18 replies to this topic

#1 cw85353741

cw85353741

    Peon

  • Members
  • Pip
  • 4 posts
  • Joined: 23-December 11
  • Name:jiale zhang

Posted 25 April 2012 - 10:28 AM

HI,gays!This effect in Green Lantern,How can make this light effect in houdini , I use particle for this effect ,but my effect was less filiform and details.Who can help me to fix this problem!Thank you








This is my work

Edited by cw85353741, 25 April 2012 - 10:58 AM.


#2 cw85353741

cw85353741

    Peon

  • Members
  • Pip
  • 4 posts
  • Joined: 23-December 11
  • Name:jiale zhang

Posted 25 April 2012 - 11:05 AM

sorry,pic upload
Attached File  Green Lantern.bmp   3.52MB   458 downloads
this is reference
Attached File  (lighteffect3.mov)00.00.01.486.bmp   1.7MB   310 downloads
this is my

#3 pclaes

pclaes

    Initiate

  • Members
  • PipPipPipPip
  • 712 posts
  • Joined: 07-October 06
  • Location:Method Studios, Los Angeles
  • Name:Peter Claes

Posted 25 April 2012 - 02:28 PM

Looks like you could do that fairly easily with a few stretched out (scaled) fluid sims.

#4 cw85353741

cw85353741

    Peon

  • Members
  • Pip
  • 4 posts
  • Joined: 23-December 11
  • Name:jiale zhang

Posted 25 April 2012 - 07:13 PM

Hi pclaes,can you tell me more flow about ueing fluid sims!Thank you!

#5 pclaes

pclaes

    Initiate

  • Members
  • PipPipPipPip
  • 712 posts
  • Joined: 07-October 06
  • Location:Method Studios, Los Angeles
  • Name:Peter Claes

Posted 26 April 2012 - 03:47 PM

Go to the shelf called Pyro FX, click on the billowy smoke tool, create a container. - It will drop down some nodes. run the sim, scale up the obj in the y direction by 10. It needs 100 frames or so of preroll. Play with the source and, buoyancy and source temperature scale to get desired taste. See scene file.

Attached Files



#6 tallen

tallen

    Peon

  • Members
  • Pip
  • 10 posts
  • Joined: 22-June 05
  • Location:smell a

Posted 26 April 2012 - 07:09 PM

oh hey...

I was there at Imageworks doing dev on Green Lantern at Sony. The green energy was made three different ways: The light beam was created using a shader, although early tests were created via a myriad of techniques. One of them using volumetric splines common to both Sony (Svea) and DD (Storm). (That's something I'd like to see Sesi begin to embrace. It's been years overdue)

The green energy balls fx (surrounding hal) were created predominately with particles and sprites (and instancing) - quite ram intensive (the still you provided had a ton of motion blur in there)

And finally, Hal's fast and slow energy was done with geo tricks using facing (camera) ratio fade method. (Think 'trail sop' with 'connect as mesh' option, then 'alpha para' & 'alpha perp' in shading)
Fun thing about Green Lantern is that much of the fx can be done with houdini (because most of it was!)


But anyone who went to DD or Sony (or R&H) knows about volumetric splining. We could use that in the Sesi repertoire.

#7 cw85353741

cw85353741

    Peon

  • Members
  • Pip
  • 4 posts
  • Joined: 23-December 11
  • Name:jiale zhang

Posted 28 April 2012 - 12:49 AM

thank you very much!

by the way!happy International Workers' Day!!

#8 dyei nightmare

dyei nightmare

    Initiate

  • Members
  • PipPip
  • 179 posts
  • Joined: 09-January 10
  • Name:arturo valle

Posted 28 April 2012 - 06:31 AM

no but that light beam  is not the most interesting thing in the movie...

but this effect is:


Posted Image

Edited by dyei nightmare, 28 April 2012 - 06:32 AM.


#9 Marc

Marc

    odforce ninja : NVTS

  • Administrators
  • 4,041 posts
  • Joined: 25-June 01
  • Location:R&H - Vancouver
  • Name:Marc Horsfield

Posted 01 May 2012 - 03:57 PM

View Posttallen, on 26 April 2012 - 07:09 PM, said:

But anyone who went to DD or Sony (or R&H) knows about volumetric splining. We could use that in the Sesi repertoire.

Yes we could... that would be awesome.
"I am mighty! I have a glow you cannot see. I have a heart as big as the moon, as warm as bathwater. We're superheroes, man! We don't have time to be charming! The boots of evil were made for walking. We're watching the big picture, friend. We know the score. We are a public service, not glamour boys! Not captains of industry! Not makers of things! Keep your vulgar moneys! We are a justice sandwich, no toppings necessary!

#10 eetu

eetu

    Illusionist

  • Members
  • PipPipPip
  • 479 posts
  • Joined: 30-May 07
  • Location:Helsinki, Finland
  • Name:eetu m

Posted 02 May 2012 - 02:42 AM

Tell us more :)

Is it "just" a spline curve, rasterized to a voxel grid, or something more ..interesting?

Edited by eetu, 02 May 2012 - 03:11 AM.

A shitty theory is better than no theory at all

#11 sly

sly

    Peon

  • Members
  • Pip
  • 41 posts
  • Joined: 02-November 11
  • Location:France
  • Name:Riou Sylvain

Posted 12 May 2012 - 09:14 AM

View Posteetu, on 02 May 2012 - 02:42 AM, said:

Tell us more :)

Is it "just" a spline curve, rasterized to a voxel grid, or something more ..interesting?

yep ,would like to know too

#12 pclaes

pclaes

    Initiate

  • Members
  • PipPipPipPip
  • 712 posts
  • Joined: 07-October 06
  • Location:Method Studios, Los Angeles
  • Name:Peter Claes

Posted 14 May 2012 - 11:49 AM

I don't know the internal details of the way storm works as I have never used it, but as far as I understood it was a rendertime procedural that deforms and samples curves based on noise patterns, I'm not sure any voxelization is happening at all. It seems more similar to that technique where you create a volume through "motion blur". Also the strength of this lies in using curves rather than points so you can interpolate both over time as well as over the parametric coordinates of the curve.

I always thought the results looked similar to the "noise puff" you could get with a power noise on a fog sphere. Also, I don't think that technique is really fluid driven. Much closer to advected particles that then have those curve balls applied to them for rendering (still creating tons of extra detail) - I think I saw this in a making of for The day after tomorrow in that tornado sequence by dd.

Please elaborate more on how it actually works as I'm curious as well and there are most likely some incorrect assumptions in the way I think it works.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users