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Storm Studios Kontiki breakdown


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Hi guys! Just wanted to share some Houdini work =)

Storm Studios is proud to have contributed to the new Norwegian movie about Thor Heyerdahl's journey across the Pacific Ocean. We delivered VFX for 88 shots for "Kon-Tiki".

kontiki_still_thumb_05.jpg

We created approximately 24 Mattepaints and painted elements for the film. This was predominantly for the New York sequence where the foreground was shot at a studio in Bulgaria thus we needed to add a time correct New York to the background.

kontiki_still_thumb_07.jpg

The biggest technical challenge was without a doubt the "Reef" sequence where we created a variety of water ranging from calmer seas to water crashing against the reef around Raroia. For this production we delivered a total of 55 shots of water, both over and underwater. To create the water we used a combination of cg (from Houdini and Naiad which was rendered with Mantra) and some filmed elements.

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In addition to Mattepaint extensions we also created 3D extensions (mainly using Maya and Renderman).

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A high percentage of the shots were fully digital, as the above shot of Fatu Hiva Island. To create this establishing shot of this pacific island we projected a Mattepaint of the island on cards and created the water from a combination of 3D water and filmed elements.

Here is a compilation of VFX breakdowns demonstrating some of the work we did on Kon-Tiki:

http://vimeo.com/48314160

For more info on our work please check out our homepage HERE

Edited by Magnus Pettersson
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Thanks guys!

Its going to be exciting times for Houdini with water simulations in the future now when Naiad is dead. Would be nice if they could step up and take the throne here too since we all love to work as much as possible within Houdini :)

Edited by Magnus Pettersson
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  • 2 months later...

Very nice job Magnus.

Without revealing inside info, could you give me a few tricks on how you deal with water splashes? I mean, are they particles with a point rendering shader and that´s about it?

Thanks! We rendered the water splashes in two passes, one was the meshed "main sim" particles (which was quite high-res with many droplets visible in the mesh) and another was a secondary "splash particles" simulation that was rendered as points.

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