almatea Posted March 25, 2012 Share Posted March 25, 2012 (edited) Some shots with explosions, tank shots, destroying effects that I created for "August 8" russian movie in mainroad|post vfx company. This all was made with help of Houdini microsolvers system. Edited March 25, 2012 by almatea 1 Quote Link to comment Share on other sites More sharing options...
anim Posted March 25, 2012 Share Posted March 25, 2012 great work extremely realistic what approach did you use for rendering? pyro or custom shader? envlight or shadowmaps? scattering? Quote Link to comment Share on other sites More sharing options...
almatea Posted March 25, 2012 Author Share Posted March 25, 2012 great work extremely realistic thank you! what approach did you use for rendering? pyro or custom shader? envlight or shadowmaps? scattering? Environment lighting with HDR lightmap and custom shader based on billowsmoke for reduce light samples. Quote Link to comment Share on other sites More sharing options...
Jason Posted March 26, 2012 Share Posted March 26, 2012 Environment lighting with HDR lightmap and custom shader based on billowsmoke for reduce light samples. This is true great looking, congratulations! I assume this was micropolygon rendering and not PBR, right? The movie does look cool: Quote Link to comment Share on other sites More sharing options...
ryew Posted March 26, 2012 Share Posted March 26, 2012 Wow! Very nice work, almatea! I'll have to check that movie out, it looks like fun What sort of voxel count and simulation times did you have for the large fluid sims? I'd be curious to see how much faster they might be with Houdini 12 now Quote Link to comment Share on other sites More sharing options...
almatea Posted March 26, 2012 Author Share Posted March 26, 2012 This is true great looking, congratulations! Thank you! I assume this was micropolygon rendering and not PBR, right? Yes, mostly it was micropolygonal render. Quote Link to comment Share on other sites More sharing options...
almatea Posted March 26, 2012 Author Share Posted March 26, 2012 Wow! Very nice work, almatea! I'll have to check that movie out, it looks like fun Thank you! I'd be curious to see how much faster they might be with Houdini 12 now A part of simulations was created with Houdini 12 beta Quote Link to comment Share on other sites More sharing options...
chumbuk Posted March 26, 2012 Share Posted March 26, 2012 Great stuff! Good for you! Quote Link to comment Share on other sites More sharing options...
slayerk Posted March 26, 2012 Share Posted March 26, 2012 my eyes! Quote Link to comment Share on other sites More sharing options...
zglynn Posted March 26, 2012 Share Posted March 26, 2012 Wow dude. Looks amazing. Thats a lot of work! Quote Link to comment Share on other sites More sharing options...
bunker Posted March 26, 2012 Share Posted March 26, 2012 Awesome work ! Quote Link to comment Share on other sites More sharing options...
Visual Cortex Lab Posted March 26, 2012 Share Posted March 26, 2012 That's some great work there indeed... loved it. thanks. Quote Link to comment Share on other sites More sharing options...
old school Posted March 26, 2012 Share Posted March 26, 2012 Very impressive! How much re-timing of the simulations did you have to do? Or did you rely no substeps to get the real fast moving explosions? Or none of this and build the quick evolving behaviour? Particles? Quote Link to comment Share on other sites More sharing options...
almatea Posted March 26, 2012 Author Share Posted March 26, 2012 (edited) Very impressive! Thank you! How much re-timing of the simulations did you have to do? Or did you rely no substeps to get the real fast moving explosions? Or none of this and build the quick evolving behaviour? Particles? Most of my simulations was created without retiming. Always I tried to get result with one true simulation with substeps or with only one step. Ofcourse I used particle systems for emit some fields and etc. But I has one unstandart situation - there was several shots with slow-motion (imitation of rapid movie) explosions. I created retime solver for slowing of explosion : ) So hav a cache of standart simulation and give this to my retime solver to achieve longer sequence. Edited March 26, 2012 by almatea Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted March 26, 2012 Share Posted March 26, 2012 Really nice work!!! What type of interpolation did you use with the fields cache in your custom retime solver? Thanks Quote Link to comment Share on other sites More sharing options...
almatea Posted March 26, 2012 Author Share Posted March 26, 2012 Really nice work!!! Thank you! What type of interpolation did you use with the fields cache in your custom retime solver? Thanks Linear interpolation. I just use type of advection same as original simulation and iterate with small timestep. Quote Link to comment Share on other sites More sharing options...
skeelogy Posted April 7, 2012 Share Posted April 7, 2012 Excellent work! Quote Link to comment Share on other sites More sharing options...
itriix Posted April 9, 2012 Share Posted April 9, 2012 This looks amazing! Quote Link to comment Share on other sites More sharing options...
br1 Posted August 9, 2012 Share Posted August 9, 2012 It's jsut mind-blowing. The looks of the smoke is great, I really love it at 00:11>00:16 as well as the bright smoke around the tank later on. I guess there's some "real" smoke in the shots as well or am I totally wrong ? Quote Link to comment Share on other sites More sharing options...
almatea Posted August 9, 2012 Author Share Posted August 9, 2012 It's jsut mind-blowing. The looks of the smoke is great, I really love it at 00:11>00:16 as well as the bright smoke around the tank later on. I guess there's some "real" smoke in the shots as well or am I totally wrong ? Thanks! There is only computer smoke and some real smoke inside original sequenses in few shots. Quote Link to comment Share on other sites More sharing options...
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