Thinking particles and FumeFX simulations for Northmen - A Viking Saga Movie

Northmen – A Viking Saga

I was attached to this project for on an off 13 months since early pre-production. I was able to directly interact with the director Claudio Faeh via Skype which was great. My main task was the tower destruction during a climatic moment in the movie. The simulations were all TP and the FumeFX and Krakatoa for the fire and smoke and spanned over half a dozen shots. The main animation of the tower was driven with helpers and proxy geo, and prefractured with RayFire. TP then inherited the motion and triggered VolumeBreakers based on velocity, friction/grinding against other big chunks and impact with the ground. A lot of this is covered in dust and smoke :-p The other shot that turned out great is the sinking sword which leads to the movie title. This shot is 100% CG. Shading and lighting was not done by me btw. I just delivered XMesh caches. The fabulous team over at DayForNight GmbH added the VRay and Nuke magic to it. If you are into Metal, the band Amon Amarth did the title track: youtube.com/watch?v=CpAcxbtXUgQ The lead singer has a role in the movie as well.

combots

The COMBOTS

The COMBOTSCartoon VFX for chat avatars called "COMBOTS". I used Particle Flow and AfterBurn for the effects that are used

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Constructor

Constructor This is an R&D piece about shape generation. The high res model is prefractured with "deconstructor" by Marc Lorenz

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sand men destruction with PFlow Box#2 and Krakatoa

Enter Sandman

Enter SandmanRnD for another CG studio. You are looking at nasty dirt/sand trouble makers in your household 🙂 Krakatoa PRT volumes cached as single frame with inherited sand shader from un-animated source meshes. Then KrakatoaSkinWrapped to the animated and fractured version of the same mesh. Animated noise map and 2 KCMs for the "acid burn/eating away" and another KCM for shader animation. Animations are from the BIPs that ship with Max. Cached with Supermesher, dublicated and time curve animated for variation. Pre-fracturing was done in Rayfire. Crumble animation triggered with PFlow Box#2. Un-animated Fragments were simply Lock/Bonded to the whole animated mesh and triggered over time and gray scale with Box#3 where and when i needed them. Set up and rendered on the side on my notebook (core2duo, 4GB). Setup is super fast.

RayFire Tracer & Thinkin Particles tutorial

RayFire Tracer & TP

RayFire Tracer & TP RayFire Tracer piped into TP after breaking by map. The rifts are then volume broken and tiny debris comes off of edges but is not part of the SC simulation. The setup is stupid simple yet has nice detail and RayFire Tracer is blazing fast fracturing it in that detail (multi threaded) and already provides you with IDs for edges and fragments! How to use RayFire Tracer check here: youtube.com/watch?v=L9ynm8U04hc Note to self: Some pieces are lingering in mid air. a PSelect > ParticeDie will take care of that. incendii.com/training/?p=629 84min RayFire Tracer & Thinking Particles tutorial now available volatilevfx.com Have a good weekend y'all!