RayFire and Thinking Particles Stone Wall destruction

RayFire > TP: Stone Walls

RayFire > TP: Stone WallsA bunch of test using the new RayFire Modifiers. Play time 🙂 The walls are actually modeled wit Polyboost. Very simple to do. I then detached the individual stones. In the first video i pre-fragmented the rift with the RayFire Fragmenter and then attached it all back together so i could use the RayFire Cluster modifier to make interesting big chunks. Those are then piped into TP and triggered by a Sphere (InMesh operator). Based on size and impact velocity they dynamically break with VB upon ground hit. To give it some extra kick the activated fragments get a little spherical high turbulence wind and spin once upon entering the active group. The fragments are also sticking into the ground a bit. I envision that to happen if a 1ton piece of stone hits sand or mud... The second and third video is the same setup minus the dynamic VB breaking, everything is prepped with RayFire modifiers. The third one "melts" pretty bad but i like the high friction connectivity without using any joints. (Also nasty material popping, i with there was a good and easy way to re-shade TP post caching) The fourth video is slightly different, here the rift was fragmented inside of TP with 2 cascaded VBs. The simulation is driven by a proxy sim of just 40 pieces that are pushed over. then Pattached the small pieces to that. works okay if you want it to fall to rubble along the way 🙂 check out the proxy sim which is very low res. The last test was an accident. Tried to joint it but too much Elasticity and not enough friction exploded the whole operation

Tyrant Ep. 108 Plane explosion

Tyrant Ep. 108 Plane explosion

Tyrant Ep. 108 Plane explosionThis was for a TV show where things can change on a dime until it airs. Same happened here. A stock explosion was used in the end for an other wise fine element due to no time to resim. Some of the sims didn't turn out bad though and I haven't uploaded anything in a bit. So here is one for you 🙂 Base setup is TP. Fragmenter by 2 lights back to back since it had to be a double explosion! 2 bursts following each other with debris hitting the ground by the end of the shot. Small and extra debris off of the edges, extra huge debris, edge detail (attaching std shapes to the edges to make them look more complex). All bigger debris are collision objects to FumeFX. sparks and FumeFX drivers are pflow. Just because it is so quick to set up. No brainer. Multiple particle sources for different colors. Lighter smoke, darker smoke, explosions 1&2, velocities constantly pushing through to break up billowing. The FumeFX sim could definitely use more sub steps and grid detail BUT bare in mind this was for tv (tight schedule) and to be seen from a mile away.

Particle sparks and FumeFX simulations for Transformers 4 - Age of Extinction Movie

Transformers 4 – Ratchet Torches Mini MakingOf

Transformers 4 – Ratchet Torches Mini MakingOf I once again had the pleasure to work with Atomic Fiction. This time on Transformers 4. Now htat the DVD is out I can finally show it. Mega res head of Ratchet as well as match moves were delivered. Rest was done in 3dsmax with a TP system that fuels the torches, emits sparks based on FumeFX heat and the type of metal the torches hit. Each element had to be rendered individual and in stereo for Stereo3d compositing. That's 5 elements per torch, 4 or more torches each shot through 2 cameras in VRay. The sparks had to match the sparks in the plate. One of the biggest challenges was the interaction with the Ratchet model. It was VERY detailed and high res, custom collision objects had to be created and the model thinned out for fluid dynamics. I originally did more shots than what you see but they ended up on the cutting floor. Fabian helped with the intial RnD while I was still busy with another movie. Hope you like it.