This month I was taking both Visual Effects 2 and Compositing and Scene Finishing. Its probably been one of my favorite months to date, and I really feel like I am starting to know enough about using Nuke and Houdini (as well as Maya's Dynamic's) to start creating some great work.
This is my favorite project, project two. Here, I used the PyroFX solver in Houdini to create a volcanic ash cloud. Through this project I really started to understand the autodop, and how it relates to outside geometry and their import dop's. I am happy with the visual's of this project, but wish I had had a bit more time to sim out and refine the wind tool I created, which allows an artist to effect how much wind effects the ash and in what way's, as it gains altitude. In the future I will be using this setup and some skills learned in Nuke to comp it on a real volcano scene.
Below is project one, which entailed the use of Maya's Naiyad Fluid dynamics system to create an explosion. While I ran into rendering issues due to the size of fluid containers, there is a good preview of the effect below. However, this project really made me realize that apart from Bi-Frost, Maya's new liquid simulation simulator, and using the Basic Ocean FX, I really prefer the dynamics systems in other packages more.
Key to creating this was an understanding of how energy converts from a fuel, when it ignites, and how efficiently it burns. By adding multiple levels of effects--here I used two-- you can really begin to have a semi-realistic effect. I also found that the opacity gradation over time, and the color emitted in relationship to heat was crucial, and very sensitive when making small changes.
My third project for the month was up to me to choose, and after researching Houdini's Solid Object system, and the FEM solver, I really wanted to implement that into my final. I did run into issues with the fracture in this process, however, also learned a ton about how FEM objects and RBD objects interact. Time was limited on this project, and I had to begin rendering early if I wanted to have something for turn in, so this is where I landed.
I plan on moving forward with some heavier sim intensive ideas for a fix to the weight not correctly snapping the link in half (instead it stretches and breaches the tetrahedrolized geo of the solid object). I feel that my first inquisition after today on this will be changing the weight into a solid body. This was restrictive during testing due to the heavy amounts of tetrahedron's, even when adjusting edge length to reduce the number of calculations needed to run the sim.
I am the most satisfied visually with my volcano smoke, however I am most overall satisfied at my research project and final project, as I gained the most experience and understanding from them. In the research I was successfully able to have 2 static forces rip a gelatinous object in two in different pieces, simulating different materials and organics tearing. I plan on posting that render soon.