Large Scale Petrol Based Explosion

A fume test for a large scale explosion.

I’ve gone for a messy out of control explosion, with lots of secondary explosions after the main starter.

This is achieved with a combination of object and particle sources. As the shape for the object source expands, it dumps out a load of fuel and temp, with a fair amount of object velocity. At the same time a particle source is fired, and also sprays out some fuel and temp (but less than the source). The particle source also emits a fair amount of velocity.

Although the particle source is also burning, some unburnt fuel is left behind above the main fireball. This then catches fire and the fireball expands and rises up. Any unburnt fuel is also caught by the secondary explosions.

Dirt Blast Sequence

Not quite sure what this test is about, but its a similar setup the the previous Dirt Blast post. Instead the particle systems move as they fire, spreading the explosions as they travel. 2 Particle systems again, one for the larger initial body of the blast, and a 2nd system for all the thin dust tendrils.

FumeFx Dirt Blast Sequence v01 from Hugh Johnson on Vimeo.

To get to this final look I went through many tests, and changes of setup. Here’s a collection of the results. Some of them look pretty interesting, and are worth going back to for further work I think.

Untitled from Hugh Johnson on Vimeo.

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Dirt Blast Test

I wanted to run off a couple of tests using particle sources for the Fume emission. This test has 2 particle systems, one for the main initial body of the blast, and then a 2nd faster system that is triggered a frame later. This creates the tendrils of dust that shoot out right at the beginning. These are currently a bit wider than I’d like, so I’ll have to see if I can reduce the width, but also keep the density and maintain the overall shape.

FumeFx Dirt Blast v01 from Hugh Johnson on Vimeo.

Main Body Particle system

Tendril Particle System

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Wind Blown Flames

Recent test for making fast wind blown flames. I’ve used 2 wind force objects to apply the wind to the flames, and also use a lot of fume’s own turbulence noise to add some chaotic movement to the fire. Max’s turbulence and noise options are pretty limited though, especially when compared to Houdini – it really needs an update on those, but I doubt thats high on Autodesk’s list.

This version has also been passed through the wavelet turbulence to up the res of the fire. I would have run it for longer but ran out of ram at 16gb (running on 1/2 ram right now as a stick failed on me). I’ve got some replacement ram to install, so I’ll have another crack at the wavelet to see if I can get a longer version. Current wavelet sim time is 10 hours, with about 1 hour render time.

720p version is available if you click through to Vimeo.

FumeFx – wind blow fire from Hugh Johnson on Vimeo.

closeup of the same sim:

Untitled from Hugh Johnson on Vimeo.

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Laser impact tests

These are a couple of test renders for a show I completed recently called V-Sign. The scene required a spaceship to chase a car, while firing lasers at it.

Close-up of the laser impact sims. Simple setup of rayfire simulated exploding debris, with a fume explosion driven by particle velocity. A separate particle system also emits fume smoke to add some debris dust trails. Smaller debris pieces are also a particle flow system.

This is a blocked in test to show the effect of multiple impacts seen from a distance.

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Mudbox First head sculpt test

This is my first attempt at a head in mudbox. This video is in HD, so pick the highest quality to see the detail. Picked up some useful techniques doing this, especially dealing with realistic skin folds and wrinkles. All of the detail was drawn by hand at the poly level, with only the skin texture drawn from a texture map.

The next stage will be to import this into Max, setup the displacements, and build a nice sub surface shader for the skin.

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FumeFx Fireball Test

Fireball FumeFx test. Just wanted to refine my fireball stuff as its a good tester of fumefx theory. In this test I’ve animated the burn rate in relation to the expansion, so as the burn rate decreases to stop the fireball burning out, I’ve increased the expansion to inject some heat and energy into the sim.

Fire Tornado Tests

Simple test of a fire tornado. Particle flow system drives the motion of the tornado, with the fume sim using the particles as a source.

Fume Fx 2 Wavelet Comparison

Fume Fx 2 Wavelet Comparison from Hugh Johnson on Vimeo.

This is a very simple test to show the new wavelet feature in Fume 2.  The two halves show exactly the same sim, but on the left the fire and smoke has been refined by adding extra detail using the wavelets.  The right half shows original low res fume sim.  Simulation times do increase to simulate the wavelet details, as you have to run the low res sim first (with extra data channels), then reload the original cache back into Fume, and then sim it again to add the extra wavelet detail.

Total sim time for the wavelets was 25 mins, the normal sim took 3 mins.  To achieve the wavelet level of detail with a normal sim would take about 8 hours of simulation time, so the final quality time savings are massive!

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Realflow Water Test 01

Realflow Water Test 01 from Hugh Johnson on Vimeo.

Not added anything new for a while, but have an upcoming project requiring some water effects, so here’s my first Realflow water test.  Simming this in realflow didn’t take that long, so will increase the number of particles next time to get a better result. The render times on this are pretty heavy though at 12 mins a frame , so will have to come up with a better material for the water or face long render times in production.

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