Particle Flow

Honda Robots – Made Mean

I was the senior FX TD on this project and was responsible for the flamethrower fx, robot cable sims, paint spray, logo branding and any heat haze effects.

Honda_Lighting_Master30s_v60_H264_FullRes from Hugh Johnson on Vimeo.

In addition to the main 30 second commercial, we also delivered 3 10 second commercials. I was involved in this one where I simmed all of the tyre smoke:

Honda Socials 'Nutjob' from Dave Walker on Vimeo.


Clash of Kings

This was a very interesting commercial to work on. I was asked to provide all of the FX shots, and also to supervise the shoot in Hungary. We shot 1 day at Korda Studios and then 3 days in central Budapest. I also used photogrammetry on set for the first time, and found it an invaluable tool. Its always a good idea to capture as much data from the location as possible, and having scans of the location just made things much easier in the post work.

I used FumeFX for all the smoke and fire effects, and Thinking Particle for the dynamics simulations.

We filmed a lot of the footage in slow motion and I needed to match the speed with the FX. The final shot also contains a few speed ramps, so the only way we could match these was to simulate the FX on the whole slow motion plate, and then apply the ramps in post. This meant that the final shot is simulated over 200 frames to produce the correct look.


Nightclub Visuals

I worked on some nightclub visuals recently, which was a great change from my usual work. This was more a motion graphics type job, and involved a cloth like material streaming off a dancer as they performed traditional Chinese dancing.

I ended up simming about 8000 frames of particles, and then meshed the streams in Frost. Render times were pretty large, as the client required double HD. This is a small sample of the final result. I’ve changed the V-Ray shader in this version, as I wanted to try something else.

This is a render test at the double HD size, there are some Frost meshing issues with this test.

The particle count had to be increased to remove these holes in the mesh, but it was still a problem in the final render. This is partly down to the thin nature of the cloth like structures, as its not possible to increase the thickness of the mesh in Frost without changing the look of the streams. The only way to remove the holes is to massively increase the particle count.


Nazi Mega Weapons: Super Tanks FX

A selection of shots from Nazi Mega Weapons: Super Tanks.

Didn’t have much time to get these explosions delivered. Just one day of setup, and then 1/2 a day per explosion for more setup, sim and render.

The fume sim is driven by a particle flow system. I wanted to have a strong petrol based explosion type, with an initial large blast, followed by multiple secondary explosions as other sources of fuel are effected by the heat of the first explosion.

To achieve this I used multiple fume particle sources with different settings, and could adjust the amount of fuel and heat I was adding to the explosion with each blast.

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Word of Tanks: Endless War Cinematic

I recently finished working with the fantastic RealtimeUK on the World of Tanks: Endless War Cinematic.

I worked on a few shots, but mainly I worked on the Chi-Ha tank crashing though the bamboo. The bamboo was rigged and animated by hand, while the leaves were particle flow system, driven by a fume grid. The grass was Hair Farm. Here’s a video of that shot with a brighter grade.

An early test of the leaf dynamics:

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Krakatoa Test

Krakatoa Test from Hugh Johnson on Vimeo.

Simple Krakatoa Test, no fume used in this one. All of the particle motion is from 3 wind spacewarps.

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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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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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LVJ Moth Ship Missile Strike Final Comp

Finally finished this shot! Took a couple of months to complete working between work on Dr Who, and Psychoville Series2.

These are the rendered passes involved in the comp.

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