Destruction Tests

Thinking Particles Breakable Joint Tests

A series of tests varying the breakable velocity value for joints. The strength of the joints is also effected by a distance test to the center of the force that’s used to exploded the boxes. In some of the tests I add a random multiplier to add some variation to the effect.

Comments Off more...

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.

Comments Off more...

LVJ Ship Crash Tests 1- 5

Proof of concept for a space ship crash shot on LVJ. Various low res tests to see how the shot’s going to work, and what sort of camera angles are going to look good. Sim times rise quickly as I try to produce finer debris, so there may be a limit to how near the camera can be to the crash.

Comments Off more...

TP Destruction Test

Here’s a simple TP test using volume breaker, and particle based cells for fragmentation density.

Comments Off more...

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.

Comments Off more...

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.

Comments Off more...

Rayfire Object Glue and Level 1 Demolition Test

Rayfire is a great tool, so simple to use and very fast. I managed to get this sim working after only a few hours of use.

The ball is initially fractured before the sim, but the pieces glued together in rayfire. A RF Bomb is then exploded (these can be spherical, or directional). The glue is set strong enough to survive the bomb, but then breaks apart at the point it hits the wall. Those pieces are then further fractured, and added to the sim.

The great this about this is you can preview all of this going on almost at real-time, so its pretty obvious when things are not looking right. This is obviously something Thinking Particles handle, but would take a lot longer to set up.


LVJ Missile Strike Work-in-Progress

Just a quick view of a shot I’m working on right now.  This is for a friend’s no budget scifi movie called LVJ. http://www.lvjmovie.com/

Part of an exciting sequence, an alien ship is struck by a missile and crashes into the desert.  The fume setup for this shot proved to be tricky,  mainly down to the enormous sim grid required due to distance the ship travels. This meant the fume setup became a careful balance between the quality of the sim, and maxing out  my machine’s (what now feels small) 8gb of ram. I had a go at using the new wavelet noise on this shot, but the ram requirements were huge! (17GB per frame). So this is about as far as I can take the fume for now.

The new void source added in Fume 2 proved very useful, as it culls the voxels from the grid when they’re no longer visible by the camera, and despite this I still had big ram issues!

To create some variation, I added keyframes to the fuel, expansion, and velocity which stops the smoke looking like a giant sausage – not the look I was going for.  There’s also a wind spacewarp to blow the smoke, and create some secondary movement.

I did find a very handy script while researching this shot: http://limjeff.wordpress.com/2010/02/11/fumefx-partitioning/ , but I didn’t use it in the end.  I’ll give it a go for the missile smoke trail and report back.

Work still to do on this shot… impact explosion, missile, and missile smoke trail, secondary smoke, fix the environment, and then comp it all up.

Strangely vimeo rejected this video, so using you tube for now.



Building Destruction Test

Building Collapse (Thinking Particles) from Hugh Johnson on Vimeo.

Large scale destruction using TP.  Main physics is all handled by TP, with more particles spawned at the point of impact, and when the larger chunks are in motion. The TP setup for this scene file became corrupt and wouldn’t allow any changes without crashing, so I wasn’t able to take the test much further.  I had planned to create some dust too, as in the smaller test. Pretty pleased with how this went, but it does look like there’s loads of potatoes flying around when the camera is this close!

Will have to see how Rayfire handles something like this!



Welcome to Pilot Light VFX, the blog page and website of Hugh Johnson, award winning vfx artist and supervisor.
  • Copyright © 1996-2010 Pilot Light VFX. All rights reserved.
    Jarrah theme by Templates Next | Powered by WordPress