V-Ray

Vitality Pool – Houdini Flip Fluids Sim

I was asked to simulate a series of pools for a luxury development sales video, but I only supplied the final alembic caches for the water to be rendered in-house. So this is my render of the sim in V-Ray.

Houdini flip fluid sim, with a white water sim for the bubbles and foam. The water and the foam were exported as alembic caches into Max and rendered in V-Ray.

Vitality Pool – Houdini Flip Fluids Sim from Hugh Johnson on Vimeo.

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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.

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Slack – Animals

I was the senior Hair and Fur TD on this commercial for Slack. I was responsible for the Fur on the Lion, Goat, and the feathers on the Owl. The fur was made using Hair Farm, and rendered with V-Ray.

Once the commercial was finished Nexus made this fantastic blooper reel:


Winter 2016 FX Reel

Here’s my latest FX Reel:

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The Seed and the Moon

I recently finished working on this short film made for the Umpqua Bank in the States.

Using GrowFX, X-Mesh, Forest Pack and V-Ray, I was responsible for the procedural plant growth FX Look Dev, and then a large number of shots in the final short film involving pant growth.

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Phone Camera and PhotoScan

I was interested to see how good the results would be to use my phone camera (Sony Z1) for Photogrammetry (with PhotoScan).

It turns out the results were pretty good! The final meshes are rough, and the textures are pixelated, but the results are usable in production.

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Flip Fluids: Mud and Water

This is a test to see how 2 liquids of different densities would interact. Each fluid also has separate viscosity settings.

To get this working I created a volume in sops, scattered points inside the volume, and then gave them custom point attributes to describe density, and viscosity. The water and mud were each assigned point groups, and then it was possible to separate them and assign the correct point attributes.

The mud has a varying viscosity from 100 to 1000,000 which creates the clumps within the mud. This is set in an attribute VOP in sops, and is driven by a random noise.

In dops the particles are fed into a Flip Object node, and the initial data input type is set to Particle Field to pick up the points created in sops. I also matched the particle separation value in the Flip Object node to the Points from Volume node used to created the points.

The liquids were meshed in Houdini and exported to Max using alembic.

The scene was rendered with Vray using a single dome light set to image based lighting with an HDR used for lighting and reflections.

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Houdini Flip Fluids in Max test

Krakatoa Particles playback in Max viewport

This is a first test of getting a Houdini Flip Fluids sim into Max for rendering in V-Ray.

I used the Krakatoa PRT Rop driver available from this site:

http://www.flipswitchingmonkey.com/2015/01/prt-export-from-houdini/

Which is pretty awesome. Drivers are available for Houdini 13 and 14. The version I tested was for 14.0335. The driver is easy to install, and is then available under a custom section of the Output drivers.

As well as baking out the particles to PRT files, the Rop driver can also write out the particle velocities, which are read by Frost back in Max. V-Ray is able to use the velocity data for in-camera montionblur.

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Bluestone 42 Game Graphics

I was asked to provide the graphics for a video game in the TV show Bluestone 42. This is a quick breakdown showing the level building process I went through.

The brief was that I provide realistic current gen game graphics, so it was important for me to keep this in mind while building the level. I kept poly counts reasonably low, and used normal maps for extra detail. V-Ray was used to render the scenes, with cached GI. A game look for the shadows was achieved by using V-Ray shadow maps on a low setting

I delivered 17 shots for the show, based in 3 environments. The desert level shown above, a village level, and finally a recreation of the Bluestone 42 base.

I’ll upload some more videos showing my work on the show when I have a bit more time.

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Coke Building Commercial

Very pleased to have worked on this Coca-Cola ad for Nexus. I was responsible for all the hair and fur in the commercial.

There were 14 separate character hair setups, all sculpted in Hair Farm, and rendered in V-Ray. We were going for a photo real stop motion look, so the hair is designed to look more like nylon dolls hair than human. The scale of the styling and the hair strand thickness were designed to achieve this look. Hair Farm dynamics didn’t work at this small scale, so we used a Hair Farm link mesh, which was then rigged to drive any required motion for the hair. This also suited the hand stop animation feel we’d designed for the characters.


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