I found this video the other day and realized I haven’t uploaded it. It was made last year for the European Centre for Disease-prevention and Control together with a buddy of mine - Fredrik Olsson. Fredrik created the illustrations and I animated in AE. Since I’m mostly doing FX-work nowadays it was fun to see this again.
Time again for a little sandbox project. I’ve felt limited by the particle-rendering abilities in the standard maya setup. The idea behind this one was to try out rendering particles with krakatoa. The main layer was rendered with v-ray and the particles with krakatoaMY, then I dabbled around in comp to be able to use the velocity data to matte out the particles, rather than having them just sit there, and then “pop” once they die. How do you render your particles in maya?
Okay, so this is the final take for this little test-shot of mine, I promise to move on to new projects after this. As you may or may not recall, I had some issues in the previous renders where the foam would sit on top of the grid rather than on top of the mesh and in some areas this caused flickering as the foam particles ended up below the mesh at some point.
So for this video I made use of the handy batch graph that Angel Tena has provided at the Realflow-resources page, this allowed me to input my mesh and my foam-sequences, and run through them and have the foam-particles snapped to the closest position of the mesh. It’s also possible to run a simulation-graph while simulating rather than doing it afterwards. Awesome stuff!
Ok, so same thing again, just rendered with the water_clear preset. Kind of don’t think it’s right for this scene but you just gotta love those caustics!
I was quite happy to find out that The Nextlimit-team posted this video on their facebook-page so yay for that!
Alright, so I wanted to try the the supposedly improved meshing in hybrido, in 2012 I’ve had major problems getting anything but a blobby look even with sims up to 20m particles, here I’m happy to say that even with only 3m particles in the domain, the mesh with default settings gives a fairly good representation and balance between density and detail. All of the settings are set to auto except for filter which I enabled with 8 steps for relaxation. Rendered using the water_ocean material in the maxwell preview. The only thing that bugs me is that the distance field is wrong so the foam sometimes ends up under the mesh. In 2012 I’d redo foam after meshing, need to find out how to adjust this in the new hybrido system. Also found the motion-blur factor in the maxwell settings, and set the daylight to a brighter time of day than default. If you’re wondering about the graininess it’s because I’ve lowered the rendertime to 60s per frame.
Here’s the same scene again rendered with the built in maxwell-preview which I think works pretty sweet. There are no materials added to the particles they’re just colored spheres, really nice to have the ability to have a decent render of your scene without spending time exporting/importing and lighting.
So here’s my first scene in RF2013. I set up this simple sandbox scene to give the new hybrido2-solver a spin and to test secondaries-emissions. The orange particles are emittet using a hy-splash-foam-emitter.
I recieved a few questions on the scale, and it is quite a big pool of water and big objects. The domain is 15x15m wide and the crosses are something like 2m at it’s widest.
So RF2013 is finally out, well it was actually released yesterday and I bought myself a learning license instantly. I really love the feel of the program and the workflow feels very much improved, will get back with more impressions and tests. Check out realflow.com for more info!
Let’s do this!