For this part of the course, we had to collaborate with the neighbor course, Computer Animation. I went to padlet where all the people were posting their projects idea and I saw this one called Researcher Collab. It was sci-fi so it immediately got my attention.
I liked the idea behind it and they needed VFX people for some cool effects and lighting. I wanted to try and work with them.
Here is the animatic of the project.
We created a discord channel for better communication. And we usually had a meeting every week to see how we were doing. First, we discussed the storyboard that was already created and if it needed any changes.
We also created a OneDrive folder for easy sharing files. So after we organized our self we started working.
My part on this project is to create some VFX and also set up the lighting of the scenes.
For the VFX part I decided to work with Houdini since we are learning at the moment and I could have the support of the teacher, and also I really like the program and wanted to learn more.
This is the general overview of the node editor in Houdini.
The general workflow is importing the object, scatter to points and then with this points project them on to the floor.
This points projectets are the ones that are gonna generate the simulation of the smoke/dust.
This is the first version and its only smoke, but for previz its more than fine, the idea would be to have smoke and also dust. We learn how to do that on week 6 and 7 of the Houdini class.
After that we create the density and with the pyro solver generate the smoke, touching the right attributes to make the simulation I want to do.
In the end, converting to vdb so I can Import it to Maya where we are gonna render the scene.
Here we can see a bit more of the process:
Importing the object and unpacking it.
After that we delete some of the faces that we don’t want or need to be projecting the points.
After that we scatter to create points and create a vop attribute that we are gonna use for the expanding of the points:
Here we can see how the vop attribute works. The bigger the attribute the closer are the points, and when we reduce the value we can see that the points are spreading.
After this we create density and a distance attribute where the farther away the ship is from the floor, the less points is gonna project.
After this is just a manner of tweaking the settings on the pyro solver to create the desired simulation. And this is the result I got:
After this, the process is to export it to Maya and then work from there, with the shaders for the render. This is a rough render of the result in Maya. The shading is not the best, but I was having issues with it that only it looks black.
Once we are finish with the work for previz, is time to render. We had some issues with the render farm at the University. All the shots that had VFX in it were crashing all the time. We reach the conclusion that the problem was because for the VFX we used Maya 2020 and its more buggy than 2018 the one that is in the computers at Uni.
And we render out the first Act without any of the VFX, here you can see the result:
After the problems we had with the renderfarm we thought that we would no be able to render the shots with the VFX, but our team work really hard to solve it and we end up with good renders to show. And with the VFX and all the sound desing, the result is this:
As you can see there are some parts that are not rendered in Maya, those are Act 02 and Act 03 that we did not have time to finish. But we knew it was a long project so we focused only on the first act to do it properly. We didn’t want to rush it and have a bad result in the end.