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Free download FX Showreel - September 2019 video and edit with RedcoolMedia movie maker MovieStudio video editor online and AudioStudio audio editor onlin

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linkedin.com/in/thomas-kristensen-a32785140/

Reel breakdown

Smoke dancer
Houdini effects from mocap animation

A basic character mesh and animation has been supplied by CG Spectrum, then animation was slowed down using the retime SOP. The basic grey mesh was colored white and colorful plates shaped as a voronoi pattern was added to create a more interesting character.
Smoke movement comes from extracting the velocity from the moving character along with adding variation to the smoke sourcing, by creating moving patterns on the hands and then coloring them black and white, then only sourcing the white points.
Divergence was added in the simulation phase along with other small changes to standard pyro solver, to make the smoke puff up, and give it a thicker look.
Colorful smoke and background were created to create colors that complement each other and help clearly see the shapes of the smoke.

Machinegun RnD
Houdini RBD and smoke simulation

Taking inspiration from the Matrix lobby scene, and trying to create a machinegun like effect that blows up the entire “lobby”.
This is still a work in progress.

Smoke RnD
Volume shading

This was originally supposed to be a smoke aura that was emanating from a character in the middle, but instead it turned into a fun study on how to get a lot of variation in a static smoke source, and how far you could push the smokes movement without relying on the pyrosolver to do everything. Everything I learned from smoke manipulation in this RnD I later used for my smoke dancer. When I finished the colored smoke for my smoke dancer, I then revisited this one, and played around with shading of volumes.

Buddy of Mine – cinema short
RDB destruction simulation

This was my first time with Houdinis bulletsolver, and having animated asteroids that needed to be simulated from a certain from proved very challenging. Along with getting everything into Maya because the lighting, camera, and textures were all managed inside there by other artist, it was a difficult time but nonetheless very rewarding to work on.

Campfire
Pyro simulation

A basic campfire, it is something that I still look at from time to time and try to see if there is something that can be improved. I am trying to figure out a good way to scatter points across the logs, to create a better fuel source. Now it scatters points from the center of the campfire logs, and then deletes points the further they are from the center, along separating points from the top and bottom of a log, where I only use the top for fuel sourcing, and to give a more dynamic look, the points on top has a changing seed value over time. The bottom then creates the ignition by both having a temperature and fuel attribute, this can however create small bright dots on the logs since the bottom points don’t change position over time.

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