Animation

Updated the R&D

Updated the R&D pages

Added some stuff to my Vimeo page

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Monday, July 26th, 2010 Animation No Comments

Geek Out with your iPhone/Touch accelerometer!

Some point3 data and PFTools Box#2

I added a quick little explanation of how to get the data into Max HERE

Accelorama QT 33mb

added some  iCamera shake too, not so noticeable without any reference.

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Sunday, January 17th, 2010 Particle Flow, Scripts, Tutorial No Comments

Musings with Physx Glue

I posted some simple examples of fracturing using PFtools Box#2 PhysX Glue.

They can be found Here

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Tuesday, December 22nd, 2009 Particle Flow No Comments

Teapot on the Ocean

As usual just messing around…still needs some love, testing high poly animated collision objects in box#2 :)

Teapot Ocean QT 6.3 mb

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Wednesday, November 25th, 2009 Particle Flow No Comments

Pflow, Fume, and Krakatoa

Goopy Fume rendered with Krakatoa. Really rough, initial test, thought it looked kinda neat.

Goop 19 mb QT

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Tuesday, November 17th, 2009 FumeFX, Krakatoa, Particle Flow No Comments

Color by Icon and Age

PFTools Box# 2 and 3 Color by Icon/Age.

ByIcon 22 mb QT

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Tuesday, November 17th, 2009 Particle Flow No Comments

More Burning Teapots :)

Some smoke and fire colored and rendered in Krakatoa

Smoke N Fire 1 mb QT

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Tuesday, November 17th, 2009 FumeFX, Krakatoa, Particle Flow 1 Comment

Burning Paper

Been a while, here is something…

All particles rendered in Krakatoa and colored via the new KCM (Krakatoa Channel Modifier), just a couple million with the exception of the ground plane. Mostly about flame structure and scale study but thought i’d post it.

The paper is over a million particles image mapped in pflow. The burn is controlled by a animated gradient ramp and a box#3 test. The box#3 data test samples the color of the gradient ramp object, when true (the burn line) it assigns an integer value to the particle and passes it to a new event. This integer value is then acquired by a KCM and colored when the particle data is brought back into a PRT Loader.

The fire is generated in two different passes. It consist of approx 2.25 million particles (a little overkill I might add for the amount of burn happening). The first pass, the base flames, are generated via a spawn the works with the burn line as described above. These particles are simulated then fed back through pflow to generate the second fire pass, the long tendrils. Both of these simulations are then individually saved back to separate Krakatoa PRTs. The particles data is then reloaded using a PRT loader and colored via KCM using both age+lifespan and temperature+gradient ramp.

The six passes were comped in fusion. The background, Paper & debris particle passes, the shadows, and the two fire passes. Some post blur to soften the fire particles, that’s it though.

I hope to get some more time to revisit it, I have a few other ideas I would like to implement. :)

BurnPaperBurn QT 5mb

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Friday, October 16th, 2009 Animation, FumeFX, Krakatoa, Particle Flow No Comments

Updated R&D Page

With a bunch of Particle Flow Tools Box#2 beta tests. Box#2 has gone Release Candidate, it won’t be to much longer be everyone can join in on the Pflow PhysX revolution! :)

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Sunday, May 31st, 2009 Particle Flow No Comments

Fume Waterfall test

Still needs a bunch of work to get the look right. Just a quick render is too see how it looks in motion.

waterfall QT 6.5 mb

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Friday, April 10th, 2009 Animation, FumeFX, Particle Flow 4 Comments

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