Krakatoa

and Another…

Storm is a brewing :)

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Friday, November 11th, 2011 Krakatoa 5 Comments

Another

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Thursday, November 10th, 2011 Krakatoa No Comments

Yummy

Some KrakatoaMX 2.0 goodness:

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Wednesday, November 9th, 2011 Krakatoa No Comments

Frost II

Look ma, not just for metaballs ;)

Voxel Shark QT 28mb

Vimeo: http://www.vimeo.com/20718513

Voxel Shark
Baby Hammer Head Shark by Jeffrey Oswald courtesy of Turbosquid & 3dWorld Mag

1000 Frosted Crabs – 1000 scaled instances of animated geometry

1000 Frosted Crabs QT 85mb

Vimeo: http://www.vimeo.com/20718275
1000 Crabs

Frosted crabs with Frosting
Full Size

Frosting

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Sunday, March 6th, 2011 Krakatoa 4 Comments

Frost

Frost :)

Frost Tree

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Saturday, March 5th, 2011 Krakatoa 2 Comments

Updated the FX Floater

This is a revamped update of my other script Fume & Flow Floater.

It has been reworked to be cleaner as well as added functionality.

Install, info, and changes are HERE

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Saturday, September 4th, 2010 FumeFX, Krakatoa, Particle Flow, Scripts 2 Comments

Krakatoa and 100 million particles

A small amount by some standards. Bobo posted a really cool looking image the other day during a discussion about pflow and nice turbulent wind. This is what I came up with. It is comprised of 10 partitions of a 10 million particle flow. The color is generated via Krakatoa Channel Modifier based on age and emission (self illumination) is controlled by particle density.

4k- Particle Render – 100 million particles 10 mb

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Thursday, December 3rd, 2009 Krakatoa, Particle Flow 8 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

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

FumeFX & Krakatoa Voxels

A FumeFX smoke driven Krakatoa Voxel pass.

Voxel Pass QT 3.5 mb

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Friday, March 27th, 2009 Animation, FumeFX, Krakatoa No Comments

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