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FX and Simulations

3D effects that required some degree of simulation

Unrefined Design is a company creating decorative elements for interiors, made in a very fine type of concrete. One of their founders is a friend and is familiar with 3D work, as he created static renders of the products for their website. He asked if we could collaborate to create some animated content and this sequence is something I came up with, as an exploration on the topic. The work was mostly executed in Houdini, where I set up the scene, the lighting, the shaders and the water simulation. The rendering was then done with Redshift and the editing in Resolve. The bowl model has been supplied by Unrefined Design and the other bathroom accessories were purchased on TurboSquid. While I don't have a lot of experience with lighting and shading specifically, setting up the lights and the materials was fairly easy, just a matter of trying different things and eventually settling for a specific configuration. The water simulation, was certainly more challenging, including the fact that the presence of the water dramatically increased render time - the clips with water took one day for each second to render on my laptop and often generated GPU peak temperatures over 100 Celsius. Ultimately I'm reasonably happy with the results: some things could be better but I'm training myself to let go of -some- perfectionism and I'll be moving onto other projects and goals.

Smoke rendered as Fluid Meshed FLIP simulation: (smoke), rendered as liquid with Redshift.

Portal Particles Realised in the context of the assignment for Week 4 of Introduction to Houdini FX by RebelWay- Particle Simulation, micropolygons rendering, Isotropic Volume shading model.

Structure Reconstruction via Vellum Realized in the context of the homework for Week 5 of Abstract FX for Houdini. Castle assembly via vellum grain simulation.

Collapse Realised in the context of the assignment for Week 5 of the course "Introduction to Houdini FX" at Rebelway. Study on pre-fracturing and Rigid Body simulation. Prefracturing executed with Voronoi-based workflow rather than RBD Material Fracture node. Simulation relying on a mixture of hard and glue constraints, in clusters. Architectural model provided as course material.

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