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Apollo Splashdown with VFX Shotbreakdown

The most frustrating work I’ve ever done in my entire Life. It took more than 4 weeks alot of nights and alot of tears to bring all together. The Task was to establish a work flow between Houdini and Blender for nearly photo realistic water simulation. It took more than 30 Resimulation of the fluid…


The most frustrating work I’ve ever done in my entire Life. It took more than 4 weeks alot of nights and alot of tears to bring all together. The Task was to establish a work flow between Houdini and Blender for nearly photo realistic water simulation. It took more than 30 Resimulation of the fluid and a very tricky workflow development to bring the fluid pod and the ocean mesh seamless together as Geometry for Rendering in Blender Cycles. My biggest thanks is to “ATOM”‘s Blendgraph Addon for Blender. Its awesome and a must have for everyone. http://blenderartists.org/forum/showthread.php?322496-AddOn-Blendgraph-2-7-UPDATED-(new-Fiber-Mesh-node) Special thanks to mesapilgrim for the Apollo Pod Model from Blendswap. Facts: the shot is in half slowmotion timevalue set to 0.5. 8 different layers for foam spray and the different moduls. The Water Shader is GPU based Subsurface Scatter Shader with Deph, Dephblur, Dephlighting and Lightcolor Spektrum. Rendertime 1 min 46 each frame. Project size 122 GB The Fluid pod itself got alot of millions of particles. The Spray and Foam together over 5 million particles. Most challanging fact is to bring the movement of the ocean mesh into the fluid pod with a transfer of velocity. Musik by Joel Nielsen – BMS – End Credits Part 2

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