Categories
ADVANCE & EXPERIMENTAL PERSONAL

PERSONAL PROJECT: PART 1 ‘CLOUDS’

When making clouds in Houdini, it’s important to remember their irregularity, density, texture, and lightning. These clouds are typically categorized as Volumes or VDBs. When creating clouds in Houdini, the primary factor at play is volumes, which are then converted into an attribute known as “Density”. In this project, we’ll explore the process of how I procedurally generated clouds, as well as incorporating elements like animation and Pyro effects.

Initially, my approach involved utilizing a high-resolution Sphere to generate VDBs with a more intricate and irregular shape. To further enhance the overall effect, I used the “Mountain” node which proved to be incredibly useful in terms of distorting the surface and introducing a greater degree of irregularity. This technique allowed me to achieve the desired outcome and create an optimal result.

Sphere
Mountain Node

After completing the initial distortion of the sphere, I proceeded to create duplicate copies of it. To ensure consistency, I made sure that each copy had identical attributes. However, to distinguish them from one another, I added a unique offset to each duplicate.

copies of initial sphere

I added more details to the existing sphere by scattering some points and creating various sizes of regular spheres. These steps were taken to improve the overall quality of the sphere and convert it into VDBs.

addition of extra sphere

Afterwards, I moved forward by transforming the shape into VDBs or volumes. To carry out this task, I used a node called “Cloud” which proves to be more efficient than the “VDB from Polygon node” when it comes to creating Cloud. The “Cloud” node provides a more extensive spectrum of components to operate with, enabling the designing of noise VDB.

Cloud Node
Polygon converted into VDB

Through the utilization of “Fill Source,” I have successfully generated a sphere with increased noise and irregularity on the VDB. This newly created volume will prove to be quite beneficial in generating a more diverse and dynamic noisy volume.

Added more Noise onto the VDB
Fill Source and noise

To achieve a more lifelike appearance, I utilized the Cloud Noise node to enhance the realism of the clouds. This resulted in a more natural-looking noise in the Volume, which helped to create a more irregular cloud pattern. Additionally, I fine-tuned the Density using the Cloud Noise node to accurately emulate the fluctuating density of real-world clouds, which can range from virtually nonexistent to a fully dense state.

Clouds without Noise
Clouds After the addition of Noise

As a result of the extensive time required for rendering Volumes, I found it necessary to implement several measures to ensure an efficient process. I decided to limit the camera resolution and adjust certain elements like SSS, Volume quality, and Noise to achieve the desired outcome. Despite these limitations, I am happy to report that the clouds have retained their natural, irregular shapes and variations in their density, resulting in a pleasing final product.

After Lighting and rendering (Low res)
Categories
ADVANCE & EXPERIMENTAL GROUP

LOW-FI PROJECT: FLOOR MODELLING

As a look dev artist, I was assigned for floor modelling. For this I had a concept of building a procedural model which would depict the old school sci-fi theme that has been set to our project. For the same, I collected these references for the floor

reference_2

To begin with, I choose Houdini to model this concept as it is very powerful software for procedural modelling. In case if I have to make any changes in the past or if its just playing with modeling, for me Houdini is a comfortable.

To begin with, I took a basic shape and technique for building the floor. I started by taking a grid copying and beveling its edges so that it aligns as per needed. Further, I boolean it with each other, resulting into the start of a sci-fi industrial look. Later I continued this technique of copying, transferring and booleaning the model until I got a more interesting look.

For the main floor, I started by taking box editing its edges and making a hole in it so that I can fit the cage in it.

The main motive for having the cage in the center is that we would be having a clear look at the water fx, that would be added later on.

For the cage, I started by taking a grid and giving it divisions according to the size needed for the cage holes. For creating this mesh, I used the technique included in extrude. In this case, I made the faces have an individually unique, so that it takes up the process respectively. Later on I added a negative inset value and extruded it. And thus getting the result of the cage.

For the end, I added some pipes to get a better old sci-fi look. To achieve this, I took a line, added segments and edited the points unequally. Followed by beveling the points in order to get the smoother curves at the turnings. And then I used the poly wire node, which resulted into getting the pipes.

This was also an other version that I modeled, where the floor was much thicker and the cages were on the side. But I did the changes as it was fit to project and also by taking notes by other members of the group.

I am pleased to share with you the completed floor plan that has been agreed upon. It is a thoughtful amalgamation of type 1 and type 2 layouts, designed to provide ample space for the various furniture pieces we require, including a desk, prototype stand, and comfortable couch. This final configuration has been carefully chosen to meet our needs and ensure a productive and comfortable working environment.So, this is the final version of the floor that we all decided to go with. Basically, it is a version that includes type 1 and type 2. This was done specifically so that the rest of the furniture such as the desk, Prototype stand, couch and the rest have proper space.

To create the texture, I utilized the Arnold surface shader and applied a brushed metal effect. Additionally, I incorporated an HDRI image from polyheaven.com to achieve the desired lighting.For the texturing part, I have used shader of brushed metal in the software of Substance painter. Along with this I also custom painted the floor as well as the the gride so that it matches the flow and make it much more realistic. And for the lightning i have used an HDRI image from polyheaven.com.

Categories
ADVANCE & EXPERIMENTAL Compositing GROUP

LOW FI: PROJECT:- MATCH MOVE

For match move I used the software 3D equalizer, which is really good for tracking and exporting the scene into other software. Later I used Maya for the completion of the match move and this is the final result.

Categories
ADVANCE & EXPERIMENTAL PERSONAL

PROPOSAL FOR PERSONAL PROJECT

Along with the clouds I also want to do Pyro Fx which would enhance my skill set for the same. The Main elements for this Project would be clouds as well as a Meteor Shower. For meteor showers following are the references, that I have collected, which would be included in the personal project.

https://www.bbc.co.uk/news/science-environment-47607696

The final project which want to achieve is the a merger of these two concepts i.e. clouds as well as meteor shower.

Categories
ADVANCE & EXPERIMENTAL GROUP

LOW-FI PROJECT

As part of our project, we were assigned to different teams with specific tasks. I was entrusted as the Look Dev Artist for Team Y, and we collectively decided to embark on a Lo-fi themed project. This particular genre takes inspiration from iconic films like Alien (1979) and the original Star Wars trilogy (1977-). Our main objective revolved around the concept of ‘cassette futurism’.

Our team members are as follows:

Look Dev Artist: Tim Schweizer

Look Dev Artist: Kaiyue Wang

Look Dev Artist: Tianqixu

Look Dev Artist: Jess Howard

Look Dev Artist: Margita

Look Dev Artist: Ruijia Zhang

Look Dev Artist: Dominic O’Donnell

Look Dev Artist: Saurabh Waikar

CG Generalist: YaFang Zheng

CG Lead: Daniel Loutfi

Compositor: Guoxin Lin

Compositing Lead: Mingyue

Categories
ADVANCE & EXPERIMENTAL Compositing

NUKE: SCAR

For this assignment, our main motive was to add a tattoo or scar on to the plate/man given to us. This assignment was given to us so that we can utilize our previous knowledge of smart vector, grading and various techniques.

For this instance, I have taken the method of smart vector for adding scar onto the face. It was a fun as well as tricky way of doing this project. Smart vector is a flexible way of adding scar/tattoos on a given space. It utilizes the information taken and tracks the output in smart way. When an image is applied, it takes into consideration the points / information on the animated surface and stretches / squeezing itself accordingly.

Following is the workflow which I went through to obtain the result:

SCAR
CLEAN PLATE
SMART VECTOR
FINAL OUTPUT

Categories
ADVANCE & EXPERIMENTAL MAYA

FEEL GOOD ANIMATION: Maya

For the Project Satisfying Animation, I created the animation of Lego cube falling in a symmetrical order and stacking back to the main object. I wanted this animation to be simple but effective. The main motive of this assignment was to create a single repeating cycle of this animation, which would depict endlessness.

Final Output

For the start, I created a ‘Lego Block’. For this, I simple took a cylinder and a cube, copied the cylinder so the it would resemble the Lego Block. After doing this, I selected all the edges and beveled it as they were extremely sharp. After this step, I also extruded the bottom of the lego block to create a “hollow” feel, and added a tube as per the lego requirements. Later on as I copied the lego block 4 times, my requirements for modelling were completed.

For starting the animation I had to be vary of few things,
1. The Pivot
2. Smooth Animation
3. Camera Movement

The pivot plays an extremely important role in the field of animation. It can be called as the back bone/ center of the object. While animating, this pivot acts as the center and rotates/translates/scales the object respectively. Hence, I had to also animate the Pivot in order to get this output. Typically, as the pivot is a crucial elements the settings of pivot are not visible. For animating or viewing the setting of the pivot we have to unhide the settings of the object.

Later on we can manipulate and even key the settings of the same. By doing this, I moved and animated the pivot the pivot to the corners as I wanted them to move accordingly. And later as these key was too linear With the help of graph editor I made these keys have a smooth animation so that it eases in onto the next key.

The main task was to make this animation feel endless. But as the top lego pieces fall off, the animation was getting a huge off set in the translation. The solution that I came up for this was animating of the camera. I translated and move the camera in the -Y direction so that the red lego piece would be on the same position in the start and the end. And hence I was able to get this final output.

Categories
ADVANCE & EXPERIMENTAL COLLABORATIVE

Critical Evaluation Report.

CRITICAL EVALUATION FOR COLLABORATIVE PROJECT

Starting with the collaborative unit, I was enthusiastic about the upcoming challenges in the project. This was a project which was a creative approach, as it was a mixture of Virtual Reality, Computer Generated Elements, and Reality.  In addition to this, I got an opportunity to evaluate my knowledge in the field of Special effects and Modelling. This project has helped me in knowing about the future field that I would like to pursue in the mere future.

For this project, I got to model different types of models. The theme for the project was Cinderella as well as a hospital. So as per the themes I created various models such as a Pumpkin cart, a Music box, Virus Cell, Syringe, Stethoscope, an IV Bag, and a thermometer. After seeing the final output of the project, I am not impressed by it, as it fails to showcase my capabilities in modeling. Due to some reasons our models, its textures and the FX done in Houdini are totally missing and are not showcased in the final output. You can refer to my blog to take a look at the various models and its briefings. From this experience, I would be more careful about such problems and make sure that the elements that are created by me are properly utilized and communicated in a much better way.

During this, ‘Time’ also played an important role for us. As the final output of the project was just a day prior to the submission deadline, we could not tell the VR students to do the necessary changes that would demonstrate our modeling work. Due to the ongoing assignments and projects along with the collaborative unit, we have work piled one on top of the other. It was difficult to meet ends with the deadlines as the renders took a lot of time, and hence I had to reduce the quality of the renders to finish the project on time.

While working on this project, I understood the importance of communication among the team members. Due to language barriers, we had trouble understanding the requirements of the team members in the group. For example, I had a really hard time while making the FX for the model Little Girl in Houdini. These problems were caused due to the errors in the Model that were given to me. These errors were causing the geometry/model to collapse or disappear on any random frames which gave me various artifacts while making the FX. So, when I was trying to make them understand the errors, it was harder for them to understand what was going on. If the circumstances were different, I would definitely change my approach to making the FX needed in Houdini. I would have opted for various other techniques, which were more ‘refined and effective’ and would have given better results. It was indeed frustrating to work as I had to keep on finding various techniques which would go along with the FX. It cost me a lot of my time, and I could not keep up with my expectations. Due to this, I was unable to showcase my full potential in this field.

Even though we had enough problems during the project, it helped me evaluate the level of my skills in the field of modeling and special effects (FX). And this would help me a lot while working in the future in the industry of VFX.

Categories
ADVANCE & EXPERIMENTAL COLLABORATIVE REELS

COLLABORATIVE UNIT: SHOWREEL

This is the showreel for the Collaborative unit which includes all the projects and works I have done in this unit. It consists of Models that are made in MAYA and also FX did in Houdini FX.

This is the Final Collaborative Project:

Categories
ADVANCE & EXPERIMENTAL COLLABORATIVE

HOUDINI FX: GIRL CELL ANIMATION and DISINTEGRATION

Let’s start with the concept of this FX Scene. This FX was made in Houdini and is going to be used in the Unreal Engine for VR. So basically as our project brings together Virtual Reality as well as the real world, we decided to insert/import the FXs which are created in the virtual world. After hearing the concept the first things that hit my mind were Unique and different. Combining the FX of Houdini in the virtual world was something I never thought of for my project.

The instructions for this project were that The geometries would be floating in the air which will, later on, come together and form the model of this Kid (geometry). These geometries would be Cells, Viruses, Fungi, etc. Except for the geometry of Girl all other geometries are for the project of Cell Animation while the girls are for both the projects i.e. Cell Animation as well as Disintegration. The following are the geometries that I received especially for the FX purpose:

Girl
CELL 1
Fungi
Virus
RBC

After taking a look at all the geometries, I started with doing the FX. To begin with, I tried the technique of creating a volumetric geometry of the Girl with the help of ‘VDB Polygon node’, and later boolean the new vdb geo in such a way that it deletes all the unnecessary objects and also fills the geometry inside. But unfortunately, as the geometry had a lot of errors while doing the FX the geometry used to split up in a weird way which resulted in giving me various artifacts. Hence, I was not able to create a suitable smooth FX that could be done along with it.

Hence, to overcome this problem, I went along with the ‘Color Transfer’ technique. In this technique, I gave the girl a “0” value i.e. a black color, and made a roughened sphere geometry and colored its red value to be “1”. Following this step, I gave animation to this sphere so that over time it changes the girl’s color, i.e. black to red. This color change happened due to the node of “Attribute Transfer” which transfers any attribute that we select from one geometry to another. So for this instance, I transferred the attribute ‘color’ to the girl so that she will have the color red. Later on, I deleted this red color to carry on three further processes. The processes were:-

  1. Delete the geometry which was affected by the color “Red”. (combined for both the project)
  2. Emit Particles from the color “Red”. (for particle disintegration)
  3. Attracting the particles to this “Red” color. (cell animation)

Black Color for the girl
Affected by the Color RED
Affected by the Color RED
For emitting Particle and particle Attraction
Work Flow of The color Transfer and attribute deletion.

For Cell animation:

First I emitted particles from a Sphere with the help of a pop network. But, the default settings make the FX for these particles too dull. Hence to make it interesting, I added a bit of turbulence as well as swirl, so that it has a natural movement similar to the dust which floats in the air.

Following this, for making the particles attract to the geometry (red color), I added the node called “Pop attract” by which I could bring the particles closer to the object or attribute that I specify. Simultaneously, I also gave it a bit of Drag so that I could manipulate the speed by which this attraction is done.

Furthermore, after the step of Particle generation, it was time for particle instancing. A particle system can be used to create multiple object copies (so-called instancing). This technique simplifies scene authoring and also reduces loading time and memory consumption as compared to the use of single objects. The benefit of the particle instancing is that we can instance more than one geometry and that too in random order.

For Particle instancing, we have to give an attribute called as “Class” to each and every geometry that needs to be instanced. We can give this attribute to the geo with the help of the node ‘connectivity’. Hence, these attributes are further carried forward to the attribute from pieces as well as the node “copy to point”. And hence we get these variation in the particle instancing.

Work flow for particle FX as well as geometry Instancing.

For the Disintegration Effect, I had to take Two things into consideration.

  1. Particle emission
  2. Geometry (surface affected by the color red) gradually disappears following that of particle emission.

The Red color attribute helped me in giving a smooth particle emission. To make it more interesting I gave it a bit of turbulence as well as swirl. Along with this, to make this thing more interesting and natural, I made the particles affected by wind (generated with the help of pop wind node).