The Final Major Project presented an exciting opportunity for me to explore new challenges and learn about various topics. The project was a creative endeavor that allowed me to expand my knowledge and skills in the field of special effects, which was an area of great interest to me. I was able to engage in a range of activities that helped me evaluate my knowledge in this field and gain a deeper understanding of the technical aspects involved. Though I had various difficulties this experience has been instrumental in helping me chart out my future career path, and I am now more convinced than ever that I want to pursue a career in FX..
Throughout my project, my primary objective was to gain a deeper understanding of FX concepts, specifically VEX, RBD, and Debris. VEX, in particular, was the key concept that I focused on learning. As one of the most crucial concepts in Houdini, it provided a unique perspective while working. I encountered some challenges during my self-learning process, as VEX is an extremely broad and complex topic. However, with the help of various online platforms such as SideFX, YouTube, and other websites, I was able to gradually build my knowledge and skills related to VEX.
At the outset, I embarked on a journey to familiarize myself with the rudimentary aspects of VEX, the programming language used in my project. Given my lack of background in coding, this proved to be a formidable undertaking. However, I persevered and documented every instance of VEX I employed throughout the project on my blog, providing a detailed explanation for each one.
Our study of Rigid Body Dynamics involved exploring various techniques for holding fractured geometries together. However, I encountered a significant challenge when dealing with Glue constraints, which are crucial for this purpose. Despite seeking guidance from our professors, I struggled to find a solution to this problem. Ultimately, I had to rebuild the entire system using a different geometry, which allowed me to gain valuable insight into a new technique for destructing geometry using Forces. Although it was a difficult and frustrating experience as it costed me a lot of time, I am grateful for the opportunity to learn and grow from it.
Forces which I have utilized in this project are meta balls. Meta ball, as the name suggest are ball on which forces such as pull, push, disrupting the points and vertices can be applied. This technique was really helpful for my project as it braked the geometry as needed.
As I delved deeper into the realm of debris and pyrotechnics, I found myself captivated by the intricate details and complexity of the subject matter. Although the task was challenging, it provided me with a unique opportunity to learn the intricacies of VEX code, as explained in the accompanying blog. Through trial and error, I was able to achieve the desired effect, bringing to life a stunning display of pyrotechnic artistry. It was an experience that not only enhanced my technical skills but also deepened my appreciation for the art form.
The most time consuming concept for this project was the file caching and rendering of the entire stimulation. Caching various contents such as fractured geometry, destruction of this geometry, debris and its source, Pyro and it source costed me a lot of time and memory. It took me more than 3 days just to cache these things. Same goes for rendering, which was the most crucial all of, it took each frame around 22-25 minutes per frame (250 total).
While having various difficulties during this project, it was a great experience for learning various new techniques and this would help me a lot while working in the future in the industry of VFX.