i am checking out the new maya2012 fluids updates. the self attraction feature is good for pushing water over the edge. in case of waterfall, it works, but it need a lots fine tuning and lots of work to optimize,
thats idea for an setup which i had back in avatar days when was working on the waterfall sequences. the waterfall setup in houdini is much easier. the data in houdini is much better to control. i am using 2d version
done in maya with nparticles and a same expression on collison, bounce and stickness. sim time was 30 minutes on myold macbook for this 1000 frames. this is first state of levelset. second simulation should triple the density and detail.
i had time to optimize my rig for old project: this is a quick demo of realtime preview of my waterfall rig. the volume represents the implicitly volume rendering in renderman. i used couds shape to show in maya opengl
finally, i had finished sets of the nodes in nuke for my waterfalls. i can change the look of the waterfalls in realtime and place it in the 3d space in nuke. so i can fly around in 3d-space and
< p style=”text-align:center;”>here is a little test…. the waterfall rendered by my toolbox in maya as texture and projected and displaced in nuke on a plane… it works for a couple of shots….. fast and easy…. good base for 3d
i´m doing research for a new/old project… this is done with maya fluids…. it look strange, but interresting, i think …. its for a space-clouds.like project…. i have to add some deformation /animation to the outter edge and tune some
here another wip from my research-project…this (6K x 4k) 3d-matte painting and includes: -one 2D animated matte paint (10k x 2k) -one 2D still matte paint. -five 3D rendered animated waterfall texture (2k x 1K) -two real footage animated water-texture
here is quick test for concept 3d-matte painting… the concept-painting was created by a great artist at softmachine, my job was to transform the painting into 3d and add the waterfall in the background. i´ve created a little mask for
here ia another wip… a screeshot form the squence in nuke. its a 3d-composting, the plan to get a nice moving camera.. its a nice project to level up my skills of the 3d-features in nuke… anyway, animated displaced surfaces
i am finish my waterfall-toolbox in maya…. and i´ve got now a rendered sequence. now i am trying to get my waterfall into a mattepainting… here is the first wip…. i have to work on the waterfoam… check the mov
i am testing different shadings in renderman for my waterfall-scene…. the new renderman for maya works very well with my new shaders…. a lots points particles and displaced primitiv.spheres… here are few frames in motion with alles layer in one
here some pictures of the first full-dome feature film. the hole film was rendered in 360 degrees format. i did the hole compositing, colorgrading and a lots of visualFx stuff. check out the shake tree
this same samples of the work i did for the movie “back to gaya” aka “buu, sino and the schurks”. my workmade pierre and i, we did render-optinmizing and all water and particlestuff for lots of shots. (Copyright © by
realtime simulation for sewerage water using standart Lightwave3d7.0-particlesystem
this was test for back to gaya. i´ve made this test with my workmade pierre in maya and lighwave3d.
the for look-development of “back to gaya” aka “buu,sino and the schurks” done by pierre and me.