Archive for the ‘R&D’ Category

Houdini Splash Tool

Tuesday, September 6th, 2011


No RnD for some time, since of very crazy times because of finishing another project, and finally here it is. I was working on procedural DA Splash tool for Houdini, thats the progress that I have accomplished few months ago. I would love to push it a bit further, but really not now. I have implemented basic controlls for gun-like setup. Viewport preview of point instanced geometry and ground deformation RBD (not on video). I’m planning to release a OTL so you can use, look into in and give me a feedback.

Thats how Houdini journey begins 🙂




Second Skin TP Setup

Sunday, March 13th, 2011

This is a practical example example of the TP setup from Aligner tutorial. Testing shader and timing on some poor guy 🙂 Actually I did this almost a year ago, right after this tutorial. Just wanted to get rid of it from my desktop 😛

QuickTime h.264 14MB

Aligner TP4 tutorial

Thursday, August 5th, 2010

Hello again!

Few months ago I’ve been messing around with some complex TP setup so that it mimics kind of wave going along deforming surface, but never really finished it nor showed what came out of this.
Lately I’ve finally finished the Tank project that I mentioned in previous post ( it’s being rigged with sounds right now ! ), so it’s time for something else to get busy with.

This setup let’s u align particles in the direction specified by the helpers that are within given radius from the particle. You also get adjustable influence falloff and radius visualization feature.
I’ve attached two custom scripted Operators that are required for this 3ds scene to run, scene itself and a tutorial. Actually it is my first video tutorial ever, and I must admit that it’s quite a challenge to do this right. I’ve forgot to explain few things there, and also it’s quite chaotic 😛 Hopefully someone will benefit from this one.

Here are two samples that I put together in January, just to get the idea of the effect that I’m after.


Aligner tutorial – QuickTime h.264 80MB

Aligner scene file – 3ds Max 2011 TP4 x64
CrossAlign – scripted operator for computing cross vector from two input vectors
P3toAlign – scripted operator for creating Alignment value out of three input vectors


Tank destruction WIP1

Thursday, March 11th, 2010


It’s been some time since my last post, which means that I’ve been working on some interesting (hopefully!) stuff. I’ve been researching a procedural building destruction system in TP3, and I must say that it’s working pretty well. Over time working on this, I’ve shot some footage for further 3d integration of my scene, but in the end I end up with whole 3d scene. This is first time I’ve put together this system and rendered to check how things work and look.

Of course it’s early test and much work is still ahead, but u can get the idea of how it’s gonna look.

Now it’s time for a little break on French glacier, so expect some updates next month on this project!


Some TP3 setups

Tuesday, October 13th, 2009


Here are three setups done in TP3. The first idea came out of nowhere, just wanted to get a interesting effect of wall desintegration. It’s not quite what I had in mind, but setup worked pretty well.
Next two setups comes from amazing AD done by Oktobor. As they said in makingof, the “wow”effect you get by simple transitions on many objects, in a little time offset + some randomization :). Of course different setup for each shot. Pretty cool idea – U got it right Octobor!


Massive crowds

Thursday, July 23rd, 2009

Hi again,

This time I’ve been working on something much bigger then my current skills. I wanted to create an effect, where a crowd of people is doing some simple action – jogging for example. I wanted to use Massive for this, which is industry standard in producing crowd simulation in film.

First of all, I had to get familiar with PRMan. Scripting isn’t my upside, so it’s gonna be quite a challenge to master shading and lighting in Renderman. After few days of learning this amazing renderer, I already knew how powerful it is. Workflow of rendering agents from Massive is pretty tricky. I have managed to render some passes via Massive render script that is generated during simulation (beauty pass), and some other in Maya, by bringing RIB archives in my scene (occlusion and shadow passes). But still, shading agents is a totally mystery for me. It look so flat, even if I apply displacement maps. If someone have some experience in this area, please drop me a line!

I’m still workin on this one…
Here is my first try. 18MB


nCloth balloon – previz

Wednesday, March 18th, 2009

Hi there,

Cloth again, this time from Maya’s nCloth system. The idea came after watching Red Baron movie, where VFX were done bo Pixomondo studio, they have done an amazing job on zeppelin being set on fire. Just see for yourself (go to Cloth subsite), and you will get the idea.

Here are first tests done on low poly spheres with constrained box as a basket. The initial setup is done, now it’s time to add some details and wrinkles in the moment of breaking the surface. Then unwrapping and texturing ( diffuse and displacement/bump for wrinkles) and some dynamics properties maps too.

The final result I would like to compose in real footage, if hopefully I will get my hands on any HD camcorder… 🙂 But let’s not spoil all the deatails.


Quicktime 1MB – test1
Quicktime 1MB – test2
Quicktime 1MB – test3

Cloth and Hair

Friday, March 6th, 2009

Hello again,

This time some cloth, hair and mocap!

First of all, credits. Body model and textures comes from this site, and motion capture data from this one. So, what’s left for me to do?
– motion capture data cleanup
– skinning the model, based on biped system with help of great plugin HyperRigger by Paul Hormis
– cloth modeling, texturing and simulation with 3ds Cloth system
– hair – unfortunately, I didn’t manage to achieve a nice dynamics look on hair, but still, I’m quite satisfied with the results
– time remaping (slow motion) done in After Effects, to add even more coolness 😛

Here are some screenshots taken during production. After cloths were simulated, I recorded it’s movement into point cache file. On the screen below, is stage where UV’s and HSDS are applied, after that point cache were recorded once again.
Hair has some length, density, stiffness maps, for desired control.


Quicktime 10MB

Arrows dynamics

Friday, March 6th, 2009


I have just finished my  first TP3 setup, that I’m very satisfied with. Many thanks to Joe Scarr for his help on Cebas forum. The most important for me in this setup, is collision angle detection between arrows and floor. And it works perfectly!

Big inspiration was Brandon’s tests on flocking arrows from Warhammer cinematic. You can watch it on his site. The part where character takes off the arrows from the shield, comes of course from 300 the movie.

Here is a little presentation of angle detection, and an animation where you can see this setup in action. Rendering with motion blur is a time killer!

Have a nice watching 🙂

Quicktime 14MB

Water bed

Monday, February 16th, 2009

Again Real Flow project. It was supposed to be a water bed, but never really got the right shape. Many hours spent on colliding particles with different surfaces, different angles and directions.
Photo of the lady is not mine.

Here is ultra fast preview of water movement – just to get the feelin
Quicktime 0,5MB