The sultry climate of Pandora is very evident in all of the beautiful bird’s eye view shots of the environment, but what about when the Pandora is observed from the ground? Well, this too has been taken into consideration. This interaction between the wheelchair’s wheels and the water puddle is given a sense of realism using a combination of particles for the water droplets and textures to create ripples. For instance, when the protagonist Jake Sully glides his wheelchair through a puddle. In a film full of jaw-dropping visual effects, there are so many subtle details that help add polish and bring to life the film’s virtual shots. Houdini's tool set made it easy to find a general technique for all the impacts, while still allowing us to tweak each result separately”. “Some shots used particles with our in-house volumetric generator while more detailed shots used fluids. It has to be fast enough, otherwise it is not realistic, but it also has to be slow enough so that it stays pleasing to the eye” Guillaume says. “In shots where the forces are quite high simulations tend to become unstable making it tricky to find the right amount of force needed. The smoke created as the bullets impact the metal had to quickly disperse due to the strong wind generated by the helicopter blades. In one particular shot, a helicopter was pelted with gunfire as it floated just off the ground. No realism was spared by Framestore’s VFX team. And we could still preview the effect at a low resolution in the viewport.”Īs the action in the film intensifies, bullets strike metal and tarmac surfaces which generate sparks and smoke. In those situations, it was very handy that the smoke vex library could be called at render time from a shader. “But sometimes the smoke was filling a very large area of the shot and volume geometry would have been too big to manage. We could also modify it using either, transforms or by applying additional vex expressions if we needed it to fade or get denser in certain areas” Guillaume explains. “Shadow generations and render times are very fast and the geometry is visible in the viewport, meaning we could easily fine tune it.
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