Visual Effects



My simulation project for Visual Effects. The class project require use to make use of the simulations inside of Maya. I have learned a lot about different tools inside of the Maya Particles toolset. I learned about the Gravity field, various types of rigid bodies, and all of the constraints that are applied to the rigid bodies to make them work. Most of the modeling was done by Full Sail VEF team, while I modeled the toilet and the girl in the bathtub. I created all the textures and lightings, and rendered this out using Maya Mental Ray. Overall, I have a ton of fun with this project


My second project for Visual Effects, focusing on the particles in Maya. The requirements is to create three different types of particles. I created smoke, water, and mist from the water fall. I used the Omni and Volume Emitters to create multiStreak, blobby surface, and cloud particles. I added gravity, drag, and turbulence fields. This time I created my own scene and textures. I use the Lambert, Blinn, Material X, Ocean Shader, Splash, and Water shaders. I use the Maya Physical Sun and sky as my lighting. I rendered this out by using Maya Hardware render and Mental Ray. Finally, I composited this in Adobe After Effects. I spend 56 hours on this project, between rendering, compositing, modeling, texturing, and testing out the particles. I wished I had more time to improve the second smoke, and improve the quality of the water. Overall, I am pleased how this turned out.


My final project for VEF1 Class. I intended on having a catapult launch a cannon ball at the castle below. But the catapult completely miss the castle and the cannon ball overshoot the castle and lands onto a field next to the castle. I created a soft body on the field where the cannon ball lands, so the field will deformed. I used the gravity and the drag fields from Maya to achieve my effects. The gravity field is so the ball will fly at a nice arc when being launch from the catapult. The drag field is so my cannonball will come to a stop when land in the grass field. I used Lambert and Mia Material X as my shaders, and I created all my textures in photoshop. I used the Maya physical Sun and Sky as my lighting, to give the scene a natural outside lighting system. Then I rendered it out with Maya Mental Ray and composited my shots into After Effects. Due to the limited time, I wished I could have work on this project for another week to really polish it up, maybe changing the field into a forrest.

VISUAL EFFECTS 2

Project #1




I want to create a flamethrower simulation into Maya.

Flame comes forward and upwards when coming out of the flamethrower.

I plan on creating a 3D container with emitter
I want to test the 3D container by setting up the base resolution to be around 50 or 60. Then I plan on setting up the container to be long lengthwise

For the flame, I want the flame to be coming out from one side of the bounding box to the other.

When flames come out of a flamethrower, it comes out bright yellow, almost white. Then the flame becomes bright yellow, to orange, and finally to red just at the end. Finally, at the end of the flame, black smoke appear but just very brief.

FluidShape -> Dynamic Simulation -> Viscosity
-       Look up Reynolds Number
-       Reynolds number is 0: Viscosity is 1
-       Reynolds number is 10000: Viscosity is 0

I found no help on internet to the solution of finding the Reynolds Number for flames coming out of a flame thrower, it looks like the nerds at NASA hasn’t figured everything out yet. I ended up using .020 since that was what most online tutorials used for flames in the fluid simulation.

When setting up the flames in the fluid effect, These are the biggest adjustments that I have used to achieve the results of my flame.
Substeps: – to improve the quality of my simulation
Solver: Use Navier-Stokes (Best solver to be used for fluid simulation)
Density – Scale, Buoyancy, Dissipation: (the movement of the fluids)
Velocity – Swirl: (create some stability for my simulation)
Turbulence – Strength: (the amount of force applied to my turbulence)
Temperature – Buoyancy, Dissipation: (motion of the simulation, how much pressure and when the simulation fades away)
Fuel – Reaction Speed (how quickly the flame shows up in the simulation)
Shading – Glow Intensity (gives it that glow, only applied small amount)
Shading – Incandescence (Color of the flame)




I ran into a lot of issues with my fluid simulation, here are some of the biggest issues I ran into and how I solved them:

Problem/Issue #1: the demonstration of the flame that was done in class has the flame going upwards. When flames come out of a flamethrower, it goes forward not upwards.
Solution: I was able to solve this by just rotating the boundary box sideways. I figured out this method before the flamethrower demo in lecture 2. I decided to keep this method because the flames in a flame thrower goes straight in a quick burst and then faded away, while using emitters in the demo has the flames going downwards. I probably could’ve made it work, but I figured since it already working for me, no need to re-do everything to achieve the same results.

Problem/Issue #2: Flame was coming out of the flamethrower in little puffs; it wasn’t a stream of flame. The fire appears to be coming from a baby dragon that was just learning how to breathe out fire.
Solution: After spending an hour trying to adjust the speed, I realize that all I needed to do was just adjust the rates inside of the fluid emitter tab

Problem/Issue #3: I was struggling to get the flame colors to appear. I had the correct flame colors in the Incandescence box, but it just wasn’t looking saturated enough.
Solution: After looking around Google for tutorials on realistic flames in Maya, I noticed that almost all of them start out with setting up simple lights into the scene. So once I put in a point light and changed the color to a light yellow, that solved my problem right away

Problem/Issue #4: I noticed that when the flame comes out of the flame thrower, It would come out as this weird mushroom shape, almost like a nuclear bomb mushroom shape smoke. It didn’t look like the flames in my reference video
Solution: After researching, I found that that keying the Turbulence strength from a starting point of 3 at frame 1, and reducing it to .1 on frame 40 has somewhat eliminated the mushroom shape flame.

Things that I could improve on my simulation, if had more time:
Issue #1: Very small area of the flame appears to be cut off. I didn’t noticed this until after I fully rendered out my video.
Solution: Increase the size of the boundary box

Issue #2: Flame isn’t moving as fast as my reference

Solution: Could increase my settings such as the buoyancy

Project #2



For project 2, I want to create flames coming out of a dragon mouth.

The reason I decided on creating this effect is so I can have something that is similar to the Flamethrower effect I created in Maya. This will allow me to see which application I like better when it comes to creating flames.

To save time, I plan on downloading a model of a dragon. I have decided on using the Alduin Dragon model from The Free 3D Models (tf3dm) website. Sadly, the model rig and animation is only done in Maxon Cinema 4D program. If I have enough time, I will like to animate the wings and at least the dragon head as he breathing flames.

To create my fire, I will try to create a sphere, and then apply the fireball effect from Houdini Pyro Shelf and see if that work. After playing around with Houdini Pyro, I have decided the Flame should work great for this project. I also tried explosion and could tell right away that the effect wasn’t going to help me, so that how I decided to go with the flame preset.

My first effect that I wanted to achieve based on my reference is to get the flame to build up in size as you can see in my reference. I used the Gas Released inside of the Combustion tab in the pyro solver node. What I did was set it up to 14, keyed it. Then I went ahead to frame 85, changed the value to 100 and key it. Then I went to frame 105, and change the value to 100 so the fire keeps getting bigger and bigger. Finally I went to frame 130 and set the value to 0 and keyed it. However, due to limited time, I wasn’t able to render out that many frames. I will explain in the problems/solution area below.

To set this up, first I created a sphere, and then I applied the Flame from Pyro to the sphere. Houdini automatically created some nodes for me. So first thing I wanted to do was set up the container and the direction of the flame. So inside of the pyro node, I set the size up to be 70 units long, and the height and wide to 50 units. (After rendering out the scene, I have a feeling that I made my boundary box way too big and it really killed my rendering time; will have to research more into this) Next I went into the pyro solver node, the simulation tab, and I set the buoyancy direction to 5/0/0 so that the flame will go forward and not upwards. Then I set the buoyancy lift to 9 to give the flame some push. Next, I went to the combustion tab, and use this tab to set up the flame simulation. As above, I used the gas release in this tab as well as the burn rate. I set the burn rate to .99 to really get the fuel to burn. Then, I went into the shape tab, which is used to adjust how the flame looks. I checked on all the boxes except the confinement and made some adjustment to each of different options to get the flame to match the reference as close as I can. Finally, to get everything to look great, I went into the shop mode. Inside there I was able to adjust the color of the smoke and the flames. I wanted the smoke to be black and not so gray, so into the color tab, and just change the ramp color on the right from white to gray. Next I went into the density tab, and adjusted lookup ramp in the float setting to give the smoke some sharpness. Next I went to the fire tab, into the color area, and adjusted the ramp colors to make the flame look more realistic. I have added about 15 colors into the ramp to really give it the flame look. However, at the end of the render, my colors looked really blown out. I will have to research more to find out why that happened.

I ran into a few issues with this project.
Issue #1: My biggest issue happened on Friday night, my Houdini quick render preview decides to stop working. For whatever reason, it wouldn’t render anything. When I press the render icon, nothing happens. So I tried to set up a render node with Mantra PBR and batch render a few frames and even that didn’t work. So I took my laptop to a Professor and asked him if he knew what was wrong with Houdini, but no luck he couldn’t figure it out. So I took my laptop to Ari, the lab instructor and see if maybe she would know what wrong but she couldn’t figure it out either.
Solution: So finally, I figured the problem out late last night on Saturday. It turns out that I had to manually enter in my License keys in the license administer tool inside of Houdini. I wasn’t sure what happened but this probably is the most frustrated experience since I been attending to Full Sail, it took me over 2 days to fix the problem.

Issue #2: My render take way too long. Everything would work smoothly until it gets to Frame 100 and then the simulation would really start chugging. Sometimes taking up to 20 minutes pre frame
Solution: None so far, but I think it has to do with the gas release keep building up. I also think it has something to do with the boundary box size as well.

Since Houdini License issues have really held me up, I didn’t have much time to work on this project. So since the rendering took forever, I have decided to just render out the flames, and then take the dragon and rendered it out in Maya and import both of the renders into Nuke and composite them together. I figured since I was already in Nuke, I would add a background.

Overall, I have learned a ton about Houdini Pyro; I just didn’t have much time to show for it. If I could just have an extra day or 2, I really could polish this thing and end up with a much better looking fire, or at least a higher quality. I am considering taking up VFX as my career, so that why I am just so disappointed in this project, just because I can’t figure out how people can achieve very realistic results and I can’t even figure out how to render. No one going to want to hire a VFX guy who can’t even do fire. But in my spare time, I will be pushing myself to create the best realistic fire and explosion that I can possibly create.

I can’t really say if I like Maya or Houdini better with the flame since I ran into a lot of issues with Houdini license issues and it wouldn’t be fair to say Maya is better. But since we have been using Maya for over a year now and just touch Houdini last month, Maya is the more comfortable option. But however, I seen some really cool videos of people using Houdini to create some AMAZING explosions  that I doubt if Maya can even get close to that level of quality.

Final Project



For my final project, I want to create green slime falling onto a helicopter. I got the idea from the TV station Nickelodeon. They had a TV show called Figure it out where they dump green slime on the contestants.  There really isn’t any reference on it. Here is an idea of what I want to achieve, but with a helicopter instead of people.


First step is finding a really cool helicopter for this project, which I found on The free 3d model website, http://tf3dm.com/3d-model/uh60-helicopter-47194.html . Once I imported the Helicopter into Houdini, the first thing I wanted to do is have the rotors blades rotate as the slime is falling on it.  But when I imported this model into Houdini, it was one solid object. Since my Houdini modeling skills isn’t great, I decided to open up the helicopter in Maya and break it down into separate parts so I can bring it back into Houdini. But to my surprise, the person that created this model has already broken it into parts. So I brought the model back into Houdini and decided to research and see if there is a way to break this thing down. I did found a solution in my research, which involves using a connectivity and partition nodes. How it works is first I attach the connectivity node to the helicopter node, go to the attributes and named it “blades_$class”. Next I attached the partition node into the connectivity node, go to the rule and put in the same name as I did for the connectivity node “blades_$class”. Finally, in the group menu, it has all the groups that were created in the model by the creator. I used the “main_rotor” group, since this is the blade that I want animate for my project. Finally, I attached a transformed node, make sure that the group was set to “main_rotor”, and animated the rotate. For frame 1, I had the rotate set to 0 and in frame 120; I set the rotate to 2120.

Next, I want to get the green slime added into the scene. I wasn’t sure how to get this effect to work, so I did some research and determined that using a sphere would be the best solution. So first, I created the sphere, and made sure that it was above the helicopter. Next, I went to particles fluid shelf, and attached the emit particles tool to the sphere. When I played out the simulation to see what happens, I noticed two problems right away. One is that the fluid goes through the helicopter and the other probably is that the fluid moves way too fast for slime. The first problem is easy, just by making the helicopter a static object from the rigid bodies shelf. The second problem took me some time and research. After researching this problem, I found out that I could apply the viscosity to the fluid emitter. I applied the make viscosity in the Auto Dop Network node, connected it to the Flip Fluid Object node. This will give me the viscosity control that will allow the fluid to be slower, similar to honey or slime.

When setting this project up, I have learned my lesson from the Houdini Pyro and didn’t make the container so huge. So at first, I made the container the same size as the helicopter, but once I ran the simulation, the particles would disappear when going outside the box. I want the box to be just big enough so it doesn’t kill my render time, yet keep all the particles visible. The best way that I could think of to do this is by moving the camera close to the helicopter and then make the boundary box just big enough to cover the camera view but doesn’t go outside of the view. Then I noticed that when running the simulation, the slime would hit the helicopter and then keep going through the bottom, I thought about just leaving it like that and taking the render files into Nuke and putting in a sky, but I decided a ground plane would work better. For my settings, I went into the Flip solver to set up the boundary box that I mentioned above. For the resolution, of the particles, I went into the flip fluid object node and decreased the particles separation. However for the simulation test, I increased the number so that it doesn’t take a long time to see if the effect works or not. Next, to even improve the simulation speed even more, I went into the Guides tab of the Flip Fluid Object node, and went to the particles tab. Inside there, I changed the visualization from sprites to particles. Then the last area I went into to adjust my settings is into the Physical tab of the Flip Fluid Object node. I reduced the bounce and the friction to zero, since this is suppose to be a heavy slime. Then I upsize the density to 10,000 to make the slime more thick and not so thin. Finally, I cranked up the viscosity setting to 10,000 as well to give it the slow moving slime look.



Once I have my settings all set up and I am happy with how the slime look, I noticed one more issue. It looks like the slime was going through the blades as it was hitting the helicopter. I was hoping that I could fix this issue inside the fluid settings, but I couldn’t get it to work. After thinking about this issue, I realize that I could make geometry invisible to render and also invisible to the viewport as well. So I just created two different cubes, applied the transformer node. Inside the transform node, I adjust the size of the cube to match the blades. I also added a little thickness to the cubes as well. I also applied static object to both cubes so that they will interact with the slime as it hit them. Then used the same keys from the rotation inside the main rotors and applied them to the rotation of the cubes. I did this by going to the main rotors, copy the rotation parameters, and then went into the cubes rotation and pasted copied relative references. That way if I make any adjustment to the main rotor rotations, it will automatically applied my adjusts to the cubes as well. In my turn in folders, you will see two flipbooks. One has the geo invisible and the other you can see the geo.

Finally, once I was happy with the look of the slime, and the helicopter rotors rotations, the only thing left to do is apply some lights. I used three different lights for my scene. I used one environment light and two spotlights. For the environment lights, I did use an IBL but decided not to. For the light colors, I picked a light blue with about .41 in the light intensity. For the spotlights, I used the same settings for both lights. I picked a pure yellow color and really low in the light intensity, I have them both set at .29


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