This course is designed to take any shot in production from start to finish. A useful pipeline of taking any geometry, making it suitable for simulation, creating the shot, rendering it, and finally putting it together quickly in a compositing package. This course is designed to teach you the method of creating any effect so you can create your own setups and effects.
In this section we will create simple proxy GEO moving with our object for collisions.
We will create emitters to use for temperature, fuel and smoke emission inside our Fume FX container. A useful technique using animated noise texture maps.
Here we will add our collisions and set up the fume FX container. We will go through turbulence settings, scale, resolution and everything we'll need to get a great start for this effect quickly. After this lesson you will be able to elaborate on your own techniques or prepare it for rendering.
We'll add lights to our scene and go through rendering in Arnold. I'll explain the main differences between setting up a render for Arnold vs rendering with Mental Ray and the GPU preview.
Now that the simulation and render is set up we can tweak our settings to what we are trying to achieve. In this lesson we'll make a few changes to our sim and go into more depth rendering in Arnold. After the render we'll put it together quickly in a slapcomp in Nuke to see it all together. After this process you will have an understanding of how to take a shot from simulation through to render and compositing.
I am an VFX Artist working in FX, currently residing in Vancouver. I have worked on for many different VFX companies on some Oscar nominated films. Some of my work includes films such as Prometheus, Seventh Son, Sin City 2, The Expendables 3, and many freelance FX.
I am also an actor and film stock footage. So far film has taken me to some great places around the world. Storytelling is my passion and am always striving to learn more on how best to tell it.