Sand castle collapse 3D animation VFX

A sand castle collapsing with Houdini. Just testing Houdini grain sim and mantra BPR rendering. I used 2 animated spheres to wake up the particles. Render was only between 2 to 5 minutes a frame with mantra BPR for 5.2 million particles. It took around 3 minutes a frame for simulation (5 hours total).

Morve Verte : Sticky Green Goo with some variable break treshold and variable clumping

A grain sim in Houdini meshed with VDB and loaded in 3ds Max to render with V-Ray. I used an attribute vop after the grainsource to assign a noise to the parm_threshhold point attribute (yes threshhold with 2 “h”…) (which control the break treshold) and also to the attraction weight point attribute (which controls the clumping).

Concours Perception Neuron Motion Capture Suit Contest

PN_PAGE_SLIDE3 SVP allez voter pour moi sur ce site en cliquant sur le petit coeur à côté d’où c’est écrit StrobFX (voir image ci-dessous):

Allez sur la page de vote en cliquant ce lien SVP: https://neuronmocap.com/videocontest

Je participe à ce concours pour gagner 2 combinaisons de capture de mouvement (d’une valeur de + de 3000$ US + 5000$ US en argent. Il y aura 6 gagnants sur une quarantaine de participants seulement! Il reste seulement 8 jours! J’y présente rapidement 2 projets pour lesquels j’aimerais utiliser leur combinaison de motion capture.

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PLEASE go to vote for me on this webpage. Click the little hearth next to StrobFX (see pictures below):

Go on the voting page by clicking this link please: https://neuronmocap.com/videocontest

I could win 2 mocap suits (a 3000$ US value) + 5000$ US cash. There will be 6 winners out of only around 40 to date and there’s only 8 days left! 13584978_10153516886371986_192445674885914472_o 13615193_10153516885211986_5718183173396948022_n

 

 

Atomic explosion v010

Nuclear bomb simulated in PhoenixFD, 3DS Max, rendered in V-Ray.

Youtube prevented me from monetizing this video, I think they believe it’s a real atomic explosion so we can’t put ads on war related stuff… It’s artistic stuff, not war! They put ads on blockbuster movies filled with explosion, but not on this one! LOL.

Houdini Engine pour 3DS Max enfin disponible!

Houdini Engine for 3ds Max is now finally available!

I didn’t find anything about that anywhere and I had a hard time finding where was the installer and the doc but it’s finally here: Houdini engine for 3ds Max and yes you can really do stuff that only Houdini can do but inside of max. you expose the parameters that you choose and they appear in 3ds Max and you can tweak them and see the change in the viewport in real time. I couldn’t believe it!

I created a swiss cheese plugin using the vdb feature from Houdini, now inside of max. Before, to model such a volume I would have use Krakatoa with some Magma magic that I just copied from Master Bobo and to mesh it with frost and it was fast but with Houdini Engine the vdb are even faster and it’s easy to understand their logic!

swissCheeseHoudiniEngine_v001

And the best of all is that Houdini Engine for 3ds Max is free but you need a Houdini or Houdini Indie license to run it (or also a dedicated Houdini Engine license). You just have to find the right link on Git hub here it is (just clicjk on “latest binaires” to download it from dropbox and there is a document explaining how to install it):

https://github.com/K240/HoudiniEngineFor3dsMax/wiki/Houdini-Engine-for-3dsMax-Binariess

It seems to me that instead of buying so many expensive plugins for 3ds max, I can now just use Houdini Indie (for only 200$) and create plugins for max that I will load via Houdini Engine! That’s the best news of 2015 for me!

PhoenixFD medium explosion in 4K

An explosion I made with Chaosgroup PhoenixFD. Using massive scale vorticity and slowed down 4 times. Rendered with vray 3 at 4k.

754 million cels. 2 to 3 min/frame fora main sim and then 4 to 5 min/f for a 4x slow down. Direct symmetric, multi-pass, massive scale vorticity.

Little Ant-Man

Voici sur quoi j’ai travaillé avec Pat environ 20 heures par jour 7 jours sur 7 durant les 8 dernières semaines! J’ai fait les créatures dans Zbrush, shading, animation (avec CAT) et rendu dans 3ds Max et V-Ray. Cette fois on a été payés par Marvel Entertainment pour le faire, un gros merci à eux et à Pat pour m’avoir permis de travailler sur ce projet. Et un gros merci à Daniel Beaudry et mon ami Gianluca Fratellini pour m’avoir aidé pour l’anim de perso (Pat a aussi animé lui-même le vol de la fourmi).

Here is what I worked on during the last 8 weeks around 20 hours a day almost 7 days a week. Insects modeled in zbrush, shaded, animated (rigged with CAT) and rendered in Autodesk 3ds Max​ and V-Ray ChaosGroup​. With Director Patrick Boivin. This time we were paid by Marvel Entertainment to do it! Big Thanks to them and to Pat for letting me work on this!!! See the end of the video for the full credits. A big thanks to Daniel Beaudry et Gianluca who helped me for the character animation (Pat also animated himself the flying ant).

Little Antman
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Nestlé Honey Stars Planetarium ad with some breakdown

Here is the Nestlé Honey Stars cereal ad for which I created the cereals in 3D and most of all the macro shot with the spoon coming to the camera. I also modeled the spaceship based on a design by Guillaume Blackburn at Pascal Blais Studios. Directed by Pascal Blais.

Voici la pub de céréales Nestlé Honey Star pour laquelle j’ai créé les céréales en 3D et surtout la shot avec la cuillère qui s’approche de l’écran en macro. J’ai aussi modéliser le vaisseau spacial basé sur un design de Guillaume Blackburn chez Pascal Blais Studios. Réalisé par Pascal Blais.