Hi,
This is a shot which I did to practice a bit more with PFlow in Autodesk 3Ds Max:
A brief Shot Description:
This shot which I decided to experiment with is inspired from one of my favourite and famous american TV show named-"Fringe".
A small link to the original shot is mentioned below-
http://www.youtube.com/watch?v=fM1bzVVrgNk
Since, being a series involving Investigations around mysteries, all these Title shots encompass every small detail which a typical Science-Fiction show would require. In my opinion, this shot which involves fracturing of a text "FRINGE" has some indirect connotations about the show itself which are noted down by me:
1. Integration of Debris in to a single element :- points towards an approach where conclusion is made after going through every small relevant detail.
2.Addition of smoke, Fingerprints and spotlight in the background :- connotes to the mystery being looked closely , especially related to some crime.
3 Lighting and Position of the Text :- emphasize on the "FRINGE" text which is being the centre of attraction which is supported by the compositional value of the Text itself.
OHK! well there is something about the saturated Blue colour giving it a cold look and besides that the camera movement also plays an important role, any ways here are details about my procedure:-
Shot Requirements and Tools used-
* Particle-flow in Autodesk 3Ds Max for Fracture Simulation for Particles.
*A fracturing script by "Martin Breidt" from ScriptSpot a link is mentioned below:
http://www.scriptspot.com/3ds-max/scripts/mbfracture
*A Particle Flow script to assign geometry shapes to the particles by Bobo- I will be adding a snapshot of the script later and a script written by me which triggers fracturing from right to left.
*A basic Spotlight rig to lit the scene and Foundary Nuke to composite the entire shot
A Description:
Simulation
Pflow Set-up:-
To start with I used Martin Briedt fracturing script which has quite nice functions to detect whether the geometry to be fractured has any open faces or isolated vertices which can cause issues while fracturing.
Besides this the script allows one to have a more control over the subdivision of polygons causing smooth faces of the fractured objects.
An event flow window's snapshot:
To give a specific motion to fractured elements instead of using Reactor/Phsyx I decided to go with the Pflow. So, initially I took Bobo's script to assign these fractured geometric shapes to my particles. The script has a check condition where the assignment of shapes, indexes and age of the particles are set before the frame 0. A small snapshot of the script:-
Next Step was to trigger fracture motion from right to left for this I wrote a small script which checks the number of particles inside an event and send them to the next event where the Forces take over the control of the entire motion. Since being new to scripting in the Pflow initially, I made a mistake of not using indexing to check the particle inside an event which resulted in computer crashes due to infinite loop :(
Self_Analysis:
"Well when I realized what was going on with the scene my computer had crashed numerous of occasions, and I figured out that 3Ds Max implicitly passes an integer with value 1 to the particles which are checked for some condition inside the script. So, when a particle with index 1 is passed to the next event Max will still look for the particle with index 1 in the same event and if this is executed inside a loop it will result in a CRASH :-x"
Here is a small snapshot of my script:
Finally in the Fracture simulation I used a Particle Float number to control the influence of forces on the particles. This requires a two step process, in which first of all the Force operator is required to be told about the use of the script float value this is known as Script wiring and can be initialized as shown in the snapshot-
In the script on has to flag on the use of the "ParticleFloat channel",
here is a small snapshot where I am controlling the influence of forces like gravity on the particles depending on their respective sizes.
For more information on the script wiring and other stuff please check the link below:
http://docs.autodesk.com/3DSMAX/14/ENU/MAXScript%20Help%202012/
A Simulation PlayBlast:-
A Rough Comp Test:
The smoke is prepared by using Pflow driven FumeFx simulation a small glimpse of the animation is
shown below:
Test sim:
Final sim:
The simulation is rendered with Vray, with a very basic material having a cellular bump on it.
Compositing:
The Background with fingerprints and dust marks in the original shot, is moving along with the camera. Instead of rendering it out I used a 2d solution where the background is fixed at it's position however scratches and finger prints are moving on top of the 2D background.
The spotlight effect is done by using a roto paint mask which is used to over blow the Background image and is animated from left to right.
A nuke tree for compositing:-
To conclude:
I had a hard time while lighting these fractured Objects due to the sliced faces which under normal light set-up were giving over exposed regions with value greater than 1.0, so I used the event based lighting by adding events in to specific spotlights and excluding rest.
I still feel that I should have done a bit better with the colour,lights and the end transition where it stops suddenly.
This is a shot which I did to practice a bit more with PFlow in Autodesk 3Ds Max:
A brief Shot Description:
This shot which I decided to experiment with is inspired from one of my favourite and famous american TV show named-"Fringe".
A small link to the original shot is mentioned below-
http://www.youtube.com/watch?v=fM1bzVVrgNk
Since, being a series involving Investigations around mysteries, all these Title shots encompass every small detail which a typical Science-Fiction show would require. In my opinion, this shot which involves fracturing of a text "FRINGE" has some indirect connotations about the show itself which are noted down by me:
1. Integration of Debris in to a single element :- points towards an approach where conclusion is made after going through every small relevant detail.
2.Addition of smoke, Fingerprints and spotlight in the background :- connotes to the mystery being looked closely , especially related to some crime.
3 Lighting and Position of the Text :- emphasize on the "FRINGE" text which is being the centre of attraction which is supported by the compositional value of the Text itself.
OHK! well there is something about the saturated Blue colour giving it a cold look and besides that the camera movement also plays an important role, any ways here are details about my procedure:-
Shot Requirements and Tools used-
* Particle-flow in Autodesk 3Ds Max for Fracture Simulation for Particles.
*A fracturing script by "Martin Breidt" from ScriptSpot a link is mentioned below:
http://www.scriptspot.com/3ds-max/scripts/mbfracture
*A Particle Flow script to assign geometry shapes to the particles by Bobo- I will be adding a snapshot of the script later and a script written by me which triggers fracturing from right to left.
*A basic Spotlight rig to lit the scene and Foundary Nuke to composite the entire shot
A Description:
Simulation
Pflow Set-up:-
To start with I used Martin Briedt fracturing script which has quite nice functions to detect whether the geometry to be fractured has any open faces or isolated vertices which can cause issues while fracturing.
Besides this the script allows one to have a more control over the subdivision of polygons causing smooth faces of the fractured objects.
An event flow window's snapshot:
To give a specific motion to fractured elements instead of using Reactor/Phsyx I decided to go with the Pflow. So, initially I took Bobo's script to assign these fractured geometric shapes to my particles. The script has a check condition where the assignment of shapes, indexes and age of the particles are set before the frame 0. A small snapshot of the script:-
Next Step was to trigger fracture motion from right to left for this I wrote a small script which checks the number of particles inside an event and send them to the next event where the Forces take over the control of the entire motion. Since being new to scripting in the Pflow initially, I made a mistake of not using indexing to check the particle inside an event which resulted in computer crashes due to infinite loop :(
Self_Analysis:
"Well when I realized what was going on with the scene my computer had crashed numerous of occasions, and I figured out that 3Ds Max implicitly passes an integer with value 1 to the particles which are checked for some condition inside the script. So, when a particle with index 1 is passed to the next event Max will still look for the particle with index 1 in the same event and if this is executed inside a loop it will result in a CRASH :-x"
Here is a small snapshot of my script:
Finally in the Fracture simulation I used a Particle Float number to control the influence of forces on the particles. This requires a two step process, in which first of all the Force operator is required to be told about the use of the script float value this is known as Script wiring and can be initialized as shown in the snapshot-
In the script on has to flag on the use of the "ParticleFloat channel",
here is a small snapshot where I am controlling the influence of forces like gravity on the particles depending on their respective sizes.
For more information on the script wiring and other stuff please check the link below:
http://docs.autodesk.com/3DSMAX/14/ENU/MAXScript%20Help%202012/
A Simulation PlayBlast:-
The smoke is prepared by using Pflow driven FumeFx simulation a small glimpse of the animation is
shown below:
Test sim:
Final sim:
The simulation is rendered with Vray, with a very basic material having a cellular bump on it.
Compositing:
The Background with fingerprints and dust marks in the original shot, is moving along with the camera. Instead of rendering it out I used a 2d solution where the background is fixed at it's position however scratches and finger prints are moving on top of the 2D background.
The spotlight effect is done by using a roto paint mask which is used to over blow the Background image and is animated from left to right.
A nuke tree for compositing:-
To conclude:
I had a hard time while lighting these fractured Objects due to the sliced faces which under normal light set-up were giving over exposed regions with value greater than 1.0, so I used the event based lighting by adding events in to specific spotlights and excluding rest.
I still feel that I should have done a bit better with the colour,lights and the end transition where it stops suddenly.