This sprint, I have worked solely on the lightning and fire FX. For the lightning, I made it less chaotic, created a custom lightning material, and added sparks and smoke to surround the lightning. For the fire, I rendered out a flipbook simulation to layer on top of the VDB simulation so that it has the 3D volumetric look while still retaining the detail from the fire simulation in EmberGen. Next sprint, I plan to focus more on the water FX.
Wednesday, June 18, 2025
Wednesday, June 4, 2025
Gods Of War Sprint 2
These past two weeks, I have worked on refining my VFX block outs from the previous sprints. For the fire, I figured out how to implement VDBs so I was able to get them on the character. I used ember-gen to create and render out the VDBs.
For the water sim, I went back in Houdini and edited the movement of the water so that it had more noise and variation. I'm still working on a solution for implementing the solid water on top of the particles
For the lightning, it is still only done in Niagara. I replaced the bars that held the drum together with the lightning to make it look more dramatic. My next steps are to refine the shape further and add a more detailed material to the Niagara Ribbon.
Subscribe to:
Posts (Atom)
Gods Of War Sprint 3
This sprint, I have worked solely on the lightning and fire FX. For the lightning, I made it less chaotic, created a custom lightning materi...
-
Who am I as an artist? I am someone who appreciates the beautiful things in life. By that, I mean that I enjoy romanticizing the th...
-
For this assignment, I added a transition of the rabbit falling down the rabbit hole. I also added background music for the main level and ...