Riders 030_0030 FX Breakdown

I’ve taken a step back from my explosion shot, 010_0130, to help finish up some of the FX needed for sequence 3 to meet our midterm deadline. Heres a short breakdown on a few shots I’ve worked on.

I was responsible for the salt trails in this shot.

To source the pyro, I projected the wheels of each car onto the ground using a Ray SOP, altered their velocity, and ran the projected geometry through a POP sim to get my sourcing.

Because the vehicles were moving so fast, it was hard to get an accurate trail for sourcing without stepping. I tried a few methods, like increasing the substeps and interpolating the velocity, but each one didn’t give the desired result. To fix this, I thought about stopping the particle sourcing at the origin while inheriting the velocity from the deformation. Using a match size SOP after setting up the particle source, I was able to run the simulation quickly with few substeps. After the simulation, the cache is then copied back to the main body

DOP Setup

Result
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