Responsible For: FX, FX Lighting, Compositing, Pipeline
Software: Maya, Houdini, Nuke
Duration for completion: 5 weeks
I worked on this project with a friend (Nitesh Nagda). He modeled, textured, and did the initial lighting for the shot. The concept was from a great artist: Sung Choi
Green energy flows: Noised up POP sims driven by custom velocity fields that I created with curves.
The center ball of energy was mostly made up of 2 sims: 1). A sphere driven by CHOPS that I resorted points from and reconnected by radius sections and 2). Particles driven by noise while being pushed by the gradient of the volume of the sphere they are inside
The smoke was a standard smoke simulation and the splashes were FLIP particles that took velocity from spheres that I shot upwards from below the surface.
I was also responsible for creating the pipeline for the whole project as well as setting up the render layers and passes in Maya and Houdini. All the dynamics were rendered in Mantra and everything else in VRay for Maya.
In order to get lighting information from the particles I decided to mesh them with openVDB and use those as VRay light meshes in Maya.
From there I had 5 FX Layers with separate passes and 4 render layers from maya that I composited together in Nuke.