Reponsible For: Everything
Software: Maya, Houdini, Mari, Nuke
Duration for completion: 5 weeks
On this project, large volumes and tiled displacement maps required me to become quite comfortable with Mantra's PBR sampling system in order to retain respectable render times.
I separated the simulations into 3 parts: The main smoke trail, a fast moving and fast dissipating outside cloud, and a dense inside shape. All simulations were using the combustion model of the pyro solver and had separate fuel sources driven by particle sims.
For shading, I originally tried using temperature but couldn't get a look I really wanted so in the final render I used the point cloud option in the geometry light with a particle source. This resulted in a bunch of noise near the edges of the source which I ended up painting out in nuke.
The spray was FLIP emitted from an animated sphere and the ocean was just a basic houdini ocean tool setup with a little noise on the final grid to try and get rid of the tiled look.
I modeled and animated in Maya, textured in Mari, matte painted the sky in Photoshop, and simulated in Houdini. I rendered the ocean and exhaust with Mantra and the missile with VRay for Maya. Compositing done in Nuke