This is our comp for week 7. Shot 3 is looking better than last week. Shot 2 is no longer in front of the car but now may be too far behind the car.
Throwback
A throw back to an earlier comp of shot 1 to show our progress. We have come a long way.
FX ARTST
This is our comp for week 7. Shot 3 is looking better than last week. Shot 2 is no longer in front of the car but now may be too far behind the car.
A throw back to an earlier comp of shot 1 to show our progress. We have come a long way.
We are reaching the end of week seven and my group has decided that this week's work will be the final iterations that will be rendered. As the quarter wraps up the render farm is getting really busy and we need to focus week 8 on rendering, week 9 on supporting compositing, and week 10 on breakdowns.
This week I worked on creating interior and edge detail in order to make the pieces look less like voronoi and more like concrete. In the end we decided that the detail was too expensive for our work flow even after I optimized my files by deleting attributes, packing my geometry, and caching. With the pyro, debris, and fast moving cameras, the piece detail was less of a priority for us as it is not too obvious.
With more time I would want to work on:
getting detail into the pieces using other methods. I had worked on creating a variation of sized pieced throughout the project but would like to exaggerate it even more.
Using a sphere to create a rounded uplifting effect in the front of the crack like you see when a mole is digging underground.
Making the shape of the crack less linear.
Overall I am happy with how this turned out. I feel that I could have made something more cool using RBD's instead of a procedural animation but by using this method I learned a ton more then I would have then if I had used RBD's. As well, before this project I felt that procedural animation was one of my weaker skills and through this project I have gained a lot more confidence in it and will be much more willing to use a similar method in the future.
This week I have been working on finalizing the animation of the effect in its relation to the car as well as creating a first pass of the debris.
I feel that my first iteration of the debris is pretty successful so far. It was a bit of a struggle trying to source the debris since I animated the effect and couldn't use it to generate velocity. As well, using the crack as collision geometry was too expensive.
I used three different layers of debris to get this effect. A low, medium, and high source.
Low layer:
Low and Medium layer:
Low, Medium, and High layer:
The crack is now behind the car but still mostly in frame.