Sunday, 22 December 2013

Huge simulation

Some RD for a recent project at Analog which called for some very large scale dust. After 14 hours of simulation and over a terabyte of sim storage, it proved a little bit too big...but theres some nice details and scale in here that shows how powerful the FumeFX solver really is.

FumeFX shockwave from Matt Chandler on Vimeo.

Thursday, 7 November 2013

Naiad Simulation Collection

Heres a bunch of Naiad simulation playblasts and RD from a personal project ive been working on for some time.
Most of this stuff is now long gone or now redundant within the project it was developed for - of which i hope to release some time within the new year.

Naiad Simulation Collection from Matt Chandler on Vimeo.

Tuesday, 29 October 2013

Analog Studios' use of NUKE & MARI on Honda 'hands' commercial

Our compositing lead/supervisor Fabio Zaveti was over at IBC earlier this year to do a big talk all about how we made Honda Hands here at Analog.

You can check it out here:

Analog Studios' use of NUKE & MARI on Honda 'hands' commercial from The Foundry on Vimeo.

Sunday, 13 October 2013

Melting Wax....for real...not simulation

Something me and my girl started to make after a good Saturday evening of wine. Its good to not sit on the computer sometimes.
Come on over to our place for dinner and melt another candle onto this thing....

Candlenite Prt 1 from Matt Chandler on Vimeo.

Tuesday, 24 September 2013

Naiad Sand tut

Following up the sand RD i did recently with naiad - heres a quick tutorial/overview about how the setup works via creating our own particle channels, splatting to fields, generating UV's and some pros & con's with using the particle detail node to increase detail.

  NAIAD sand tutorial/overview from Matt Chandler on Vimeo.

Monday, 9 September 2013

Naiad Sand RD

I was making another ident thing in collaboration with Man vs Machine recently and it called for a big egg made out of coloured layers of sand to fall/collapse to the ground.

Sand is always tricky - perhaps more so than water and fluid simulations - as it moves and flows like fluid but has friction and rigid body bahavior per-particle.  This means when you are dealing with MILLIONS of particles - things can get pretty difficult to control and simulate.

I decided to pursue a solution with Naiad - utilising alot of custom channel controls to try and get the volume of sand to collapse in chunks and settle quickly.

Heres some R&D I was playing with early on as a proof of concept.  I was combining massive viscosity values and creating multiple particle tags via lots of small fractured bits of geometry.

I plan to put together a more indepth look at this stuff soon

NAIAD sand RD from Matt Chandler on Vimeo.

Wednesday, 28 August 2013

Making some Hands for HONDA

FXGuide has just posted a nice little making of feature for the Honda Hands commercial we did the VFX for at Analog - with a few models and animation provided by Nexus.

Heres a link    FXGUIDE

You can also check out the video on the Analog Studio website, along with some production stills and the finished commercial that went viral online - racking up millions of views within a week!

We used 3Dsmax and Softimage to create the piece - with complex, intricate 3D tracking done with PFtrack and multiple witness cameras to ensure a precise track to the live action hands. It was all rendered with Vray through Softimage - something we had'nt done before on such a large production - utitlising some custom ICE compounds to handle all the heavy geometry cache.  
The smoke/burnout was created with FumeFX and rendered out via the scanline - and even though we noticed that the vehicle was actually a front wheel was decided to not be an issue....though the hardcore Honda fans online noticed it immediatly!!
3D hands were also roto-animated into position to get contact shadows for the 3D objects.