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.

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.

Saturday, 18 May 2013


If you are about London - make sure you come by Brick lane to the See No Evil event this coming June 2013 to meet and chat with us ANALOG chaps.
Not entirely sure what we will be talking about yet - but im sure it will be all about visual effects, handling insane clients, projects that didn't happen, projects that did happen, ongoing projects and things that have particles in it somewhere....

More importantly - its a good area for food and a beer....especially if the weather is warmer.

Thursday, 11 April 2013

Plasticine ball boy!

A few years ago I made a nice plasticine shader/scene with 3dsmax and the Brazil renderer. 

  Red Ball Boy from Matt Chandler on Vimeo.

Brazil died a while ago now and although i sometimes still use my old home license for some stuff - I use Vray most of the time these days.

Ive had alot of requests for the scene or a vray version of it over the past few years too - most recently from a Swedish student who is doing some sort of thesis involving stopmotion and how the plasticine look can be recreated with CGI.

Ive rebuilt the scene and recreated the shader with vray.  The image below has the raw render on the left and a slightly adjusted/colour corrected version on the right.  Its not exactly the same - mainly as the vray sss shader behaves rather differently than the Brazil SSS options - but its pretty close.
You could also try using the older SSS vray shader rather than the SSS2 version for some different results.

You can download the scene file too that should work with 3dsmax2010 and upwards. 

Let me know if you make something cool with it.