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

SEE NO EVIL

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.

http://seenoevil.tv/2013/05/see-no-evil-june-event-4/

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.

Sunday, 7 April 2013

Old Audi A6 Pitch

Remember that Audi A6 commercial with the hummingbird flying about?
We were involved with early development and pitch work whilst working with Asif Mian of 1st Ave machine a couple years ago. 


We created a number of still images and a nice little motion test with a Audi inspired, metal hummingbird design.  Here are some stills from the motion/look development test. Tim Woods handled rigging and animation, whilst Mike Merron and myself did modelling, lighting, shading and comp.

It was amazing how similar the final commercial was in comparison to our pitch work. I still think our hummingbird design was much cooler too.....

Thursday, 4 April 2013

Smoke R&D

Since the addition of effectors in FumeFX version 3 and upwards....i totally ignored them for a good while. 
Its a little bit of a fiddle to understand them and how you can link them to a simulation - but its well worth it.

Heres a simulation I did in about 3 hours....including rendering - using only fuel and smoke channels created by fire.  I used an effector to add turbulence and temperature diffusion at a certain velocity and temperature threshold.

Its just much easier to control than it used to be....

Smoke from Fire FFX from Matt Chandler on Vimeo.

Thursday, 28 February 2013

Fire, Water and...tin foil.

We recently completed some unusual idents for the SMASHHITS channel - with fire & smoke evolving into a viscous nail varnish material, water changing into foil balloons and fracturing ice evolving into jelly!

I handled the fire to varnish and water to foil idents whilst the rest of the team tackled the ice and jelly.

Turning fire into a viscous fluid was a very slow and data heavy process, whilst water evolving into foil whilst still interacting with itself, continually changing and existing in both material states was a huge technical headache that was eventually solved fully dynamically, with no 'cheats' or compositing tricks to blend the two together.  
Rendering wasnt really a problem this time around - it was getting the crisp water to become more viscous, begin to solify and crease and form inflating foil balloon shapes whilst still interacting with the remaining fluid - something the client was extremely fond of achieving.

Smash Hits - Fire to Varnish from Matt Chandler on Vimeo.



Smash Hits - Water to Foil from Matt Chandler on Vimeo.


Friday, 25 January 2013

Thanks 3DWorld

International 3DWorld Magazine published a nice little article about my studio ANALOG recently - noting our work and comparing us to the early days of respected VFX house The Embassy!
Thanks 3DWorld - come on over for beer o'clock when you are around town.


Tuesday, 22 January 2013

New work from ANALOG

Heres some new work we made at ANALOG  just before Christmas in collaboration with Studio Hansa for CBS.
This ident is one of more to be released in the coming weeks - and is completely CGI except for the spinning wheel shot near the end.  
Lead 3D artist Tim Woods took command of this project and created some lovely textures and shading work. 
I handled the fluid work, some additional shaders whislt Mike Merron put his experience with interior lighting to good use.  
This also marked the first project for our new full time senior compositer Fabio Zaveti - previously lead compositor of MPC commercials.  Welcome!

CBS Idents - Hero from Analog on Vimeo.


Making of


CBS Idents - Making of Hero from Matt Chandler on Vimeo.