Making Of “Blade Disintegration”
this is going to be a break down of the blade disintegration i did, so i’m just going to take one frame, let’s take frame #53, just because i think it’s a good example to show off all the effects.
here’s the final frame.
let’s start with an overview of the whole shot, i rendered everything in passes, particles are rendered in default scanline in 3ds max, and the illumination is rendered with Vray, lights are casted by particles. and layer adjustments are not shown here, all shown passes has aready been adjusted.
now, let’s get started with the passes.
the very first pass, it’s the background plate.
then we drop in the skeleton.
the we drop in the shadow.
then we can drop in the mesh of the person, although you can’t see it very clearly in the fram, but it is there 😛
the drop in the guy’s shadow.
then we drop in the soot as the first layer of the particles
now we are going to drop in the particle fire.
the we are going to layer the ember on top of the fire, not a huge difference, but enough to make it look better
now we can drop in the sparks.
now we put in the particle ash.
by bluring the particle fire we get a nice glow for the particle fire,
now we add in the illumination for the guy skin geo, rendered in Vray with GI.
now the illumination from for the skeleton
now we add the illumation for the ground plane,
then i took the same ground illumation and blured it again, and layer it on top of the previous ground illumation to make it brighter and bigger.
okay, so now we have all the passes, components from 3ds max has been composited,
and the reason why i rendred everything in layers is that it’s really flexible, say if i want to go back to adjust the illuminations of the particles, i just go back, adjust whatever i need to and then render that pass again, and i don’t have to do anything, fusion will pull in the new frames and my new stuff is loaded. also it gives me a lot more control over each effect, i can make it brighter, lighter, draker more saturated, less saturated, and i can control how each effect affect the effect previous to it, just easier in general, but complicates the compositing process somewhat, but the control and flexibility it gives you is just un-comparable.
okay, enough about that, now let’s finish the compositing, so now we’ve layered all the effects, and we can do some overall adjustments.
here’s the brightness-contrast adjustment for all the effect.
then i added a soft glow to the overall effect, just to make it smoother and give the fire a little more glare.
and that’s our final frame.
here’s the compositing free in fusion, not very complicated, i have a few masks going on in there, not a lot of fancy stuff, but i think the shot turns out pretty alright.
so that’s the whole process of making this shot, all effects done in 3ds max 8, with thinking particles and Vray, all passes render at 512X218, in png file sequence, with alpha. all compositing done in Eyeon Fusion, no plugins in fusion.
so hopefully this “breakdown” or “making of”, has given you an insight to this shot, and the basic to render in passes and some intro to compositing.
stay tuned for more
posted a follow up recently, read it here: https://michaelvfx.wordpress.com/2008/08/05/follow-up-on-%e2%80%9cblade-disintegration%e2%80%9d/