FX artist and other stuff

Posts tagged “making of


check this out:


got a few friends from VFS who worked on the film too. the effects looks awesome, although the movie, i felt, was not as good as the original. not only that, the music is just FANTASTIC, like, it just works perfectly! Can’t wait till the blu-ray comes out for this movie!


Follow up on “Blade Disintegration”

i’ve been meaning to post this for a while but i never really got around to it. i’m taking some time off from making lots and lots of roots, as you can see here:

i know it’s been a long time since i posted the “making of”, i’ve been asked quite a lot to give them the scene files or post the pflow tree. well i can’t give you the scene file anymore because my harddrive crashed and i didn’t have any backup of it (i know, i know i should have backed up, but i’m a cheap guy who never buys any harddrives), but i do have a screenshot of pflow tree i’d like to share.

it’s not a small tree, actually quite large a tree really. well “how do you read this sucker” you ask (well maybe you didn’t but i just wanna say “sucker”, hehehe) anyway, as you can see, there’s 2 events that’s hooked directly into the render: fire and event01. fire is like the name says, well, fire, particle fire. (if you want to see what the passes looks like just refer back to the original post: linky here).

To the left you see event01, which is like a hub for all the particles. It distributes all the particles into it’s specific “roles” shall we say. It gives me lots of control over how many particles go to each “role”. i learned that from Allan Mckay actually (you can find link to he’s site to the right).

Actually, now looking back i see i could have recycled the delete nodes, cutting down on the number of events that’s present in the tree (bigger doesn’t mean better, have as many as you need to achieve the effect you want, but be as efficient as possible).

i’m not gonna go through the whole tree explaining each node and what it does, cause then i’ll be writing a book not a blog post.

i hope this has been helpful, even though it’s almost a year after i posted the original “making of”.

original making-of can be found here: https://michaelvfx.wordpress.com/2007/11/18/making-of-blade-disintegration/


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.

final video

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/