Normandie
Part II

Normandie
Part II

Normandie Part II

Normandie 
Part II

Normandie Part II

— oslo

system

vellum & RBD

vellum & RBD

05

05

12

12

category

3D simulation

STAGE05

Normandie
Part II

Vellum & RBD

  Stage05, August 2019.

  Stage05, Aug 2019.

  Redshift→GPU

Houdini FX

The Film

—0A

SD didn't always get the opportunity to create fun scenes like this one, he then decided to find the time to design this much more interesting spot in the allure of a sci-fi movie for himself⏤crafting all aspects, from the fractures, the collisions, to the shaders. The scenes were built in Houdini. SD used the Houdini vellum particle system and the RBD solver.

Cam1_4k
Cam15_4k-3-1
Cam32_4k
Cam25_4k
Cam38_4k
Cam38_long_4k
Cam1_4k_BEFORE
Cam15_4k_BEFORE-3-1
Cam38_Clay_RightTime_BEFORE
Cam38_Clay_RightTime_BEFORE0019
Cam32_4k_BEFORE
Cam25_4k_BEFORE
Cam38_4k_BEFORE
Cam38_long_4k_BEFORE

The Treatment

—0B

The Execution was simple. The volume of instanced particles creates a network between the geo and the camera. This one uses relatively few lines of VEX and the particle system was heavily distorted by a variety of noise patterns. The result translated into a tastefully developed design. The solution here is a constraint network that’ll pin our instances to their position while still allowing them to move freely, minding the influencing parameters. Thankfully, these parameters can be controlled via the VEX editor. SD used Redshift renderer. I’d recommend Redshift for independents CG artists with production heavy work. The engine is just amazing.