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Into the Storm Breakdown
intoTheStorm_0320.jpg

Title: Into the Storm

 

Programs: Houdini, Mari, Photoshop, UV Headus Layout

 

Modeled: Houdini,

Not responsible for the plane model

 

SIM: Houdini

 

Lighting: Houdini

 

Texture: Mari + Photoshop

Not responsible for plane base texture maps

 

Rendering: Mantra

Description:

This page is a dedicated breakdown to my project Into the Storm. Here can be found the process taken to model, render tests for lighting, and FX system building.

 

Please use the right-hand navigation to view the different sections available.

 

 

Modeling
Modeling
01 Base Shape and Network
intoTheStorm.0001.jpg
02 Define Catapults and Blast Shields
intoTheStorm.0002.jpg
03 Holes for Deck Ties
intoTheStorm.0003.jpg
04 Remove Areas for Parts
intoTheStorm.0004.jpg
05 Blast Shield Support Arms
intoTheStorm.0005.jpg
06 Deck Tie Down
intoTheStorm.0006.jpg
07 Blast Shield
intoTheStorm.0007.jpg
08 Blast Shield Combined
intoTheStorm.0008.jpg
09 Launch Bubble and Network
intoTheStorm.0009.jpg
10 Catapult Shuttle
intoTheStorm.0010.jpg
11 Launch Covers
intoTheStorm.0011.jpg
12 Elements Combined
intoTheStorm.0012.jpg
Animation Tests
Animation Tests
Blast Shields
Launch Animation 01
Launch Animation 02
Launch Animation 03
Launch Animation 04
Launch Animation 05
Texture and Lighing
Texture Lighting Test
Sun and HDRI
lightTest_animated.jpg
Deck and Plane Base Shaders
textureTest_animated.0001.jpg
Change Light Intesnity + New Color Correction
lightTest_animated.0002.jpg
Adjusting Lights
lightTest_animated.0003.jpg
Add Lights to Plan + Shaders to Bubble
lightTest_animated.0004.jpg
Motion Blur
lightTest_animated.0005.jpg
VFX
VFX: Rain
VFX

The intended effects in this piece were a combination of all that I have learned in Houdini. As well as the pursuit of growth in their creation.

VFX: Rain
Rain System Test

An initial test into the rain system checking to see behavior and splash interaction.

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White = Rain drops

Red = Splash

Blue = Run/Drip

Rain Sim 01

The first sim utilizing the fully animated geometry.

Wetmap Generation

100 frames from wetmap creation to be used in shading network.

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Darker areas equate to wetter surfaces

Deck Splash Source
Based off Rain sim collision

**Please open in full screen for easier viewing**

Source has been slowed down for easier viewing

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Red: Non-Selected

White: Source points (Rather small)

Rain + Deck Splash Combined

A combination between the rain and deck splash systems

fxtest_v0001.jpg
Add Wetmap to Textures
VFX: Engine
VFX: Engine
Heat Distortion
Particle Velocity setup

Colored red and green to be later used in distortion channels

SIM Copied to Engines
fxtest_v0004.jpg
Simple Composite with Rain + Heat Distortion
VFX: Catapult Steam
VFX: Catapult Steam
Catapult Steam Initial Test
Catapult Steam Test + Rain
fxtest_v0006.jpg
Update to plane textures + Steam SIM
VFX: Afterburn
VFX: Afterburn
Afterburner Initial Test
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Afterburner comp 01
fxtest_v0007.jpg
Afterburner comp 02
fxtest_v0008.jpg
Afterburner comp 03
fxtest_v0009.jpg
VFX: Combined

All Rights Reserved

by Luke Vuilliomenet and their respective owners

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