This video will show you everything you need to know about creating ash and other low mass effects in tyFLOW. Specifically, you’ll learn how to optimize your tyflow particle systems around a real production workflow similar to what we see in Avengers.
In fact, this is based around some of the work I did when working on Avengers: Endgame, and it’s the exact same process I’ve used on Blade for all the vampire ashings, God of War Superbowl commercial and others that involved lots of ash or similar effects. This is the main reason I get a lot of calls to work on productions, is having a complete understanding of how to get the unique look and feel of these types of effects.
So what’s involved in creating realistic ash effects?
– Understanding turbulence, low mass effects;
– How to create intricate motion that looks and feels realistic;
– Knowing when and where to use cloth, rigid bodies or other dynamics;
– Learning to optimize your simulations for faster speed and render times;
– Being able to start a shot and build on it, rather than getting into the weeds too early;
– Using V-Ray and 3DS Max to it’s full potential;
– Building a caching workflow to allow you to re-time your caches easily and quickly;
– Building a workflow for shape instancing and mesh caching that ‘works’ painlessly.
Towards the end of this video you’ll learn many techniques like cloth, but from an intelligent standpoint. The big mistake newbies and freshers make is “Just because we have access to particle solvers” doesn’t mean we need to dial up the settings on everything and expect results. Instead we set up conditions that allow us to activate cloth “when it’s needed.”
And, other times, where there would be no benefit to using a cloth solver at all, we roll back into faster solutions to keep our system optimized, fast and allows us to make revisions on the fly.
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