This was done few weeks back. I rendered it out last night. Everything is done in 3ds max 2014 and using mparticles for dynamics simulation. I still need to add smoke/dust. Fragments are done using “Fracture Voronoi” script from scriptspot.com and rendered scene with mentalray using unified sampling.
Here is the new Random explosion test using Fumefx 3.5.2 inside 3ds max 2014.
Initially I did it without any background plate in my mind. And it was more of straight fireball explosion (I was trying to get 2 fireball head, first initial one and secondary following that one). But playing more I found out possibility of shape like mini nuke. So driven fuel particles motion like that.
Later I decided to put background plate and comp it.
Also I created grid 35m tall but that wasn’t enough height because of expansion and particles speed, so later It ended up being around 70m tall.
I hope you like it.
Here is the one of the old project I did. I thought I would post it now. It was product visualization for Jerguson Valve.
I used 3ds max 2014 and iRay for rendering. It took like 1 week to render entire animation using iRay. I also used iray matte environment shader to rerender certain parts for changes. then I used “Remove Grain” in AE to remove noise from rendered image sequence.
I also use Glu3d GPU for fluid simulation inside valve and it was very robust. During this project I figured out new technique for settling down particles using glu3d gpu. You can view that tutorial video here : https://vimeo.com/62236533
I have published new video tutorial on “Beer Simulation in 3DS Max” using Glu3d GPU, Krakatoa and Frost inside 3ds max. I also show how to create bubbles and beer material and final rendering with iRay inside 3ds max 2013.
You can view tutorial on Max Underground website here.
One of the quick small project I did few months back for one of my client’s friend. Only tricky part was to do bristles soft body dynamics against teeth. At first, I tried default “hair and fur” dynamics in 3ds max but it wasn’t giving desired result. So I then used Flex modifier (recoded with Pointcache modifier) for softbody dynamics of bristles and used “hair and fur” to create bristles. I also used morphing after getting desired dynamics and shape of bristles.
I used mentalray to render entire animation using FG. Toothbrush model was provided by client.
I would like to share one of the recent works done for Copa Bridgestone Libertadores 2013 Draw Presentation video. I was responsible for creating entire video. I did Camera mapping, Animation, Lighting, Shading, Rendering, Particles, Simulation and Compositing.
Software & Tools used : 3ds max, Fumefx, Krakatoa, SuperMesher, Mentalray, AE
Art Director : Andreas Pichler; Screenwriter, Director, Producer and Choreographed by : Yulia Nazarenko; Visual Development & Storyboard Concept : Marion Eisenmann; 3D Animation & VFX : Jignesh Jariwala; 3D model of Dragon and base diffuse texture by : Little Red Zombies Studio Pvt. Ltd.; Composer : Alex Kharlamov