Thursday, 20 April 2017

Bifröst River R&D Progression

A progression edit of Bifröst river playblast clips from Maya. Earliest initial tests are lower resolution and later ones are a bit higher resolution with foam also added. I have been looking into how this plugin works out of curiosity. It's great fun and I intend on doing some further tests with it.

Bifröst River R&D Progression from Paul Sheehy on Vimeo.

Tuesday, 18 April 2017

Volumetric Clouds Research and Development


This is only a small post that I have already tweeted but just logging it here also. The clouds were created in Houdini and brought into Max through OpenVDB and rendered in V-Ray. Render time was about 40 seconds.

Wednesday, 5 April 2017

Lightning and Hammer


This is some work I did a while ago and thought I would share it. It's quite different to the usual work I would do and the aim was to make it nice and atmospheric. I really enjoyed working on this one. The ember effects are 3D and FumeFx was used for the atmospheric smoke. I just did the shading, lighting, FX and compositing on this one. Rendered in V-Ray.
Here is a breakdown of the lighting and effects:

Wednesday, 8 March 2017

Bifröst Viscosity R&D in Maya and Renderman

Hi, this is my first post of 2017 and I will be aiming to post more often than before. As well as lighting, I am interested in exploring effects also. I have been experimenting with Bifröst in Maya and this is some R&D looking at viscosity settings to simulate a thick liquid. It turned out kind of like honey! It is not a very high res sim and some bubbling can be seen. I'm sure more time spent on the sim will address this. Rendered with Renderman in Maya 2017 with an average frame time of 30 seconds. Great fun doing this stuff.

Bifröst Viscosity R&D from Paul Sheehy on Vimeo.