Recently I did an Interview for the FX Insider website, talking about my vfx career, tools used (mainly Thinking Particles) and how I used in some of the recent shoots I work on Batman v Superman, Miss peregrine and the new Independence Day Insurgence.
In TP we have three main solvers, SC, physics and Bullet. Physics looks like is not anymore upgraded and we dont have right now autojoints on it.
Long time without posting anything! Moved from montreal to vancouver 9 month ago, a lot of work and nice mountains keep me distracted.
This is something I did for the SP2 beta in TP6, I wanted to use the new smoke solver along other stuff like the snapshoot tool since I didnt see so much people showing what can do. The idea was to do procedural modelling in a physical way inside tp, so if I keep max playing TP will model for me an infinite number of muffins everyone diferent from the other. This is just a concept with fast sim times so you will see errors here and there but shows what you can do. Description of the proces:
-Mass falls in the container, is an sph simulation.
-When is close to the fire, sph radius starts increasing, creating the baking powder effect.
-When the muffin is big enough I create a snapshoot of the muffin, this converts the implicit shape and multiple particles that creates the muffin in a single static mesh and particle, saving a lot …
TP AirMaster is the first tool I do with Thinking Particles 6.
A fast way to recreate sand inside 3dsmax with TP.
Long time without any post, and a lot of things happen recently.
Using Thinking Particles to create a ballistic analysis in a procedural way.
Normally one of the first practices you do with a particle engine is a lot of arrows. I dont know why I didnt do anything with arrows with TP until now, so here is it only for fun!
A new personal mapping! I worked on the visuals, and Vincent Letellier (Aka Freeworm) did the amazing Sound composition.
I have some ideas in mind and I put everything together on this video.