FX Reel - Bernat Fibla
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FX Reel - Bernat Fibla

Bernat Fibla
by bernat on 1 Jun 2021 for Rookie Awards 2021

Hello to everyone ! This is my first FX reel, and also my first entry to the Rookies Awards.

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FX Reel - Bernat Fibla


Shield FX

Using the great assets from the Rebelway/Rookies contest, I worked on a quick FX project in about a week. Everything was done on Houdini 18.5, rendered in Mantra and comped in COPS.

The effect was done using a combination of POP, Pyro and some custom solvers. Used some custom aovs to output noise based maps to push the shield comp further.

Explosion FX

Explosion done mixing some of the new 18.5 tools and classic workflows. The main explosion is sourced from a custom particle simulation and is using the sparse pyro workflow. Shading done with a custom pyro shader on mantra.

Trails are done with the new trails node and pyro sparse workflow. The shockwave is done with classic pyro workflow and driven by a custom velocity volume. I worked with TOPs to create a small simulation pipeline that allowed me to run wedges and iterate quickly on getting the look I wanted for the sim.

Everything is rendered with mantra and comped in Houdini COPS.

Ocean FX

Flip simulation project done in Houdini 17.5 using the new whitewater tools. Ocean simulation with ocean spectrum + foam simulation (limited by camera frustrum) are the base layer of the project. Then the main flip simulations runs on an animated container following the boat, then is meshed and uses a custom shader that takes account velocity and other parameters to make the water feel like foam on fast and agitated parts, and uses the ocean shader on the other parts. There is a particle sim and a pyro sim to add mist.

Everything is rendered with mantra and comped in Houdini COPS.

Boat model from Sketchfab

Waves FX

Flip simulation project done in Houdini 17.5 using the new whitewater tools. Uses the ocean tools to create the waves, and a custom velocity solver to add wind to the foam that collides with the rocks. The flag is simulated with vellum tools.

Everything is rendered with mantra and comped in Houdini COPS. Rocks from Quixel.

Zombies !

This project has a rbd sim simulating a laser blaster (using rbd, particles and pyro simulations) that interacts with a crowds simulation that puts the zombies on ragdoll mode using a simplified version of the blasts to create the velocity that drives the zombies ragdoll movements.

Rendered with Mantra and comped in Nuke. Zombies from Mixamo.

Particle FX

Particle simulation done to test particle rendering and speed with 3Delight. Rendered with 3Delight and comped in Nuke.

Vellum FX

Vellum simulations done to learn how vellum solver works in Houdini while trying to replicate some shots from a famous commercial.

Rendered with Mantra and comped in Houdini COPS.


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