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FX Demoreel - Igor Galdona
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FX Demoreel - Igor Galdona

Igor Galdona Gamon
by igorgaldona on 31 May 2023 for Rookie Awards 2023

This is my demoreel finished in April 2023. Hope you like it!

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Hi there! I would want to share with you the projects I did over the past year. I never thought making RBD, smoke, fire or water simulations would be so funny: Now I can say I love FX! I feel ready to level up and deal with more complex projects. I hope you enjoy your visit here!

TREX DESTROYING CITY

This T-Rex destroying city took me a while but I enjoyed every minute. All RBD, smoke and fire simulations were done by me.

As you can see in the next breakdown, the shot was simplified in smaller simulations. First, heavy materials  simulations were done, because they will define, for the most part, light materials behaviour (second layer simulation) and debris simulations (third layer simulation). Besides the impact of the T-Rex against the building, the blast in the second floor also affects heavy materials simulations.

But not everything was a bed of roses, of course. In order to optimize time, I developed several tools: mainly for fracturing materials, packing objects and constraints definition. I also developed a tool to avoid small pieces in fracture, merging them to the nearest bigger piece, because they were giving problems during a second layer fracture in the same materials.

MECHS WAR

Mechs War starts with the meteorite blast, which breaks into three smaller rocks that explodes when colliding with ground. When meteorite explodes, a blast wave is also simulated,  dragging all the sand floating in the air. Mechs are also firing to unknown enemy. All smoke and fire simulations are made by me.

Shot has been worked keeping an eye on the timing of different explotions. Each explosion is composed of main explosion, base smoke  and debris (with corresponding trails) due to the impact with the ground. Mechs shots, are made with initial blast and trails produced by projectiles, which are set with high dissipation.

SPACESHIP TAKE OFF

In order to look realistic, this simulation had to be scaled. Simulating bigger than it really is,  water falls slower and the spaceship model looks huge. Otherwise, it looks like a toy in a puddle. All water, white water and mist  simulations are made by me.

Next video shows the breakdown of the shot. First, flip surface is simulated and with this done, we have all information to simulate spray and foam particles on one hand, and mist (using Pyro Solver) on the other hand. I also put some small sources beneath the spaceship to simulate water falling from gaps, with a little delay to look more realistic.

Very interesting one last thing I would like to point is that two velocity fields were applied. The first one aims at achieving turbulent anticipation when the spaceship is close to the waterline (but not there yet). The second one helps the water slide over the surface of the spaceship.

That's all folks! I hope you like my projects. Thanks for watching!


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