Website powered by

Ancient Staff - Metamorphosis

Ancient Staff - Metamorphosis
Interchange of multiple simulation effects of at least 3, between objects and an environment.
This Houdini project was my biggest one yet for my master's degree in terms of FX, I enjoyed creating this fantasy & cinematic scene.

Moodboard

Moodboard

Draft Sketch

Draft Sketch

Test Render - Lighting & Environment

Test Render - Lighting & Environment

First was getting the rising ground to work with RBD. This was my first iteration and the ground was too shaky

Test Camera. Gauging how I wanted my simulation to go along with the cameras in order to create a cinematic vibe.

More iterations with the ground RBD. Add more force with the rise and making it more a slow calm rise and less disruptive

Made the ground have more disparity rather one big chunk rising up

Second was the particle swarm energy surrounding the crystal of the staff. This was the first iteration/exploration

By using volume trails and noise I can create more disparity with how the particles move. Lowered particle count for test

Increased the particle count a bit more

Seeing the current two simulations in one sequence. Adjusting the timing and appearance of each simulation

Creating debris particles for the rising ground to add more depth

Adding pyro simulation to add smoke debris for the ground

More particle sim. Simulating particle tendrils to add that significance of power for the staff. Using curve force and adding modifications through vex

Adding 3 more variants for the tendrils

Seeing it all together once again through the camera sequence

Lastly was to create torch flames using axiom sim. This felt too soft for the kind of fire that I want to go for

I wanted the fire to be more disrupt to show the staff's power

Test Render for lighting environment. Adding all the simulations took way to long to render so I only did some just to see

Test Lighting Still Frame

Test Lighting Still Frame

Final Render Sequence