The Soul of Nebula
Jan 16, 2021
I create the abstract and energetic coloful particles body, called the soul of nebula.
Software:Houdini、Mantra、Nuke、After Effects
Designd Thinking :
I create a sphere and noise position with point vop , utilize the thinking way of multi-layerd noise.
Then unusual shape as FLIP source,in order to FLIP simulation.
Note : Particles are Points;Points also are Particles. Controling the various dynamic behaviors of flip partilces optionally
use different POP Force and POP VOP node in dynamic network.
Remember that you could output and preserve some critical point attribute,eg.age、id 、vorticity、rest and so on.
Because you can color specific particles areas based on rest2 and vorticity attribute with point vop,called Color A.
Using relative to bounding box node to get single up direction and combine with age and id attributes in point vop to color other points areas ,called Color B
Next,I mix Color A with Color B based on rest attribute (bias) in point vop. The all scene has 68840912 Particles.
In order to optimize scene display and render,I delete part of particles according to voticity attribute.
For the preserved particles convert to vdb and polygons as volume light source and geolight source.
For Particles,I adopt constant and glow material. Meanwhile,there are three lights in all scene. In addition to geolight and volumelight,there is a sunlight.
Finally,Rended with Mantra.
Remember that FX is various small effects variation variation essentially.you can take advantage of multi-layerd noise、multi-layerd fx ways to active amazing effects you want.
"life is randomness and hopeful,however,FX is the poetic expectation of life." OKey? !
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