houdini waterfall levelset 1 setup

thats idea for an setup which i had back in avatar days when was working on the waterfall sequences. the waterfall setup in houdini is much easier. the data in houdini is much better to control. i am using 2d version of mountian texture to drive the mass and the velocity of the particles. i am faking air pressure with same vop pop operations. the result is pretty fast and under good control, i get the shape which i wanted.  the color show different level like density, pressure etc…

the next step is feed all the data into mantra rendering. mantra works wuite well but for close of water  –> i need a fast raytarcer like modo or vray. that will my next step. with current simulation setup i can push the details to the level i needed at still pretty fast sim times.

(its little slow, just realize the paramters –> final output should have the correct speed)

new old waterfall designer tool

i had time to optimize my rig for old project:
this is a quick demo of realtime preview of my waterfall rig. the volume represents the implicitly volume rendering in renderman. i used couds shape to show in maya opengl the size and opacity of the implicit volume (renderman).

here example of my expressions setup for faking air pressure:

this is a screen of my adjustable volume emitter for my waterfall rig. i can fit the emitter to edge of the rocks and adjust the amount of water on each position with a ramp:
i hope i can post a video with all “water-structure” feature of my rig.

waterfall 2.5

finally, i had finished sets of the nodes in nuke for my waterfalls. i can change the look of the waterfalls in realtime and place it in the 3d space in nuke. so i can fly around in 3d-space and place so many waterfalls i want… the rendertime takes about 5 seconds in nuke (incl. displacments) with this different waterrfalls. (all created with same base-layer).

waterfall mattepainting WIP 2



here another wip from my research-project…this (6K x 4k) 3d-matte painting and includes:

-one 2D animated matte paint (10k x 2k)
-one 2D still matte paint.
-five 3D rendered animated waterfall texture (2k x 1K)
-two real footage animated water-texture

there are lots of displaced objects in the 3d-space of nuke and workflow is still fast !

concept matte painting

here is quick test for concept 3d-matte painting…
the concept-painting was created by a great artist at softmachine, my job was to transform the painting into 3d and add the waterfall in the background.

i´ve created a little mask for the painting and projected and displaced it on a plane with
nuke´s 3d-features to create a more dynamic 3d-feeling picture in the camera movement.

the waterfall created in 10 mintes with default-settings of my dynamic-scripts (maya and renderman).

and here the lowres video:

here is behind the scene of the stereo comp:

waterfall mattepainting WIP




here ia another wip… a screeshot form the squence in nuke. its a 3d-composting, the plan to get a nice moving camera.. its a nice project to level up my skills of the 3d-features in nuke…
anyway, animated displaced surfaces in nuke are rocks !


here is a quick preview video