Into the Storm Breakdown
Title: Into the Storm
Programs: Houdini, Mari, Photoshop, UV Headus Layout
Modeled: Houdini,
Not responsible for the plane model
SIM: Houdini
Lighting: Houdini
Texture: Mari + Photoshop
Not responsible for plane base texture maps
Rendering: Mantra
Description:
This page is a dedicated breakdown to my project Into the Storm. Here can be found the process taken to model, render tests for lighting, and FX system building.
Please use the right-hand navigation to view the different sections available.
Modeling
01 Base Shape and Network
02 Define Catapults and Blast Shields
03 Holes for Deck Ties
04 Remove Areas for Parts
05 Blast Shield Support Arms
06 Deck Tie Down
07 Blast Shield
08 Blast Shield Combined
09 Launch Bubble and Network
10 Catapult Shuttle
11 Launch Covers
12 Elements Combined
Animation Tests
Blast Shields
Launch Animation 01
Launch Animation 02
Launch Animation 03
Launch Animation 04
Launch Animation 05
Texture Lighting Test
Sun and HDRI
Deck and Plane Base Shaders
Change Light Intesnity + New Color Correction
Adjusting Lights
Add Lights to Plan + Shaders to Bubble
Motion Blur
VFX
The intended effects in this piece were a combination of all that I have learned in Houdini. As well as the pursuit of growth in their creation.
VFX: Rain
Rain System Test
An initial test into the rain system checking to see behavior and splash interaction.
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White = Rain drops
Red = Splash
Blue = Run/Drip
Rain Sim 01
The first sim utilizing the fully animated geometry.
Wetmap Generation
100 frames from wetmap creation to be used in shading network.
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Darker areas equate to wetter surfaces
Deck Splash Source
Based off Rain sim collision
**Please open in full screen for easier viewing**
Source has been slowed down for easier viewing
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Red: Non-Selected
White: Source points (Rather small)
Rain + Deck Splash Combined
A combination between the rain and deck splash systems
Add Wetmap to Textures
VFX: Engine
Heat Distortion
Particle Velocity setup
Colored red and green to be later used in distortion channels