Gatorade – Sports Fuel – A health oil helped me

Client : Gatorade
Studio : Framestore LA

 

My role: FX Lead
Setup for the generation of the “Gatorade Fuel” FX in Houdini and shot work.

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Gatorade! It was awesome working on this project. I learned a lot. Thankfully I did ok though, I know saying I learned a lot is code for I made plenty of mistakes. Not quite so in this case. I had a bit of a health issue that set me back though.

What was this health issue? Well I got hit with a bit of insomnia, and didn’t take long before it started affecting my creativity, my ability to concentrate, and my overall performance and output. Not a good situation to be in while on a deadline with a big company. A friend of mine turned me to this cbd oil.

I wasn’t really feeling ready to try anything, but my friend was speaking pretty highly of this oil. Apparently he had sought sleep help just like I was doing not too long ago, and he was recommended this oil.

So eventually I caved and decided to give the oil a try. I figured I would only try it for a couple of nights and move on to something else if it didn’t work or anything went wrong. Well, the oil worked perfectly and I was back in a good pace in no time.

I still owe my friend for that one.

 

Details of the Project

Tornado – FX

Task: sim and render of the elements tornado, debris and rain.
Software : Houdini 14
Technique : I’ve used a point distribution animated procedurally to generate velocity and density source fields to drive a low res smoke simulation. In order to maintain the simulation art-directable , at every time step I’ve replaced 95% of the simulated velocity with the source velocity. The resulting low res sim is fast (~1 fps). All the details of the Tornado have been added at render time using a volume procedural shader, which allowed me to advect the original low-res density along vector noise fields mixed with the velocity field itself.
Debris , Debris Skirt and Rain are particle simulations.

7up – Commercial

Client : 7up
Studio : Framestore LA

 

Work : CG Crowd.
In this project I had to create and place a crowd (3.000 to 2.000.000 depending on the shot camera position). Each agent was wearing a wristband that would emit light of different colors according to animated patterns. The pattern had to be clearly visible from a distance, but at the same time, the crowd had to be believable from a relatively short distance (~40 m). The Director wanted to see light interaction on the crowd for the light generated by the wrist bands.

In order to be able to work quickly and allow the compers to test different wrist band patterns in Nuke without re-rendering from Houdini, I choose the route of re-lighting the crowd in Nuke, rendering every necessary AOV from Houdini.

I was provided with a library of dancing CG characters and a set of textures for the clothing.
The system was subdivided in 3 steps:

  • Crowd generation : generation of about 50 characters, procedurally dressed using the textures provided (Houdini OTL). Additionally for each character I was generating data that would later help me to render AOV passes related to the wrist band position and light interaction range.
  • Crowd render per Shot : in each shot I was positioning the crowd painting points over a surface. Later I was using copy SOP (with Packed primitives packing option enabled) to instance the characters on the crowd. For each shot the crowd was rendered with several AOVs.
  • Nuke Relighting Setup per Shot : I set up a key Nuke setup in which the crowd could be relighted using P and N AOVs. Using additional AOVs containing the wrist band data, compers were able to replace the wrist band pattern procedurally in Nuke.