


SMOKE
This next series of images is an example of the Volumetric Smoke used for the "Time Machine which the main characters travel through time with. I was responsible for optimizing the render times. This was done both in Houdini & Maya. Houdini Particles were used for the animation, then were translated to Maya, where Disney developed its Volumetric Shader. Note how much the volume is dialed down in the final Shake composited images.
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Frame 9

Frame 16

The Same Frames in the final composited images :
Frame 9 again (the now black smoke and added vapor trails)
Frame 16 again

FLUIDS
There were many scenes where Real Flow Meshes needed to be cleaned up in Houdini, using the Cookie Operator (SOPs) or Soft Peak / Peak Operators (SOPs). Below are two example of the type of Real Flow fluids, that I worked on, which required this. Also in the PBJ shot below
I used Houdini's Paint SOP to paint in appropriate peanut butter and jelly where Real Flow got a bit untidy.
Radioactive Material
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FIRE
Here is a sample of an older Fire Shader done in Houdini. This was done as a modified/adaption to the "Fire Vop" (Vex Operator) that comes in Houdini. It is a 3-D fire as opposed to 2-D fire done with sprites on particles. The geometry is particle / metaballs converted to polygons. The trick in the shader is to use the dot product of the "Camera Eye Vector" and the "Geometry Normal Vector" which give the effect of transparency near the central core of the geometry.
CLICK HERE FOR THE ANIMATION