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'Freefall' FX Breakdown #2

7

Remember the Freefall breakdown? Tony is back with another scene.

Tony Diaz writes:

Tony Diaz here again! Thought I'd share another shot breakdown from the same music vid as my last post, this time just showing the comp passes. Motion tracking, modeling etc. done in Blender (learned all about physics, cell fracturing and smoke) and comp'd in After Effects CC.

Fun tip for those of you also doing gunshots and light smoke: render it OPEN GL. It'll save you HOURS of render time and look good enough for lighter smoke plumes.

Basic idea:

I hid all my objects except the smoke domain and rendered it (transparency on) using OPEN GL (i.e. the viewport). With those rendered, I imported them into After Effects and used them as alphas for solids (with light noise) to simulate smoke. The illusion works for light smoke, but pretty sure the illusion would fall apart if you wanted to make thick smoke, or if you want light to interact with the smoke. Super useful cheat, and now I'm plowing through the rest of my effects shots.

Thanks again to the Blender community for the advice, tuts and inspiration!

7 Comments

  1. winnertakesteve on

    There was a moment when I thought the squibs were practical and was waiting to see what you were going to add to the shot. You nailed it.

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