FXPHD - MAX202 - Visual Effects Techniques with 3DSMax

FXPHD - MAX202 - Visual Effects Techniques with 3DSMax

https://www.fxphd.com/details/288/

The course goes into the techniques used in doing visual effects work with 3DS Max and its plugins - Thinking Particles, Rayfire, and FumeFX. Coming from a feature film production background, the focus is on quality and efficiency. It is a holistic view of the process - from planning, through fragmentation, rigid bodies, particles, fire/smoke, down to management and assembly.


Class 1:

Modeling for dynamics - We'll go through the needs and pecularities of

modeling for effects - which the FX artist needs to either do or

supervise, to get the necessary assets.

 

 

Class 2: Previz and layout - The power and importance of

composing effects scenes in the previs and layout stage is one of the

big lessons in FX. We'll get into how rough sketches, simple animation

and particle effects are used to plan a shot, laying its foundations and

setting it on the right course.

 

 

Class 3: Fragmentation - We'll go over the techniques used to

fragment and prepare the assets for dynamics. The treatment of

different types of materials like wood, concrete, glass, etc. Fitting

the level of detail into the plan of the shot.

 

 

Class 4: Rigid body dynamics and procedural fragmentation -

Goes into setting up a solid and extensible structure for ridid body

dynamics (RBD) in Thinking Particles. Then we take a look at procedural

activation and fragmentation, how and when to use them.

 

 

Class 5: Structures - Going further into what can be done

with rigid bodies, we'll look at different ways to create and destroy

interconnected structures of rigid bodies.

 

 

Class 6: Additional animation - Adding art-directed secondary

animation to enrich the RBD simulations, and adding effects that are

otherwise less practical to achieve.

 

 

Class 7: Secondaries - Adding layers of secondary dynamics like chunks, debris, splinters, shrapnel and funny accidentals.

 

 

Class 8: Interactions - Making the existing RBD simulation

interact with the environment, producing some more elements like sparks,

dust, mounds of earth and secondary destruction.

 

 

Class 9: Fluids - Fire and smoke are essential in almost

every shot. We'll look at working both ways - from the solids to the

fluids, and from the fluid to the solids, setting up and controlling

FumeFX simulations.

 

 

Class 10: Management - Looks at the key points of managing

the FX process, start to finish. A way to set up a good base for any FX

element in the start, and assembling all the pieces of the puzzle

together for rendering.

 

FXPHD - MAX202 - Visual Effects Techniques with 3DSMax


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