Promote Podcast

Thursday, October 28, 2010

The Art of the Explosion, Part 1

Michael Bay may not be known for his direction or storytelling, but he is definately known for creating spectacular explosive visuals. I have been attempting creating explosions for about 2 years now, and while they have all been space atmosphere explosions (which simplifies things immensely), they still require a lot of finese to create, control, and visualize.

In the 3D animation world, even to this day, 3D generated explosions using volumetric shaders or real-world physics-driven simulations still don't look realistic enough. While they have gotten pretty good on the physical aspect of the explosion (movement, reaction to gravity/wind/object) it's usually the look or the feel that gives it away.

So, how do big-house productions use/create explosions?

Well, the easy route would be to take pre-keyed (a keyed element is a video that has an alpha channel for a background, therefore being transparent making compositioning MUCH easier) video of an explosion and layering onto our video. Movies like Independence Day and Starship Troopers and many other movies in the 90's used this method. The problem with this method is that it's usually VERY hard to find the explosion you are looking for. Maybe the fire needs to react with other elements in the scene and finding one that looks and reacts just right can be very time consuming.

The other route that most big productions seem to be taking is the create-your-own-explosions route. This method provides wonderful advantages in moulding and shaping EXACTLY the way you want the explosion to happen. Even making things happen that would not even occur in real-world physics, or creating physics for something that has yet to be seen (space physics for example). Contrary to popular belief, fire DOES BURN in space, but it burns MUCH faster hence the lack of oxygen. Howeven if there is fuel, then the quicker-disbursed fumes will burn very quickly. Same with smoke, however it even dissipates much faster than fire in space, probably not even noticeable to the naked eye depending on the size of the explosion. Event Horizon was a good movie that delved into more real-world phsyics of space explosions. But the norm for Hollywood is to create atmospherically correct explosions, even in space for the simple reason that it just looks better.

The trick that Hollywood represents, is that it really doesn't matter if the explosion is realistic for the environment so long as it fits and enhances the scene.

How do you create an explosion?

The first thing to do is to be aware of your environment. In my case I've been building explosions in space. So definately lack of gravity will be needed, however I still use huge, long-lasting plumes of fire and smoke, totally out of place in space, however it looks really good and helps me drive the story (and hide the fact that there is really no physical damage). It's easier to notice an bad explosion if it dissipates and there's no visible damage than a physically incorrect but good-looking explosion. In the Atmosphere you have to consider gravity, wind, friction, and collisions.

There are two different types of volumetric effects programs out there; there's volumetric shaders (more used for big plume explosions like buildings and aircraft) and volumetric simulators (more used for fire and small, locallized, explosive bursts like car-bombs and hallways).

I have more experience with Volumetric shaders with particles, because they have fit my needs more than the other programs. In most 3D programs you can create simple particle emitters that throw out a preset amount of particles in a single direction with some variation, as you can see in the picture:

This will provide some particles in which a shader could be attached for some fire texture. However, this will look extremely bubbly and very unrealistic, like a pre-schooler drawing comparing to Da Vinci.

These are randomly placed particles coming out at a random speed with simplistic direction. No. What we need is chaos!


And we need to control that chaos.

Imagine an explosion. We have the impact, the initial plume, an expanding plume, a directional plume, random plume offspring, small fireball debris, and pieces debris. Taking these items into account and designing particle systems for each piece of the explosion takes a lot of time, and in the end the particles will look something like this:

Here we have all systems in place to control the randomocity and chaos of an explosion. This is a space explosion, so we lack gravity, wind and friction. Those will have to taken into account in an atmosphere explosion. (each color represent a different control system)

To control this explosion we have to setup a system of rules and checks to monitor conditions for all systems.


In the simple particle emitter, there is nothing in place to control this. However to build a complete explosion we need to slowly introduce each element and make sure it's functional before moving on to the next piece. After a while (4 days for me) of tinkering and tweaking the particles, there could be a system that looks like this:



























Compared to big house productions that do HUGE calculations for dynamic realistic explosions on a daily basis, this is a kids toy, VERY simple. But, for me, it's a start. And you always have to start before you can finish. However building your own explosions in 3D is like playing golf; you never win but you get better and better :). And taking this simple explosion system and adding volumetric lights you get something that looks like this:

Certainly not bad for 4 days of playing around. My lighting is still too bright, and there is some more tinkering to be done with the pieces and plumes, but it's a good start. I plan on improving this continuously and eventually replacing the explosion elements in my recent space battle scene with these once I get them looking good enough and reacting well to my environment.

I also need to develop the delivery and impact system, so that I don't have to animate each explosion. I could do a simple Star Trek proton torpedo type of effect, very simple, easy and cool looking to do. But I'm not sure where I want to go with this, I want to do something unique, so I may play off of the proton torpedo look, or I may do something different.

Tuesday, October 26, 2010

More space, more explosions, more ships!

In learning Cinema 4D it was inevitable that I create a space combat animation. This seems to be something I have a knack for, and no matter what I am working on I always find ideas to use in my "next" space animation.

This one is a combination of many different things that I have created over the years. My biggest accomplishment in this video is the Earth which was completely modeled by me. The next big thing is the big ship, which was the 9th iteration of the vessel in a backburner short-film PEARL. The small ships are a simple model I made last week.

Lots of different programs were used as well, many different layers of animation, background, lighting, and general compositing. 3DS Max, Cinema 4D, After Effects, Soundbooth and Premiere were all used in creating this animation. This video was made in about a week which is pretty good considering my last animations several years ago.

It's still not perfect, I didn't like the sun, and some of the compositing and sounds were sloppy, but I just wanted to move on, I've learned what I wanted to learn with this animation.

Cinema 4D Space Battle test from Dave Spooner on Vimeo.

Monday, October 25, 2010

I'm a blur, I'm a blur!

Flurry of activity over the past few days. I first created a redesign of the Fusion Radio logo, I was trying to imitate the new Comcast Sportsnet design style along with a heavily textured and detailed "F" logo. I think it turned out quite well and I'm still waiting for a response from the Fusion guys about it.

I also felt that I was getting a little stagnant in my 3D animation so I decided to create another space battle using Cinema 4D instead of old reliable (3DS Max), along with After Effects for compositing the 3D layers and special effects.

My previous space battle I created was almost 3 years ago. It was made almost entirely in 3DS Max with Afterburn for explosions and old models that I had created for PEARL (a now defunct short film that never saw light of day). Now, I used a ship model that I redesigned for PEARL a year ago and another smaller ship design that I made just recently. And using After Effects to composite all special effects like explosions, film grain, and other artifacts, and then using Premiere to finish it all together.

It's turning out quite nice. And because Cinema 4D has much easier controls to bring 3D data into After Effects, the compositing side is going pretty fast. The hardest part so far was converting the old ship model from 3DS Max into something Cinema 4D could use.

I plan on posting it as soon as it's done as it will be the most complete 3D rendering of any kind I have ever done. A complete story from start to finish. I never finished my older renders becauce while Afterburn is totally awesome, it takes forever to render! I started the new animation on Friday, and I'm putting together the final scene now. But I am having other issues with adding debris layers, but I'm thinking about just leaving those out, we'll see.

There's also been a lot of activity with the Screen Writer's guild that was responsible for the production of Orbit Control, but so far there hasn't been any real solid movement towards another film, but I guess as long as there's activity then things will keep moving forward.

Friday, September 10, 2010

Orbit Control

Orbit Control was finally put to rest last night, the film was finished on the 5th and the trailer on the 9th. I built a DVD for both the film and the trailer, and included HD versions of them on the DVD-ROM content, and made 20 copies.

Tonight is the cast party and official screening of the film in Schaumburg, which I am quite excited about. This film was a wonderful and stress-free experience (except for last night, just a little stress about building the DVD), that I look forward to in bigger productions.

Orbit Control from Dave Spooner on Vimeo.

Wednesday, September 1, 2010

Out of the mold again

I've completed the first draft of my script entitled "Pathways", for next year's "21 Film Project". I know it's really early, but I'm not the kind of guy to wait until June to come up with an idea for the contest in July. Who knows what I will be dealing with at that time, could be other films for the same contest or commercials, or graphics, could be anything. So, while I have spare time, I'm going to be working on this film and I hope to have it completed by February.

I will admit, being that I am first and foremost dedicated to furthering my craft of special effects and motion graphics, that this script is written around a few special effects that I've been wanting to challenge myself with for a while now. There are only two lines of dialogue in the film, and it is all emotion conveyed through action instead of words.

The story is about a man, down on his luck recently made homeless, finding a nice camera in the trash as he is sifting through it. As the man plays with the camera he finds that the camera is showing him pathways in which he might be able to end his life.

There is a happy ending, but I don't want to spoil it. It is written for the Land of Lincoln Credit Union "21 Film Project" for next year so you can kinda imagine where this has to go, plus I wanted to incorporate it with their new "The Do Good" campaign.

This is my second script, and I've tried to make it as simple as possible. My previous film "They Hunger" was very simple, but with a few camera tricks and some nice music and sound, it came together very well. To me, I feel like I need to get the basics down before I start tackling complex projects requiring lots of hands. It's a simple shoot, but with complex emotions, so I'm challenging myself even more this time.

Monday, August 30, 2010

Celebration

This past weekend was the 3rd annual Land of Lincoln Credit Union "21 Film" contest which we entered with our film "The Missing Bank Card 3" to wrap up the trilogy.

The Missing Bank Card 3: The Last Debate of Abraham Lincoln from Dave Spooner on Vimeo.


Before the actual "Showcase" began which ran the top 20 films entered into the contest, there was a screening of other notable films not related to the contest. Within that special screening they also ran last year's contest winner by Dave Heinzel "Press Play" as well as BOTH our first two films; The Missing Bank Card 1 and 2. A couple other films also made their debut (unrelated to the contest) from local high-school's and other national Independent Film makers to wrap up the special showcase. But you could tell that this was going to be a special night for us right from the get-go.

Then the Top-20 showcase began to kick off the ceremony, in it were your standard Land of Lincoln commercial-films, and other films that just didn't make any sense, all mixed in with some well-shot but un-fleshed stories, and some well-fleshed-out stories but horribly shot. And then there were a couple that really shined, like some hand puppet acting, and a film shot on a Canon 7D with some gorgeous DOF.

In the end though, our film was a triumphant riot. While there weren't as many laugh-out-loud moments in the 3rd film as there were in the films before, you could tell that it still captivated the audience, and the climactic applause at the end was worth the trip alone.

This year the contest organizers decided to add an "Audience Choice" award in which the members of the audience were each given a voting placard with the list of the top-20 films, and after all the films were shown they voted on their favorite. We certainly didn't have the largest group in the crowd, but we still won the award! The audience voted on US!

After that unexpected but uplifting award, they also announced the winner of the coveted "Best Film" award, which we won! Paul brought us all down there to the podium with him, and I couldn't think of anything coherent to say, but I was really happy.

The afterparty was fun, I was able to make a couple contacts that were interested in my abilities and then we made the 3 hour drive home late at night.

So, what's next?

We had a long friendly talk with Dave Heinzel, the director of the previous year's winners, and challenged us next year. So we will probably go head-to-head next year with our films, whatever they will be.

I also have some ideas myself, and it might be possible that, in addition to possibly helping Paul with next year's film, that I might have my own submission as well. I was in the middle of an animated short for the contest this year, but I decided to focus on Paul's film instead, so I may finish it for next year.

I also have an idea for a "Twilight Zone" esque film that I still need to flesh out. But I enjoyed creating "They Hunger" so much that, even with a small cast (me and my wife), I feel like I could put something noteworthy together for next year's contest.

Next year's contest was once a shot in the dark a few months ago, but now I may have my hands full again come next June!

Friday, August 13, 2010

finished again

So, I am finished AGAIN with The Missing Bank Card 3. I'm slugging on 2 hours of sleep right now at work, I just want this monkey off my back. Yes, I'm glad to redo a lot of what made the first "finished" cut of the film less polished than last year's film. Yes, I'm especially glad I got to build a jungle scene with dinosaurs and birds and a classic tie-in with Star Trek 2. Yes, I'm glad to redo the color scheme to a more "flat" level.

But there's a point in which you just have to wash your hands with it, and that was almost two weeks ago for me. Since we finished the first cut of the film, I had since archived it and moved on to another film and a wedding. Already waist-deep into those and already losing a little sleep over them, I find myself working on MBC3 again, taking it out of archive, and spending half the time trying to catalogue all the project files again to rerender with new effects. It's a love-hate relationship because I was glad to be done, but at the same time I'm glad to be polishing it some more.

I feel more like Chewbacca in this scenario, getting the wrong end of a deal:

"If you would rescue her... the reward would be...",
"be what?",
"Well, more reward than you can imagine!",
"I dont know, I can imagine quite a bit",
"you'll get it!",
"I better!",
"You will!"