This project was created for a one week class exercise, where I was required to disintegrate an object using pops. I used pyro source spread to create a reaction diffusion animation on scattered points. I then attribute transferred the total burn attribute to my render mesh and deleted the now burned points. I created a custom velocity field in vops to drive a pyro simulation for the advection of my particles. The particles are advected with pop advect by volumes, I added a speed limit, pop forces, and an attribute blur to continue shaping the particle simulation. The particle color comes from an attribute from map and then faded into white based on a ramped, normalized age. Responsible for all aspects except the watch asset.

- Particle and Pyro simulation done in Houdini
- Rendered in Arnold
- Tissot watch asset sourced from Sketchfab

Student
Savannah | United States

Visual Effects student at Savannah College of Art and Design, focused on FX and pipeline development in Houdini.



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