Earth, Wind and Fire?!?!
When this project started out we knew that based on the story we had we would have to create a few effects but the further we went into the production, the more we came across scenes that needed some kind of simulation. The first obvious ones, not surprisingly, were the rain effects (the movie IS called “Rain”!) but even these were not as obvious as we initially thought.
We knew from the beginning that running a simulation on a scene full of vegetation and flowers would be impossible so we had to come up with optimizations.
Since we had a plethora of models we had created for this scene, I decided that one solution would be to use instances and XSI’s particles system but I forgot to test one step before we went on with the final production. I thought that instances could interact with particles and I should have tested it before we went on but I made a mistake. It finally turned out OK but it wasn’t as simple to manage as our initial plan.
We laid out our scene using instances and when the layout was finalized, converted them to models and deformed them using wave deformers that mimicked the movement of the vegetation in the wind. A particle system was created to interact with the leaves and flowers, made up of a textured sprite of a raindrop that died on impact but created splashes of blob particles. The result was quite believable and considering the fact that we were not goilng for a realistic look, it was quite production-ready. Another advantage was that it was quite portable and for scenes that needed this effect, all we had to do was to change the flower and vegetation models’ positions and re-run the simulation.
Another effect which still included rain was medium shots of Roshanak at her window where we would see drops of rain falling on the window sill and into her hand. This was handed over to Reza Ramezani and due to the limited number of scenes for this effect we used Realflow and the effect was not too difficult to reproduce. The results were quite good too.
The one effect we really had a problem with was fire and it took as lot of testing to finally obtain the result we needed. We started out testing XSI’s particles but after extensive testing we just couldn’t get the visual results we needed and concluded that we would need extensive scripting to reach an acceptable result. We started looking into plugins and we finally decided to use FumeFX in Max and render out a sequence using an animated camera imported from XSI. The result was quite satisfactory but we are still looking to find a solution for creating believable fire for our next projects.
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Author: Reza Ghobady (69 Articles)
Founder and Manager of Vishka Studio since 2003, I have a passion for CG and creative arts. A multitasking, multithreading machine by necessity, my aim is to create a multimedia and entertainment venture capable of creating compelling animated movies. Artistic value, production quality and having fun are the main ingredients of a successful creation and I strive for perfection every step of the way.






