How did I deal with…?

Simulating Visual Effects for a Render Time Environment

The goal of this project is to make a short film with only 1 scene, 1 character and a natural environment behind her, including trees and water. Here you can see the short film after Post‑production.

The many solutions I'm implementing for the visual effects (VFX) in this environment consist of:

nParticles & force fields

These pictures show the simulation and animation progression of the Volume Axis Fields (VAF), the splines driving the spirals and place holders for the nParticles swirling through the tunnels:

Particles to body Particles to body
nParticles swirling to a low‑res Alembic version of her body.

For the nParticles, I'm texturing 9 types of images with alpha channels on simple 2 sided geometry. I'm using Instancers for the geometry:

nParticles textures nParticles textures
Textures applied to MIA material on nParticles.

Wind on vegetation

I'm using Paint Effects and replacing their shaders with MIA to get photo‑realistic Subsurface Scattering (SSS). Detailed trees layer for foreground, a simpler one for middle ground and cardboard trees for background. The advantage of this method is that Paint Effects have a module that automates wind simulation on leaves and branches:

Wind on trees Wind on trees
Using automatic wind simulation from Paint Effects.

nParticles on air

I'm using a fluid volume container to simulate mist in the air:

Mist volume container Mist volume container
Mist volume container.

And additional nParticles plus different turbulence and wind fields to simulate granularity on the air particles:

Particles on air Particles on air
Particles on air.

Volumetric lights

I'm using a couple of volumetric and flare lights to project shadows on the camera. That way I can get more SSS behind her hair, dress, water and tree leaves. I'm rendering the volumetric lights directly from maya into EXR sequences and compositing later in Nuke:

For more information on compositing, visit the following case study:

Compositing
Compositing Short Film

Compositing short film using Nuke by rendering EXR and grouping background, character, volumetric lights, simulations and optical effects.

Water material

I'm using a NURBS surface for the water in the foreground with an MIA, including a procedural‑animated ocean water noise in the displacement node of the material's Shader Group:

Water displacement Water displacement
Water displacement connecting to shader group.

Here you can see the composite, before and after reflections:

Water reflections Water reflections
Water composite with and without reflections.

Nucleus particles on character

For the girl, I'm using nCloth for the dress and wings, and nHair for the hair. Also, an Alembic low poly version of her body to act as attractor and collision object for the nParticles swirling in the force fields:

Particles to body close up Particles to body close up
Maya Muscle for skinning, Alembic for mesh animation, attraction, and collisions. nHair for hair, eyebrows, eyelashes, etc. nCloth for dress and wings.

For more information on VFX and rendering environments, characters and props, visit the following case studies:

Visual effects workflow
VFX Workflow

Letting animated characters drive VFX using Maya Nucleus, including flexible cables, molten metal, smoke, sparks, and optical effects.

Visual effects fluid injection
Simulating Fluid Injection

Simulating a fluid injection for a shoe sole using nParticles in Maya. Understanding the briefing, developing simulation tactics, caching and rendering.

Grooming human head
Grooming Human Head

Grooming a human head using XGen in Maya, linking geometry to descriptions, simulating, caching, applying shaders, rendering and compositing.

Maya Muscle for Skinning
Maya Muscle for Skinning

Simulating Maya Muscle on a rigged human character, using them as deformers on skinning and letting it drive Maya Nucleus nHair and nCloth.

Simulating clothes with nCloth
Simulating Clothes

Simulating clothes using nCloth in Maya. Mesh with motion capture drives dress & necklace. Cached shirt simulation drives a vest.

Visit these case studies to learn more about rendering and compositing:

Rendering interior environment
Rendering Interior Env.

Rendering an interior environment through animatics and concept, HDRI lighting, texturing, simulating VFX with Maya Nucleus, rendering EXR, Nuke comp.

Texturing buildings for real time environment
Texturing Buildings

Texturing buildings for real time environment, modeling and UVW in 3DS Max, hand painting textures, applying to materials.

Compositing
Compositing Short Film

Compositing short film using Nuke by rendering EXR and grouping background, character, volumetric lights, simulations and optical effects.

Rendering prop asset
Rendering Prop

Rendering and Compositing a Prop Asset Skateboard Bag, Using Maya, ZBrush, Mental Ray, EXR, and Nuke.

Texturing character
Texturing Character

Texturing a character for render time by opening UVW in Maya, hand painting and extracting PBR textures in Substance Designer/Painter, rendering EXR.

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