Ben Houston’s Exocortex approached me to help on the development of a realtime smoke simulator for Softimage ICE. This is the outcome which I just got permission to show.
SlipstreamRT for Softimage is a proprietary real-time smoke simulator developed for Softimage’s ICE system in collaboration with [exocortex.com/ Exocortex Technologies, Inc.] This video is posted with permission from Exocortex Technologies, Inc. For licensing information please contact [email:email@example.com]
I’ve worked on most of the components of the solver including boundary conditions (laminar flow, turbulent flow), vortex shedding, the vorticity equation and particle splitting algorithms.
Most of the tests on this video are done by myself, I’ve also implemented all the workflow and controls demoed in the video.
Just finish working on these series of short films for Assassins Creed 2. The game looks amazing as well!
This project was a joint effort between Hybride (Film studio Acquired by Ubisoft) and Ubisoft Digital Arts (Ubisoft’s own Film studio).
I’ve developed the workflows/tools and lead the Technical Directors ( as well as pipeline development) during the project at Ubisoft.
This was quite an experience and I’m happy with the results, although I wish we had more than 5 months to produce the whole thing…
In my opinion (and not because I worked on it) this is the first adaptation of a “game to film” that makes into the form a short film, and doesn’t let me (completely) down. It actually leaves that feeling that we could explore more of this universe in a full length feature film.
I would be looking forward to work on a full feature film for this brand, with a lot of time to produce it of course
And Guillaume Laforge is doing this pretty cool project that constructs a fast scalar field in ICE and passes to the polygonizer in a grid structure.
The coolest stuff for me is that the distance function on Guillaume’s polygonizer is an ICE compound! So you can play with it right there and manage to change the way the polygonizer will weight the surface.
It’s exciting to see all these people developing these tools and they are all compatible with my SPH solver, have fun!
Package of 6 animations done at Nervo.tv for Zune.
My participation on this project started on RnD, and how we would make the simulation work on the cube shape, then how to animate it. I also did most of the lighting work and the final compositing/color grading.
Few interesting things from this project:
The “Boxes” animation was done simulating rigid bodies in XSI, and a lot of layered animation on top.
The “Liquids” one I had to write a little script to allow me import a sequence of meshes, that came from a standard particle simulation. To then enable people to tweak it later, in a mesh state and apply relax operations etc.
The “Sweets” one was very tricky too, each frame of the animation is a different object. Like a 3d stop motion technique.
This project was fun and challenging at the same time, I’m pretty happy how it turned out.
Based on the number of neighboring particles, this compound can adjust the color around the boundaries of a particle cloud.
The range is calculated based on the number of points in the island, so a gradient is smoothly blended to the particle color.
This can be used in any region of the stack. Plug the Execute Color in one ICEtree port and you are good to go.
However if you want the color to update with the simulation, you must use this in the simulation region.