Clean the exploding heads of the actors Matchmove the set and characters in order to be able to render with interactive lighting To comp the explosions into the shots, we had to: Most of them were shot as multi-layers and included set extension. On top of that, 3 frame rates were used for the simulations: 24, 48 and 96fps – Some shots being more or less slowed down.Īside from the explosions, the shots required a substantial amount of compositing work. In order to provide more diversity, we offered a range of 5 versions for each of the most recognizable elements: 5 shapes of body x 5 shapes of mushroom-cloud x 5 sorts of fireworks x 5 colors = 625 variations were possible! Most of the simulations were calculated in advance during the setup stage in order to then be used within the shots. This color grade is also used to color the fireworks and the different lights of the explosion allowing us to create a harmony through the different elements. The tint of the smoke is given through a image defining the color according to the temperature. Based on a fluid simulation, these elements can then be deformed using specifically-designed path. The explosions of the fireworks re-light locally the smoke.įrom the body of the explosion rises a mushroom-cloud. These sparks re-explode like fireworks (particles simulation). At the end of each tendril, sparks are generated. The simulation consists of multiple emitters creating tendrils. The body of the explosion is mainly made out of colored smoke (fluid simulation). This expanding model holds a procedural texture which will allow displacement of the plate while compositing in order to simulate air distortion. These elements disintegrate rapidly.Ī 3D model shaped as a ring is generated around the neck. Each fragment generates a blood trail, using “liquid simulation” the blood being shaped as “blobby”. Their movement and collision are then simulated using “solid simulation”. The head is automatically divided into pieces. The head divides up and explodes like a watermelon. Rays of volumetric light are created through the holes. Ignition: the neck lightens up where the chip is placed while light begins to spread around the neck.Ī procedural texture lightens and breaks the 3D model of the head matching it with the plate. On a technical point of view, the explosions are divided in successive steps based on different kinds of simulations. The explosions are joined by sparks streams reminding us of fireworks The steam/smoke resulting from the explosion is multicolored and generates a graphical mushroom-cloud The blood projections are discreet and quickly pulverized To achieve the effect, we based our work on realistic simulation referring to unusual references: The challenge was to propose a particular explosion design highlighting the ballet look of the sequence while avoiding the “gore” moments of a head exploding. This effect is mostly condensed in one sequence where the explosions occur one after another in a musical choreographic manner. Our work on Kingsman: The Secret Service was to illustrate the explosion of chips implanted in the neck of the accomplices of Valentine.
0 Comments
Leave a Reply. |