VFX WORK





Dynamic Simulation.


Rover One VFX Workflow:
Non Destructive Linear Colour Managed Workflow Outline.

Modelling: 
Subdivision Surface modelling. Optimised High Poly to Low for UV transfer (Asset faces 4.7K to 1.6K) <(This was before OpenSubdiv support became recently available in software used) Wireframes are Smooth Mesh Preview Renders with variation in levels for flexibility & efficiency.
Dynamic nCloth simulations & Marvellous Designer.











Texturing:
Tiled UDIM Cached Textures (Fully Mipmapped Linear managed .EXR) Multi/lower resolution shaders for Spec etc.










Animation/Dynamics:


Animation Rigging Baked & Cached. Locators/ Cameras exported to Compositing software. Bifrost Liquid Simulation Cached (Alembic). FractureFX Simulations.












Tracking: 

Plate Footage tracked & data exported. Shot on Panasonic GH2 in Wicklow.




Lighting:

IBL (HDRI) (Mental Ray)

Dynamics/Fluids:

nParticles Cached. Maya Fluid simulations & nCloth.







Rendering: Mental Ray

Normal Render Passes including Motion Vectors.






Compositing:

Primarily After Effects due to Plugin support. 

Plugins:



Trapcode Particular & Form, Rowbyte Plexus.




Colour Correction/Grade Lumetri Color. 
Main Caveats: Limited to 8GB Ram which heavily compromised HDR Lighting setups. The recent Pre-OpenSubdiv software support in texturing software used would have greatly saved time had it been available earlier. Access to Render Farm would have been great.



For Soft modelling examples like above click here.





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