On 0:30 How did you create the fracturing of the actual "picture" and made it a 3d element? Did you model or is it some sort of texture thing you did? Can you explain?:)
@mbediting Thanks for the good question. Basically I modeled part of the building which using RayFire I fractured it and simulated it. I rendered this out this sequence out which texture was just a plain colour. Then once I composited it in After Effects I saved a frame as Photoshop Layer. In Photoshop, I drew a square mask on the raw footage in the position of the debris. With this layer I used the photoshop tools to correct the perspective so I had a straight on texture of the building.
@mbediting Well all I done was used the motion tracking points on the corners of the building to create a big box which was exactly in the same position as the real building, I then fractured it with Rayfire but only choose the parts/chunks I wanted to react as I didnt want the whole building collapsing. So I selected a handful of chunks and grouped them, then froze all the other chunks and when I done my simulation I made it so only the selected chunks would react. :)
@mbediting Well that was nothing special, I created a shadow/matte material which outlined the hole of the building which is why on the building pass you can only see the inside of the building where the hole is.
But for the actual interior all I did was create a few rectangles and placed them to look like different floors, with some walls and support gurders :)
Well AO is very simple, I used V-Ray so its different from mental ray but I make a tut on it now you mention it :)
@mbediting I then grouped the debris particles in max and applied this texture to them, using a UVW Map and adjusting the settings allowed me to match up the texture perfect to the original building/footage - However it is not as simple as it sounds, it was probably one of the most time consuming parts trying to figure out and get correct how to map this texture on. Hope this helps! Thanks for watching and the comment! :)
Really informative and interesting breakdown! Didn't even catch the windows smashing the first time (my brain must of though, which is why it looks so damn good.) You take all the right steps in achieving such fantastic attention to detail which is only rivaled by the quality of the final piece!
you are really mastering 3D compositing quickly :)
@Matsfilms Hey Mat, wow really glad you found it interesting! Yeah it all sort of blends together plus you can hardly see them windows with all that motion blur :P Thanks for the comment though, you have such positive support and motivation! Thanks man :)
there is always so much more to these videos than i realise...but maybe that's a good thing, it probably just means that all of the little elements go unnoticed individually but all add together to make a really astounding finished product
@ScytheKing Yeah its usually the small subtle things that sell the effect, things that are easily forgettable to add like the window reflections and stuff. For example, if you look down the road of the explosion, there is a car, you can hear a car alarm going off but no lights flashing ;) I was going to add that which nobody would probably notice but its a subconscious thing the brain takes in and will make you think its more realistic if you get me :P
@JamesSimsFX it's always better to fuss over s small detail which will go unnoticed, rather than not do it and have someone notice it not being there. i find it easier to notice where small details should be but aren't, rather than small details that are correctly implemented
@Beandude202 Hey thanks, yeah my helicopter breakdown was too short and didnt show much (it was much simpler than this though). If I wanted I could have got this to like 3 and a half minutes length as you may notice towards the end I throw multiple elements in at a time :P
Please Please Please do a tutorial. Even if it costed to watch it , it would be worth every second. :)
SillanStudios 1 month ago in playlist More videos from JamesSimsFX
Nice work!
SethiXzon 5 months ago
@SethiXzon Thanks for the comment
JamesSimsFX 5 months ago
nice!
sprayart94 5 months ago
@sprayart94 Thanks Joe!
JamesSimsFX 5 months ago
great!
MrOsktho 5 months ago
@MrOsktho Thanks for watching (:
JamesSimsFX 5 months ago
On 0:30 How did you create the fracturing of the actual "picture" and made it a 3d element? Did you model or is it some sort of texture thing you did? Can you explain?:)
mbediting 5 months ago
@mbediting Thanks for the good question. Basically I modeled part of the building which using RayFire I fractured it and simulated it. I rendered this out this sequence out which texture was just a plain colour. Then once I composited it in After Effects I saved a frame as Photoshop Layer. In Photoshop, I drew a square mask on the raw footage in the position of the debris. With this layer I used the photoshop tools to correct the perspective so I had a straight on texture of the building.
JamesSimsFX 5 months ago
@JamesSimsFX How did you actually model that exact part of the building
mbediting 5 months ago
@mbediting Well all I done was used the motion tracking points on the corners of the building to create a big box which was exactly in the same position as the real building, I then fractured it with Rayfire but only choose the parts/chunks I wanted to react as I didnt want the whole building collapsing. So I selected a handful of chunks and grouped them, then froze all the other chunks and when I done my simulation I made it so only the selected chunks would react. :)
JamesSimsFX 5 months ago
@JamesSimsFX Okay, thanks. But how did you then create the inside of the of the building, and do you got any nice ambient occlusion tutorials?
mbediting 5 months ago
@mbediting Well that was nothing special, I created a shadow/matte material which outlined the hole of the building which is why on the building pass you can only see the inside of the building where the hole is.
But for the actual interior all I did was create a few rectangles and placed them to look like different floors, with some walls and support gurders :)
Well AO is very simple, I used V-Ray so its different from mental ray but I make a tut on it now you mention it :)
JamesSimsFX 5 months ago
@JamesSimsFX Wow, nice, and thanks! Btw was the render time long? in general of the whole sequence?
mbediting 5 months ago
@mbediting I then grouped the debris particles in max and applied this texture to them, using a UVW Map and adjusting the settings allowed me to match up the texture perfect to the original building/footage - However it is not as simple as it sounds, it was probably one of the most time consuming parts trying to figure out and get correct how to map this texture on. Hope this helps! Thanks for watching and the comment! :)
JamesSimsFX 5 months ago
That was very cool seeing how you did all that.. very interesting :}
Bocist 5 months ago
@Bocist Hey Jeff, thanks for the comment and watching :)
JamesSimsFX 5 months ago
Really informative and interesting breakdown! Didn't even catch the windows smashing the first time (my brain must of though, which is why it looks so damn good.) You take all the right steps in achieving such fantastic attention to detail which is only rivaled by the quality of the final piece!
you are really mastering 3D compositing quickly :)
-Mat
Matsfilms 5 months ago
@Matsfilms Hey Mat, wow really glad you found it interesting! Yeah it all sort of blends together plus you can hardly see them windows with all that motion blur :P Thanks for the comment though, you have such positive support and motivation! Thanks man :)
-J
JamesSimsFX 5 months ago
there is always so much more to these videos than i realise...but maybe that's a good thing, it probably just means that all of the little elements go unnoticed individually but all add together to make a really astounding finished product
ScytheKing 5 months ago
@ScytheKing Yeah its usually the small subtle things that sell the effect, things that are easily forgettable to add like the window reflections and stuff. For example, if you look down the road of the explosion, there is a car, you can hear a car alarm going off but no lights flashing ;) I was going to add that which nobody would probably notice but its a subconscious thing the brain takes in and will make you think its more realistic if you get me :P
Thanks for the comment!
JamesSimsFX 5 months ago
@JamesSimsFX it's always better to fuss over s small detail which will go unnoticed, rather than not do it and have someone notice it not being there. i find it easier to notice where small details should be but aren't, rather than small details that are correctly implemented
ScytheKing 5 months ago
Don't worry about the length of the breakdown. Personally, I like breakthroughs that actually show each and every step.
Beandude202 5 months ago
@Beandude202 Hey thanks, yeah my helicopter breakdown was too short and didnt show much (it was much simpler than this though). If I wanted I could have got this to like 3 and a half minutes length as you may notice towards the end I throw multiple elements in at a time :P
Thanks for watching, hope you enjoyed it :)
JamesSimsFX 5 months ago
What software are you using for the matchmoving?
GravityPicturez 5 months ago