cmiVFX Presents Realflow Destruction Tactics Volume 1
High Definition Training Videos for the Visual Effects Industry
Princeton, NJ (February 2nd, 2016) A new standard of excellence has been established with the brand new cmiVFX Realflow training series geared towards the technically inclined independent or resident studio artist. In this series, we will have the chance to work on a conceptually high-end visual effects scene using a plethora of heavily researched techniques to apply a well focused art directed look on a epic, blockbuster quality destruction scenario of a church building. A variety of 3D tools such as FumeFX, Particles and Realflow were used to get the required plan executed with extreme precision while maintaining creative freedom.
In this first standalone volume, we will be demonstrating strong rigid and soft body’s simulation tools, as well as its multi-joint control system to create a highly detailed explosion plus destruction of the hero asset due to a simulated rocket hit. In the second standalone volume, there will be an in-depth voyage by means of several particle driven effects accompanied by FumeFx, to create the multiple explosions, debris, dust and impact effects.
The techniques used in this series, can be applied to any post production destruction scenario for film and commercial work. Learn step by step, how to create high-end film quality destruction effects using your home PC obtaining assets from the CG programs your already using! The two volumes in this series are being released separately to allow time for the users to collaborate what they have learned with the cmiVFX online community and build their own similar scenes on their own. If you still haven’t hit the buy now button, read some more about this volume below!
Learn how to create a complete visual effects scene from beginning to end using the new Realflow in your pipeline.
Vimeo Teaser Trailer
Realflow Destruction Tactics Volume 1
In this chapter, we will talk about the church building destruction, the tools were used to get it done, and the strategy required for similar complex tasks.
Initially, a discussion about the fracturing tools within the newest Realflow and their use and limitations will set the pace for the rest of the show.
The following two chapters will be dedicated to the two major areas of details including the interactivity between soft body & rigid body solvers where they are required. (Iron bars within cement rods are often called Rebar, also, we will add an extra details between fractured objects cracks using a variety of fracturing tools inside Realflow and Rayfire.)
Importing Church Model Data
At this point of the project, we will be importing the Church model data from a 3D application, discussing the scale issues, Realflow axis settings, and other environment related factors which makes it possible to have the most effective simulation time and results.
This is the core concept of our scenario, where we will be working on establishing certain connections between different parts of the Church model itself, which allows us to control the destruction style as well the collapse style so that it can be client directed from view.
A big metal bell will be added and present during the destruction process. It will allow us to discover other kinds of multi-joints types which are necessary to have it hanging in place, and to be able to simulate it separately after we have the primary church simulation complete.
Here we will be talking about the next volume “The Church Volume 2”, where we will be studying the side effects (smoke, fire, explosion, debris and dust) of the Church collapse in details, using FumeFX as well as multi particle setups to get the most realistic results and the most believable look.
The Church destruction tactics Vol.II: The Side effects tactics using FumeFx and particle systems as a (smoke, fire, explosion, debris and dust) detailed simulation workshop.
About The Instructor
Hashem Alshaer is a 14 year veteran and CG/ VFX Supervisor and Technical director. He studied mathematics and physics in college, then graduated from an electronics engineering university. He started his career as a 3D character specialist, then as FX and Tracking TD. Following that, as a lead technical director migrating finally to CG/ VFX Supervisor. He is teaching visual effects tools at several universities, fine art departments, and virtual engineering field to augment his schedule. His collection of work spans over many films and tv commercials and is working at 3Quarter FZ LLC, as a VFX supervisor and consultant along with other activities in virtual engineering fields.
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