MPC Wrath of the Titans VFX breakdown
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- เผยแพร่เมื่อ 9 ก.ย. 2013
- MPC VFX Supervisor Gary Brozenich and Producer Oliver Money led MPC's team delivering 280 shots for the movie. MPC's main areas of work included; the opening Dream Sequence, the Chimera attack, the final battle with Kronos, the Makhai warriors and Pegasus, as well as the Gods dying and dissolving, full CG temples, set extensions and a number of stunning DMP's throughout.
Music 'Valiant Heart' composed by Phil Rey. Visit his site here: www.phreymusic.com - ภาพยนตร์และแอนิเมชัน
The lava was a fluid particle simulation done in Flowline consisting of hundreds of millions of particles, rendered as a blobby surface in prman. The cooling effect was simply a shader change. We used particle age to drive temperature of a blackbody spectrum function that calculated the colour, so older=cooler=darker.
The more solid chunks of rock were a separate particle simulation that was mixed in with the first to give the effect some texture.
MPC should have gotten some awards for the amazing VFX in this film.
We have lots of different tools for different types of work but the main software we would recommend for artists is Maya. We also use Nuke for Compositing. Thanks!
Wow, such great effects. I actually used these creatures as an inspiration for my factions units in these game ideas I'm developing. I really like the Makhai.
Is the game finished?
you can read more about how we did the FX in FXGUIDES interview feature.
Our teams in London and Vancouver work together on many movies, in fact our work on Man of Steel was a collaborative effort.
Your amazing both man of steel and wrath of the titans Had amazing vfx. Just like anime.. Hope that one you guys can make great live action anime.. By far I've seen these two movies were closest to a live action anime.
I love all the special effect VFX did. They're all awesome. My favorite part of this video was when from 1:57-2:07, you see two random human soldiers lift up a big sharp stake together and impale that Makhai. Although the Makhai is impaled, it still fights with so much impressive endurance and kills those two humans anyways. But those two human soldiers had so much courage to face a big demonic warrior of monstrosity.
Hey Stianchez! Yes to summarise this is it (of course you can imagine how extremely complex is to create a pipeline like the one in MPC!)! :) VFX facilities in the film industry are using external rendering engines like Pixar Renderman (most commonly used), Solid Angle's Arnold or Vray (just to give you the main ones), so they are not really using the Maya rendering engine. a huge pipeline is developed around these rendering engines to make them being more efficient in a large scale production.
this CGI FX are awesome and amazing looking. One of the few bright examples how the CGI should be done and made.
they are hand animated
great work guys i just love that movie
Some of the best simulations ever made
Of course! Hence why I asked what the primary software was, I know that it comes down to personal preference.
love these breakdowns very well made!
Thanks, FX TD Anders Langlands!
Simply breathtaking work. You gents are a the top of your game.
amazing
As always, stunning work!
Your effects are the best
I'm guessing they used Flowline, a fluid software that Scanline VFX licensed out to them starting with Poseidon.
Dear MPC,
You create best CG creatures I ever saw! really remarkable! Please tell me:
1. What Render are You use? Arnold? Renderman?
2. Creatures are texturing with a lot of pieces (UDIM/UVtiles)? and are They created in real world scale?
We use Maya but we also have an in house R&D team who create our own software and plug ins which addresses the needs of each movie. For example the destruction in this reel and our Prometheus reel is created by our FX artists using our proprietary tool 'Kali'. You can read more about Kai in section 3 FEA here: fxguide.com/featured/art-of-destruction-or-art-of-blowing-crap-up/
I think you're confused, they stated the main tool they used was Maya, for some simulations they used Houdini and composited in Nuke!
Woaw! Amazing!
Most of the big VFX facilities like MPC, are using Maya as their main 3D package software, there are many reasons, the main one is for its ability to be customised to meet the facility's own needs (pipeline, in house tools, publishing system etc...). 3dsmax is mostly used at a smaller level, when you don't need to have an heavy pipeline like the one in MPC which handles a huge amount of datas. Don't get me wrong, 3dsmax is a fantastic software! it just doesn't have the same approach as Maya! :)
1. How did you accomplish the lava effects, where they fly out of Kronos and his minions and as soon as they're flying in the air start to turn into a solid substance?
2. Are there any plans for the London and Vancouver teams to collaborate together on future films, like Method Studios did with its LA, Vancouver and London divisions on Cloud Atlas and Riddick?
Impressive!
this the perfect video length
Very impressive.
What did you use for the fire & smoke simulation? Houdini Pyro or something else?
Ah nice! I'm seeing Maya used more and more now, and I am strongly considering learning Nuke.
What is your primary software for the particle simulations?
You guys are working on Godzilla, right?
Do. Not. Mess. It. Up.
I have faith in you.
Oh my! Outstanding work as per usual! What programs do you use for this, I saw zbrush. What else?
When I frame by frame the movie, I still can't pinpoint the frame where Sam turns into CGI Sam for the Chimera battle.
Amazing works! Did you use Houdini for volumes?
nice !
very professional!
Ye people talk trash how cg is bad in the first place i never complain about CG like one of my friend hate CGI and watch a movie with CGI dont complaint😒
i am really curious on what filter every movie puts that makes their 3D model look real after compositing, others say they put blur others say they put some gain,,,im thinking which would be better?
what kind of tool you use for creation dust and small stones
Cheers man, if you have time would love to hear your pro / cons maya vs 3dsmax when it comes to small production studios, who work mainly in instructional animations and architectural rendering.
As of now I use maya for modelling, and 3dsmax+vray for my work, however the cross platform exchange is not always optimal. Considering moving all my work over to maya. For my part 3dsmax seem to have alot of "easy to use" modifiers for animation. Whilst I have yet to encounter this in maya.
Cheers!
Which tool did they use for the creature sculpting and modelling?😀
Could you elaborate roughly on the advantage of using maya, rather than 3dsmax which seems to be the industry standard so far?
I love to hear about this, dont feel bad about sharing your knowledge!
In short, bigger VFX facilities use maya because you can configure the system to suit your needs. However, smaller ones who dont have that capacity use 3dsmax because it already has alot of inbuilt functions?
Personally myself I use maya for modelling, becuase navigation in maya is so much better than 3dsmax, but 3dsmax for rendering since the shading and basic animation tools are better. (in my humble opinion) :)
please tell me what is the name of this film?
Bakhai like romus and rem from gods of rome
Dude! Its not like that, companies or individuals, they will choose the software according to their flexibility.
Cool creatures, cool effects. Shame the movie sucked so bad.
Paintbrush and Powerpoint
awful movie, amazing effects