It's nice to see your effort being acknowledged, I was surprised to see FXGuide and ThinkBox featuring my tutorial on that interview. Interview Link... Tutorial Link... Regards
Alaa Al Nahlawi #krakatoa
I thank Thinkbox for having me and writing this great article about my story creating this out of world nebula tutorial the same technique that was used in StarTrek Beyond. You can check it out here #krakatoa #Nebula #particles #fumefx #StarTrekBeyond #stars
A small tool I developed while working on StarTrek Beyond to help me control the lights on the go. It allowed me to control lights globally or just the selected ones and I only exposed the following parameters:
Shadow resolution This script supports only standard lights
TargetDirectionallight How it works:
Adjusting the spinners up and down wi
You can get a 4K version of this amazing fly through on shutterstock here.... It’s holiday season and finally I got the time to write this small indepth of the star dust cloud we created for one of the shots in the Star Trek Beyond title sequence. I got a lot of emails asking about how we managed to achieved that look, so here I am sharing the experience we obtained and the credits here goes to the whole team members Zack Judson (founder of Bionic Primitive), Dmitriy
Hey everyone, If you’re going to see Star Trek Beyond, stay for the closing credits, and don’t blink! I was glad to be part of Bionic Primitive creative team creating this amazing shot in the end title sequence. It was an emergency project; we had 12 days to come up with a “cool space thing” from concept to final render. With creative freedom but very little time, we managed to push a billion particles out rendered in stereo. I’m so proud of the result. Alaa Alnahlawi السلام
A slightly modified version of the sand solver, it gave me more control and interesting results than the conventional way of just using some wind turbulence. You can see this in the sand chunks that get eaten by time. Regards
Alaa Al Nahlawi #sand #3dsmax #tp #thinkingparticles #krakatoa #particles
A step forward from my previous video, I tried to apply the sand effect to a deforming object which was a bit of a challenge. But I was able to achieve sth here I tracked the surface velocity and applied it to the 20,000 volume particles while physics and joints are active, joints started to break gradually based on velocity and collision. Those particles at a later stage drove 1,000,000 which will give the sand look, and I also grabbed the texture coords from the unwraped Zo
Based On Eloi Andaluz Thinking particles sand setup, I cached 1m TP particles then used a PRT loader and multiplied the count a couple of times. The Texture coordinates were exported from TP using a TextureCoord channel. Caching and rendering were done in about two hours or so. To put it in steps: - Cache the low res TP (around 20,000 particles) that will guide the high res particles.
- Cache the High res TP (that will bring the particles count to 1,000,000 or higher).
FXTDT course Module 6
Program: 3ds max, PF, Krakatoa Generated from Birth texture operator, I used scripted float to introduce a random force per particle.
Here I cranked up the particles count to 10m which 10 times more than the previous test, and I added more turbulence. The Old test: #3dsmax #krakatoa #PF #particleflow #Nanomites
A small tutorial showing how to use the newly introduced TP6 flow operators to create crowd simulation and how to make them avoid obstacles and predators. You can download a trial version of TP6 at cebas website and follow along with me, you need to register first.
3ds max file 2013 (start scene): goo.gl/GGlZx4
Alaa Alnahlawi #3dsmax #thinkingparticles #cebas #fishschool #krakatoa #tp6 #crowd #flow #simula