Works Profile:In the earliest days of humanity, an alien species made contact with Earth and appointed a number of elites as “communicators” to liaise between worlds. In exchange for alien technology and longevity, these “communicators” followed instructions to prepare for an eventual invasion of Earth. And so in the present day, as part of the invasion plan, a ship that has been sleeping for centuries now awakens. Inside this hidden cave, a mysterious figure, an agent of the aliens, oversees the long-planned mission that heralds the imminent arrival of the alien monsters.
For the process of making trailing smoke, I refer to this YouTube tutorial
Firstly, I need to create a circular sheet and then add a ‘scatter’ to it to sprinkle points on the surface. Secondly, I need to find the trailing smoke in different positions on the plane and make it symmetrical.
Create ‘attributewrang’ to add an expression with speed equal to the normal.
Next, I gave the particles velocity and added a scrambling field to change the direction and speed of the wind, and grew the survival time of the particles so that the smoke would continue to trail off.
After setting the number of particles and the survival time, adjust the degree of particle fluctuation
In addition to that, since I want to create a smoke effect, I need to transform the particles into smoke, so I created the ‘Density’and ” Temperature” attribute.
Select pattern types as noise and modify the parameter range.
Add ‘volume rasterize’ to make the smoke volume.
It creates an easy effect, but it’s not realistic enough
In order to make the smoke trailing more noticeable, I need to add a ‘dopnet’ node that will help me control the wind direction and the duration of the smoke trailing in more detail, and especially a Gas Resize Fluid Dynamic node that will dynamically scale the volume container around the active area of the smoke, always keeping the The volume container will dynamically scale around the active area of the smoke, always keeping the size of the container close to the boundaries of the smoke.
The dopimportfield node is used for the export of smoke
I tried rendering it out and compositing it with a still image inside nuke, but I thought the result was poor and fake, so I went to the internet and searched for tons of tutorials, and I’m thinking of trying to use ae to create shuttle dribbling shots.
This week I’m going to create the shot of the spaceship landing, and since I already finished the scene outside the cave last week inside ue5, I need to create the effect of the landing smoke inside houdini.
First I will create a square and adjust its size and shape. The ‘pointvop’ node is added to scramble the velocity layer because I need a smoke effect that spreads outwards.
On top of that, I need to add an additional square and add keyframe animation to simulate the falling of the square.
After animating the falling square, I use the ‘pyro’ node to enhance the volume and realism of the smoke.
I’m trying to adjust the parameters in ‘pyro solver’, I need to increase the randomness of the smoke outward expansion, so that it looks more realistic.
I then needed to add the lights and the model of the ship, and rekeyframe the ship to simulate the descent (replacing the square previously used to simulate the landing)
rendering effect
I tried rendering the background inside ue5, rendering the ship model and smoke inside houdini, and finally importing it into nuke for compositing.
No environmental light in the smokeRendering of smoke with different layersRendering of space ship with different layers
So next I rendered the ambient light so that it looks very nice
before colour mixingbefore colour mixing
Next go for the environmental light compositing
after colour mixingThis is the node I use in nuke
change the textchange the detail
Another very important task was that I needed to create my sci-fi screen effect inside ae, which was not an easy thing to do because it was my first time with this software and I had never used it before.
I’ve tried to collate some of the necessary UI interface text, e.g. heartbeat changes of alien species, embryo images, oxidation, brainwaves, humidity, temperature, ground temperature, and so on
Firstly I downloaded some footage from the website then combined it together and changed the text inside to make it more in line with my theme.
Here’s the final result, I added a layer of ‘highlights’ to make it look more like a sci-fi screen.
To make the story more coherent, I need to add a shot of the man in the spaceship walking into the cave to activate the alien species
Downloaded Character Walking Animation
I need to create a shot of a man touching the screen, so I need to ‘roto’ the hand animation in nuke to create a mask.
Here’s the final composite, next week I’ll be working on the spaceship trailing smoke effect as well as most of the compositing in nuke.
First I imported the model into sp and baked the maps at the same time.
I experimented with different textures, but went for a more real-life colour, as I wanted my model to look more realistic!
I used PS to create some text on the aircraft, which I imported into SP for texturing.
In order to make my ‘scientific mechanism’ more realistic and characteristic, I went to the Internet to find a lot of reference pictures, so as to design the form of the mechanism again.
I used the ‘rope plugin’ in c4d to create a number of transmission lines around the mechanism.
This is the whole process of making the ‘Scientific Mechanism’. Firstly, I create the basic form in Maya, and then I use ‘Boolean operations’ to cut the two objects. At the same time, I need to adjust the symmetry of the points and lines, so I will delete the other half of the object first, and then use the ‘special copy’ to finish it after I finish the half.
The most annoying thing is that every time I make a boolean cut, the lines of the model get messed up and I need to spend a lot of time sorting out the wiring and using multicuts to get it to have perfect wiring. This also makes it easier for me to subsequently unroll the UVs and get the materials on to save a lot of time.
After importing inside SP, I need to bake this model for mapping so that I can generate curvature and so on. So I can go ahead and add dirty marks and gullies, which is also for my model to be more realistic.
At first I used red lights for the energy transmission tubes of the ‘science machines’, but I thought that the colour didn’t look that coherent, so I went back to SP and adjusted the colour to lime green, which would give my whole scene a more scientific look.
I downloaded an asset from the internet which is allowing me to better add fog to the scene to simulate a real cave scene.
On top of that, I need to make the scene outside the cave, and this time I’m going to use c4d to model it first, because I want to use the volumetric mesh feature inside c4d, which might help me to simulate irregular forms better.
But I ran into a problem, c4d’s volumetric mesh generates a messy model uv, causing me to be unable to import it into sp to make a texture, so I chose to go with a different approach, which is to use maya to make the model, I went straight to the beginning by creating a base square, and stretching and adjusting the model section by section by expanding the surface.
Finally add some brushes with zb appropriately for more of a stone effect
I’m still using sp to make the maps.
After creating the terrain, I imported the models all into ue5 and used the bridge assets to build the surroundings.
Above is how I built the scenario, I found a reference image and used assets from inside bridge.
Because it’s a spaceship flying from the sea, the surroundings are still the ocean, I used the water plugin inside ue5 to add the ocean material.
Finally I need to add the level sequence and set up my shots, And I used post-processing volume to give my scene tonal and exposure harmony
故事发生在人类诞生的最初时期,一个神秘的外星种族曾与地球建立过秘密联系。这些外星生物具有强大的繁殖能力和适应性,能够通过控制宿主来扩展势力。随着时间的推移,这段历史被埋藏大多数人都不知道。 The story takes place in the earliest days of humanity, when a mysterious alien race had established a secret link with Earth. These aliens were highly reproductive and adaptable, able to expand their power by controlling their hosts. As time passes, this history is buried unknown to most people.
然而,有一群人被外星种族选中,作为“通讯员”。这些通讯员肩负起沟通地球与外星种族的责任,并获得了先进的外星科技和长寿的奖励。作为交换,他们必须遵循外星人的指令,等待时机,协助这些外星物种完成对地球的最终入侵。 However, A group of people have been chosen by an alien race to act as ‘“ communicators.” They have been given the responsibility of communicating between Earth and the alien race, and have been rewarded with advanced alien technology and longevity. In exchange, they must follow the aliens’ instructions and wait for the right moment to assist these alien species in their final invasion of Earth.
这一天,“通讯员”开着这艘飞船,它是连接两个文明的桥梁。它在海底沉睡了数千年,等待着被重新唤醒。今天,这个时刻终于到来。飞船从深海中破水而出,准备完成最终任务——启动入侵计划。 On this day, the communicators drive this space ship, a bridge between two civilisations. It has lain dormant at the bottom of the ocean for thousands of years, waiting to be reawakened. Today, that moment has finally arrived. The spaceship breaks from the ocean, ready to complete the final task given to it by the alien race – to initiate the invasion programme.
通讯员们在飞船的指引下,前往洞穴。洞口站着一位神秘人影,这个人影并非普通人,而是外星种族的代理者,专门监督计划。他象征着外星种族对整个行动的掌控。 So the communicators were guided by the spaceship to the forgotten cave on the coast. At the entrance to the cave stood a mysterious figure, a figure who was not just any man, but an agent of the alien race, specifically supervise this plan that had been carefully planned for thousands of years. He symbolises the alien race’s control over the whole operation.
I tried to use houdini to make the spaceship’s shockwave
I go through the sweep to scan out the volume, which transforms it into particles, and add particle scrambling
However, it doesn’t seem to work and I can’t get through the tutorial because it’s too condensed, so I’ll start over with a different tutorial
This tutorial told me to first create a basic base for the geometry that would act as the source of the shockwave emission
I converted the geometry to pyrosource so that I could simulate the formation of flames
I had to generate a ‘dop net’ which helps simulate the colour of the flames.
I used the ‘transform’ node to make the shockwave follow the ship around.
And so the shockwave of my ship was made.
I’ll start working on the inside of the cave.
Firstly I’ll go and build a semi-enclosed scene as I only need a very faint top light and I need to remove the rest of the messy light sources.
I simply left just one light source that releases a lime green colour which makes my scene look more mysterious
I’ve learnt a new trick of blending materials from the bridge to create a ‘blended material’, I have the freedom to adjust the level of the material in ue5 and paint different materials in different places with brushes, which is very useful for me.
In the ‘Mesh Painting’ mode I can adjust the material sphere with the brush as I like, and the amazing puddle effect I created with the ‘Mixed Material’ mode.
next week I’ll be working on the sci-fi machines inside the cave and the trailing smoke effects of the spaceship.
This week I finished the main ‘spaceship floating’ and ‘spaceship driving over the ocean’ animations.
Firstly, I need to disturb the velocity layer of the spaceship by adding a lot of noise, which will help create more waves.
In the meantime, I need to make the direction of water diffusion to be realised with pointvop
I created the disturbance layer by adding turbnoise and then adjusting the parameters
This velocity layer is then separated out into particles, the purpose of this step is to produce different levels of waves
After the particle simulation is done, the flat tank node in houdini is used to generate the splash and convert the particles to mesh.
This was a very tough step and I spent a lot of time on it. Because I could never control the parameters of the splash and the disturbance layer, sometimes the splash would fly very high which is not feasible and not realistic. So I need to be precise with every parameter to achieve the perfect state.
These are the nodes I needed to make the wave, the left side is connected to the spaceship, which acts as the collided object.
After generating the waves, I need to generate some white foam (in houdini it’s called the white water tool holder)
To make the waves look more realistic, I separated some particles into mesh so that they can be used as some small water droplets.
I will render the waves and bubbles in layers and finally composite them in nuke for better handling and a more realistic look.
Next week I’m going to make the mapping and lighting for the spaceship, as well as the simulation of the trailing smoke inside the houdini. And I will start making my cave scene in ue5.
I’ve never had any grounding in making split screens, and when I’m done drawing my storyboards I want to get my images moving. So I learned how to use an (Adobe animate) from a website this was useful, I could control the duration of the image allowing me to create rendered shots with more clarity.
story board animate
First, I downloaded a model from the internet and imported it into houdini, and I tried to build a simulation of the sea.This is a step on how I simplify my modeling, because I can’t put a whole model into a file for simulation, it would take a lot of time and I don’t have enough memory on my computer.
Secondly, I need to use the “curve” node to plot the trajectory of the ship.
Going into the particle solver, the ship can be seen colliding with the water splash.
In the end I tried to export the particles as a mesh so that I could better simulate the collision effect of the sea.
As in the image above, I’m simulating my camera path.
Trying to render for the first time after adding a material
I have a problem that my background doesn’t blend well with the water splash, so I need to make a speed layer and connect it to the color layer, the purpose of this is that at the end of my rendering I can render the water splash separately from the sea level and blend it better.
Next week I’ll focus on particle rendering and color adjustment of the waves after the ship collides with the sea. I will also create the image of the ship floating up from the sea.
The sky was shrouded in thick clouds, with a vague hint of light coming through. The sea is sometimes rough, sometimes calm as a mirror, with waves occasionally lapping against the reef and stirring up the waves. In the distance, a few seabirds circled in the air, making hoarse calls.
镜头一:一艘舰船从水里慢慢升起,掀起水花。
Shot 1: A ship slowly rises out of the water, kicking up a splash.
The viewpoint slowly rises from the surface of the sea, a huge ship violently breaks through the water from the deep sea, stirring up a huge splash, accompanied by the surge of the sea water, water fog around the ship, the hull of the ship in the sun’s reflection of the metallic luster. Close-up of the surface of the ship, the metal texture is delicate, and there are some traces of marine life on the hull (emitting blue lights, or orange).
镜头二:飞船快速飞向远方(镜头跟随飞船)
Shot 2: The airship flies rapidly into the distance (camera follows the airship)
The camera pulls away and the ship gradually accelerates, flying through the layers of clouds and fog into the distance. During the voyage, the propellers on both sides of the ship emit blue light flames, accompanied by a low engine roar. Waves roll over the surface of the sea, and as the ship moves forward, a long white line of water is set off, and the outline of mountains and caves can be seen faintly in the distance.
镜头三:飞船来到一个洞穴前,一个神秘的背影出现(中景)
Shot 3: The ship arrives in front of a cave and a mysterious back figure appears (centre shot)
Looking down from a distance, the ship came to a huge sea cliff, the cavern nestled darkly in the rock face, the surrounding cliff walls covered in vines and damp moss. The entrance to the cavern seemed unusually deep, with massive stone pillars standing on either side as if they were ancient guards. Not far from the cave entrance, a blurry figure stood still, revealing a hint of mystery in the haze.
镜头四:进入洞穴,发现神秘装置(中景)
Shot 4: Entering the cave and discovering the mysterious device (centre shot)
The camera cuts to the interior of the cave, the dimness barely illuminated by a few beams of light hanging down from the roof of the cave. The scene inside the cave is extremely strange, with the sound of water echoing and several small waterfalls pouring down the walls of the cave, the water glowing with blue spots of light. In the centre, a huge mechanical device stood, radiating a cool blue light, the complex gears and pipes on the surface of the machinery were intertwined, and every now and then small bursts of flaming stardust were ejected from the bottom, illuminating the surrounding rocky walls with a tense and mysterious atmosphere.
镜头五:机械装置的启动(特写)
Shot 5: Mechanism activation (close-up)
The camera slowly advances to the core of the mechanism, where there is a mysterious control panel inscribed with ancient runes and unknown patterns. A hand slowly reaches out to the panel, and just as the fingertips touch a glowing button, the entire cavern suddenly begins to vibrate slightly, and a strange blue pulse emerges from the walls, like the reaction of some kind of living organism. (Close-up) The blue light emitted by the mechanism instantly intensifies, and the water flow inside the cavern becomes more rapid, as huge swirls begin to rise from the waterfall’s surface. The blue light gradually gathers into a beam and rushes straight to the top of the cave, as if it has opened up some kind of passage. Outside the cavern, a low, thunderous sound is heard faintly, and in the distance, the sea begins to churn violently. (Close-up of water or special effect of light from mechanism)
镜头六:回到洞穴外的场景(镜头越拉越远)
Shot 6: Back to the scene outside the cave (the camera pulls further and further away)
The scene pulls away and the vista once again looks down on the cliffs where the cave is located, a thick fog bubbling up from the cave entrance, dark clouds thickening in the sky, and the vague appearance of a huge, blurry shadow slowly moving towards the coast. Just then, the camera suddenly pans to the blurry figure standing in the distance. The camera slowly drew closer, and the figure kept his back to the camera, his figure outlined by the blue light. He slowly raised his head, his whispering voice echoing in the air, “They’re finally here.” (End)