Somniac is a short film by Rory Bresnihan that we are producing here in Brown Bag. The film consists of a Live Action character who was shot on a Green Screen set, then later integrated into a CGI environment
Somniac has presented a few challenges to us when it comes to Digital Effects – here are some of the challenges we faced and how we dealt with them.
Rust:
When the Digger Arms and Digger Monkey characters moved through the scenes they needed to look old and rusted. JP used 3dsmax’s Particle Flow for this, which used the Diggers’ motion/velocity to produce rust particles. Doing it this way meant that pieces of rust would only fall off when the Diggers had sudden moves and stops, giving the falling rust realisic feel.
Dust:
To create the appearance of the floorboards being old we created dust when anything fell heavily onto them. The dust was created with Fume FX which is a plugin for 3ds max, it uses voxels which are similar to particles. The result was a realistic cloud of smoky dust which if done with the default 3ds max particles would have taken a long time to get right.
Oil Particles:
Effects such as the pool of oil that our Live Action character had to walk through required Particles to get the liquid/oil consistency and motion. This was done by JP, who will now explain how he achieved it. Over to you, JP.
JP: “In this FX shot I had to create the illusion that the hero was walking through thick oil, so I decided to do it with Maya Particles and Soft Bodies. The system was very simple but effective. I first created a well segmented plane and then turned it into a Softbody, this way I would have a particle assigned to each vertex of the same plane. After this was done I added a Spring Modifier to the particles and then applied different fields like gravity, turbulence, etc, the particles were set to have a “goal object” which was the same plane. This way each time our hero touched the OILY surface it would react and behave like liquid but then go back to its initial position. The hero was represented by a sphere in the simulation”.
Debris:
In some of the 3d shots we needed wooden floorboards to break up and snap when the Digger Arms marched through the scene and also when anything heavy collided with the floor. To do this I used Havok Reactor which is integrated into 3dsmax and enables the user to give real world dynamics to 3d objects.
JP complimented the snapping of the floor boards with splinters and other debris – back to you JP:
JP: “For this FX I used an average of 200 to 10,000 particle instanced with pieces of rust and wood which were supposed to come off the Digger arms each time they moved and/or cracked a surface. Then I set up the objects to be the emmiters and VOILA, nice pieces of rust were coming off the diggers when they moved. Thanks to the very nice DISTRUCTION FX setup by Shane (nice one JP, ok carry on – Shane) with reactor this system was able to achieve a realistic look because the system was setup to inherit the movement of the objects in the scene. This systems was also set up to trigger only by the magnitude of the velocity of each object in the scenes. This means they would only be emitted if the objects moved faster than certain speed wich added realism to the shots. Off course fields like gravity, turbulence and collitions were added to the system as well”.
We will have Somniac finished next month to premiere at the Galway Film Fleadh in July, so stay tuned for more updates and images from the team!



7 comments so far
Great stuff lads, very insightful. Really looking forward to seeing the finished product (any chance of an invitation to the wrap party?!)
20 March 2009
11:49 am
Thanks from all of us Pete!
The ‘RAP’ party will be held in the Dice Bar!. I’ll keep ya informed. Havok came in very handy for those floorboards, respect.
20 March 2009
12:00 pm
Nice work lads! It’s a very demanding shot by the looks of it- can’t wait to see the final result. Did you get a chance to try thinking particles on this kind of thing? We’ve started using it here sometimes, fiendishly complicated , but it does a few things that PFlow has a problems with. Good luck with it!!
24 March 2009
12:09 pm
Would be great to see some movies of the various passes?
Then a shot of the final comp?
I love these ‘making of’ shots but I wouldn’t be as technical as you guys so would love to see moving examples.
24 March 2009
4:46 pm
Thanks Paschal! We didn’t try thinking particles with this because JP seemed to nail it with the Maya particles. He did say that we might need to use thinking particles if it didn’t work. I like the saying ‘Keep it simple keep it safe’ a spin i put on the Lord of the Rings ‘Keep it secret keep it safe’. As you know some effects just ain’t that simple, like a fury jellyfish splashing around in the water while putting on a silk shirt. Fortunately we havn’t come across those types of effects in this film. We may have to get in touch if we use thinking particles on anything in the future.
25 March 2009
9:41 am
Hey Doc, I am in the process of compiling a few movies that will explain the different stages within one shot. They’ll be up soon, stay tuned man.
25 March 2009
9:44 am
Hey great post I didnt know that you guys had maya at brown bag films. I cant wait to see the movies of the process.
6 June 2009
12:31 pm