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Monthly Archives: October 2012

Lately I have been wondering how to improve points or particles simulations, increasing its resolution by procedural post processing. This is a very first approach of upres with a trail at each particle based on the velocity attribute.

The video shows controls for point density, tail length, longitudinal shape, noise displacement and randomness. Being fully procedural means you just need to simulate the low res particles, no time dependency for the trail. It is made of  ‘For each’ and ‘vop sop’ and can be used to enhance fireworks simulations, for example.

Obviously there are better methods to extrapolate point data, but it’s a beginning. Next goal is to get a more surface like result using point cloud iteration.

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This is my VFX showreel for 2012 including latest commercial work.

Looking for new opportunities in 2013.