3D Generalist
Buzzkill
Buzzkill was my final project at Escape Studios, and was a collaboration between myself and fellow student Miruna Mares. We set out to create a short film centred around canivorous plants, as both of us had experience with building plant simulations in previous modules. I used Maya to model the initial pitcher plant shape, but I was keen to develop my VFX skills further, so focused heavily on building simulations in Houdini. In the end I created two scenes with separate simulations for the pitcher plant, one simulation for the alien plant and one simulation for the cape sundew plant.
Simulations
3D Modelling
Texturing
Lighting
Editing
CREDIT
Fly 3D model / animation / texture
Venus flytrap model / animation / texture
Interior fly transformation simulation
Fern 3D model
SOURCED ASSET
Ostrich Fern 3D model / texture
I modelled the pitcher plant leaf base in Maya, and used displacement maps to create more detail such as the raised veins seen on the lid of the leaf as well as the bumpy texture on the body of the leaf.
Scene one introduces the audience to the fly protagonist and the first of the carnivorous plants. The fly lands on the pitcher plant leaf, crawling inside where it is digested by the pitcher plant (as portrayed by the burping plant).
Cape sundew plant apears in scene three of Buzzkill. I built it purely in Houdini. The only simulation used in this scene is vellum - to give some wind and fluidity to the cape sundew and surrounding leaves.
I used a switch node with a frame expression to swap between the animated flapping fly and the static fly attached to the curling leaf. That way the fly seems to land on the plant and become stuck.
In the final scene, the newly created alien fly crawls into the pitcher plant before blowing it up to get revenge.
Following the same set up as a traditional rigid body destruction, I used an RBD Fracture node to fracture the pitcher plant. The key part in achieving the SBD was feeding the fractured pieces into a ‘for each loop’, where I could isolate each piece, remesh it and set it up for the vellum simulation.
Having imported the pieces into a vellum DOP, all I needed to do was to stitch the edges of the fractured geometry together. I also built a low resolution pyro simulation to generate a velocity field for the explosion in order to advect the vellum soft body.