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BRING ME THANOS
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BRING ME THANOS

Luca Montemurro
by Tartaluca4 on 30 May 2024 for Rookie Awards 2024

Hi everyone, I'm happy to show you my Thesis Project done this year at Side Academy. I took inspiration from a scene in Avengers Infinity War; the project was created in Houdini, and this allowed me to improve my skills with the program and study destruction techniques for the VFX and the comp skills in Nuke.

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Hi, I'm Luca Montemurro, and this is my first entry for the Rookie Award. I am in my third year at Side Academy, and this year I have decided to specialize in Houdini.

BRING ME THANOS

This is the project I completed for my third-year thesis at Side Academy. I am a big fan of Marvel movies, and I decided to draw inspiration from them and recreate, as closely as possible, the scene of Thor arriving in Wakanda in the movie Avengers: Infinity War. The project was created in Houdini and served as a great exercise for studying destruction, as well as the creation of lightning and the use of particles. It is not perfect or identical to the original, but I learned a lot during this process.

DESTRUCTION

I started by creating the destruction area. Next, I created a simulation with points that originated from the point of impact and expanded across the entire terrain. These points, using the trail node, created the lines that I used to generate the main fractures in the ground. Then, using grids and cylinders to which I added noise, I created the secondary fractures by breaking the terrain into smaller pieces.

Once I obtained the fractured terrain and the initially created points, I began setting up the attributes for the simulation. Using VOP nodes, I set the direction of the terrain pieces and the active part of the simulation throughout the timeline.

Then I created the actual simulation where I set the speed and force of the destruction.

For the creation of the lightning bolts of destruction, I utilized the lines initially created by the points for the main fractures, to which I added various types of noise. Once the main branches were obtained, I scattered points randomly along all the lines to create the smaller branches.

To create the volume rays, I used the lines initially created for the fractures, assigning one color to the destruction and another color to the lines. With an attribute transfer, I extracted the piece of terrain along the main fractures, which I first transformed into curves and then into points using a scatter. The points created with a copy-to-point were replaced by lines that followed the pattern of the destruction, which were subsequently transformed into volume.

Then I create the smoke and debris

THOR EFFECTS

To create the lightning coming from Thor, I obtained points from the character's geometry, assigned them an ID, and using an add node and a ray node, I connected them to the ground. For the rest, I used the same workflow as for the destruction lightning.

For Stormbreaker, I first created static points that were present throughout the geometry, while for the outer aura, I created a substantial amount of points around the geometry to which I assigned noise and velocity.

For the dust, I extracted the contact surface and the force between the character and the ground and transformed it into smoke.

The rendering was done in Mantra

Thank you for your attention, and I hope you enjoyed the presentation!


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