Category Archives: Проекты

Problems with fluid simulation and why is it expensive?

The goal is to make 10 seconds of highly detailed fluid simulation for a close-up shot at 60 frames per second.

After spending about a day experimenting and comparing MantaFlow with Flip Fluis, I chose the latter, as MantaFlow behaves very unpredictably, depending on the resolution.

I figured that the water would reach the surface of the pool in 50 frames + you need 10 seconds of the animation itself at 60fps, which results in a simulation of 650 frames with a resolution of 150 million voxels. This simulation on the Ryzen 3700x took 5 days.

Further it turned out that the blender crashes in the render if the geometry in FlipFluids is too high polygonal. I really didn’t want to do the simulation again at a lower resolution and wait several days again. I spent a couple of days looking for a solution to the problem, and even began to think about returning to MantaFlow.

I reconfigured the scene from Cycles to Octane Render, the problem persisted, so I decided to return to Cycles.

Blender, in general, handles a large number of polygons very well, the problem is with the FlipFluids geometry. The addon developers admit the problem on their GitHub and write that it is on the Blender side as it does not work well with HighPoly geometry made in Python or something like that.

I decided to try exporting the geometry to Alembic so that I could then import it back, so there shouldn’t be any problems with it. I tried to export in different ways, but it always ended with the blender crashing. One export even took more than a day.

Then on an American forum I found a solution where it was said that in the geometry before exporting you just need to swap the modifiers and put the Smooth modifier down, after which the FlipFluids geometry was quickly exported to Alembic. It worked. I exported the geometry to Alembic, hid the original FlipFluids geometry from the render and viewport, but left the bubbles and foam, and imported the Alembic geometry.

I was pleasantly surprised that the Alembic geometry retained the speed information and MotionBlur on the water worked correctly and the scene no longer crashed. More precisely, it didn’t take off immediately, but a little later.

I launched the render, it crashed only the next day, after about a hundred frames. It’s normal, you can live, I just restarted the render from where it stopped.

At the point of contact of the jet with the surface of the water, the liquid looks dark. Not a “blue lagoon” at all. The problem is the limitations of PathTracing technology. In this place there is a huge number of reflections and refractions from the surface of the water and bubbles, and the renderer counts a maximum of 12 reflections, and then draws blackness. You can, of course, set not 12, but 128, 1024, etc., but then we will wait months for the rendering result. Therefore, I added turquoise self-glow to the bubbles and 10 times less of the same self-glow to the water itself. The jamb is gone, the render time has not changed. I render from the beginning. At the same time, I decided to start not from frame 50, but from frame 100, where vibrations are already visible on the surface of the water. I also added brightness to the light sources and a little fog to the water.

After some time of testing, I noticed that in Blender 3.5, the scene behaves much more stable than in version 3.6, so I decided to continue working in it. Materials with the Mix card had to be reconfigured, because in version 3.6 it works differently, and the first frames will have to be re-rendered, because now some materials look a little different.

Another day later, I looked at the first seconds of the resulting animation and noticed that the plants were not swaying in the wind the way I had planned, there was no texture on the branches and the grass was missing. The problem is that I did the project on a laptop, and the simulation and rendering on a PC, and on the PC on version 3.5, there was an old version of vegetation addons. Reinstalled the vegetation addon, reconfigured the vegetation. Reinstalled the plugin for grass, reconfigured the grass. I set the animation to be rendered again.

I discovered the Batch Render Creator program, thanks to it, the number of crashes during rendering decreased even more.

The self-glow from this angle, near the dark crack where the water flows out, doesn’t look very good. Unfortunately, blender does not have a Distance map, which is available in 3ds Max and Corona, so you will have to render the version without self-glow again and mix them in AfterEffecs so that there is no self-glow in the area of the gap, but there is in other places.

There were also other problems, for example with the camera position, because I shifted the start of the animation from frame 50 to frame 100, and I also had to re-render some of it. And I had to tinker with Geometry Nodes to cut off the bottom near the water, since I did not do the simulation for the entire depth of the pool.

In response to potential critics who have never done anything like this, but believe that in Houdini or PhoenixFD there are fewer problems and everything can be done faster, I suggest that you first make a 150+ million voxel simulation and render it on the GPU along with animated vegetation and displacement, and then write down how long it took you and what nuances and incompatibilities you encountered.

Island project for a shopping center

Our studio creates projects for islands and exhibition stands, from sketches to 3D visualizations and drawings in AutoCAD. An example of several of our works for the Solntseturn franchise is below:

The 3d model is drawn to the actual scale in real photo.

The 3d model is drawn to the actual scale in real photo.

Development of a design project for an “island” for a shopping center from sketches to 3D visualization and drawing in AutoCAD.

Order a turnkey island project - +7(985)468-80-21 or mail@andreykozlov.ru

Price:

Visualization of your concept based on your sketches and references - 20,000 rubles.

Visualization of your concept based on your sketches and references + video fly-by - RUR 30,000.

Express design, visualization and video fly-by, without your sketch, only based on references, without edits - 40,000 rubles.

Video invitation to the 3ds Max Course in Thailand.

Register for the course here tai.andreykozlov.ru

Making of

About the video:

This video actively used 3D tracking, keying, 3D character animation, color correction, 3D modeling, texturing and 3D visualization.
Part of the video was shot on a green screen with markers, for static shots - without.
During post-processing and compositing the following effects were added: depth of field (based on zdepth map), motion blur and color correction.

The main difficulty was covering up the white markers, as I had to do it manually, and tracking the camera movement, as the markers were only in the background. For the future, we came to good conclusions that the markers should be made either green of a different shade, or blue, but not white, and you also need to install a couple of columns with markers closer to the camera.

As they say, you learn from mistakes. We are glad that we have made some progress in lighting arrangement, post-processing, image stabilization and we hope that the next projects will not keep you waiting and will be of even higher quality.

About the intensive:

On October 27, the most comprehensive course on architectural visualization and, attention, animation starts.
Because The 3D visualization market is developing rapidly, the ability to make beautiful renders is no longer enough for serious customers or is not profitable for performers. If you want to learn 3d visualization in 3ds Max from scratch and stand head and shoulders above 98% visualizers, watch the video and read the details on the website.

“Hello, Andrey Kozlov is with you. If you are watching this video, most likely you are interested in 3D visualization, in particular architectural visualization.
Perhaps you are new to this field or have been in it for a while. I've been doing 3D graphics for 11 years now and I want to share with you the experience that I have accumulated over the years of working on special effects, games and architectural projects. I worked as a modeler, visualizer, animator, manager and, as a result, now I am the head of my own 3D visualization and special effects studio. I am sure that this information will be interesting and disproportionately useful to you. For example:
1) How to do large-scale projects on a weak computer?
2) How can rendering be 4 times cheaper without having your own render farm?
3) Where can I get such large-scale projects and where do I get them?
4) Naturally, we will analyze all the stages of creating a project from modeling to final visualization and post. processing.
5) Let's look at the secrets of photorealism
6) Adding people
7) Animation
8) animation rendering
И много другого интересного 😉

You can get all this interesting information in 2 weeks in Thailand.
I invite you to a 2-week intensive course, which will take place far from routine, work and everyday life. Here you will fall in love with the profession of 3D visualizer, it will become your hobby. Half the day you will do your hobby, the other half of the day you will lie on the beach, diving, swimming and sunbathing. nothing will distract you or throw you off, you will be able to completely immerse yourself in learning something new and interesting for yourself. We will meet and exchange experiences during the daytime, when there is practically nothing to do outside, in a comfortable air-conditioned room not far from the hotel. To sign up or find out more details, go to tai.andreykozlov.ru
Andrey Kozlov was with you, thank you for your attention and see you again.

Creation of a TV commercial

Our studio produces videos of any complexity. The process of creating one of the most interesting, in my opinion, projects is described below.

In this 15 second video, 3D graphics are used as much as possible. In the process of creating just a 15-second video, we were faced with the development of the environment, character animation and dust simulation.

It all started with a script, it looked something like this:

“An inconspicuous, gray town. People with sad faces and drooping heads. View from above. A multi-colored house appears in the center. Stone, wood, all kinds of paints. All the townspeople freeze in place. They turn towards this house. View from above. Construction dust rises from the center to the outskirts. The city is drowning in its cloud. Work is in full swing. The dust is falling. The city is full of colors. Various textures. Satisfied people leisurely stroll through the streets. View from above. Colorful houses make up the company name.
Slogan: Customer name. The art of decoration.
The video is based only on 3D animation.”

The script is very colorful, but it’s unrealistic to fit it all into 15 seconds, and advertising time costs a lot of money and the limit is only 15 seconds.

First of all, the storyboard and timing were done.

01-1 02-1 03-1 04-1 05 06 07 08 09-1

To represent the timing, an approximate animatic was made

After approval, we began creating the street. We needed 2 options: before and after. 2 streets were made in 2 versions, which were carefully criticized and edited:

1 7a2146f378cf8f8280e4246f730fe2853af89ec5 a63697632de3aaa6a3e7d9469081c4198f101d15 ab (1) b4204917a97b9dd0ac1add61e1a2e390e9b22b02 c914507e5da3c555163e29ab20a2da4d88423e61 district_new_cam0 district_new_cam1 district_new_cam1_mat district_old_cam1 district_old_cam2 district_old_cam3 e708eb0db024d89d57bb16b7b2b09bffe9a64086 ede03aea8a72a437c2eb7797d2a2eb2f86cbb6d0 IMG_06082014_151505 pn Var_new Новый рисунок (1) Новый рисунок (4) Новый рисунок (5) Новый рисунок (5) Новый рисунок (6) Новый рисунокThe work was carried out in 3ds Max, Z-Brush, V-Ray and Photoshop.

After many alterations to the finishing of buildings and streets, the customer approved these options:

ede03aea8a72a437c2eb7797d2a2eb2f86cbb6d0 e708eb0db024d89d57bb16b7b2b09bffe9a64086In parallel with the development of the streets, work was carried out on character animation. The characters themselves were taken in high quality, these are real people scanned on a 3D scanner.

The animation was redone several times until we were happy with the result. (See video).

The visualization of the scene and characters was done separately, in order to avoid noise in the final version due to Global illumination. For a static scene, GI was calculated separately for the whole scene at once. For humans, GI was counted in every frame.

PeopleOne.RGB_color.0000 MagWall_start.RGB_color.0000 Seq[(000001)19-18-29]The last stage is creating dust. It was decided to do the dust in Houdini, because... This is the absolute leader in atmospheric effects and the Mantra renderer does this best.

In the process of creating dust, the script was revised because I wanted to show a lot, but only 15 seconds. The fact that the lion's share of time is spent on dust became obvious to everyone after viewing the intermediate version.



Everyone agreed on the following scenario:

As a result, they abandoned people and dust, leaving only the finishing.

Here's the final version: