Production Ex. Missle Impact
Here is a shot that I’m working on at the moment a missile travels from off frame and hits a helicopter really awesome stuff. I go over how I use the mathematics of a bezier curve and the orbit node to give me some really fast and hand control to make super fast changes. Its a longer setup time but its worth it if last minute changes come in. So this is the first part I’m really hoping I can document this shot from beginning to the end. From set up to final approval. With the helicopter getting hit and all. Going to go into Afterburn 4 and how it works with Thinking Particles….very cool stuff. Here is the overview for now. I just added Part 02. This video goes over how I transfer data from the missle particle to its children trail particles through refrenceing and memory nodes. Then I take that data and further manipulate it to drive the size by the Afterburn particles. Fun stuff.
- Part 01- MissleTrail Overview
- Part 02-DataTransfer and Afterburn
- Part 02-Missle Trail RenderedPass
- Part 03 - Fume Setup for explosion
- Part 04 - Sparks, Debris and Energy Setup
- Part 05 - Fume Setup for RBD Objects
- Part 06 - Compositing
- Part 07 - Final Shot
FXWars Challenge
Been a while since Ive done a personal proejct. Gonna try my best to see this all the way through….
Click the image to see the layout
Production Ex: Avoiding Deforming Obj Collisions
First in a series of production examples, This is a overview of a system I built to help me get around calculateing deforming object collisions, which is slow. I find collisions with deforming objects sucks in max. This keeps my viewport speedy and my turn around time for a shot alot higher and reduces a lot of frustration.
- Part 01 - Overview
- Part 02 - SurfaceLock
- Part 03 - BringToAndSpawn
- Part 04 - DecalSurfaceLock

Fun with Orbit
One of my favorite operators in TP3 is Orbit. It’s really amazing. So I do a little system that uses it…
- Part 01 - Orbit System Overview
- Part 02 - Orbit System Walkthrough
- Maxfile

Oxygen 02
made some improvements chuck suggested and moved on to refineing the image. Still has some problems… but I’m working on it….
Melting an Object
Well this was a request from Jac, SO I whipped up something quick on some basic ideas on how to achieve the effect. This could be expanded prety far, have the particles break off the surface and have object fragments seperate, texture animations, metaballs on the particles ect,ect,ect… Right click the image and save to view a render of the effect.
- Part 1 - Cloth Setup
- Part 2 - Particle Emission
- Maxfile
DripMap
This is a quick tutorial for createing a drip map. Used for water streaming down shit. You know hwo it is…
- Part 1 - DripMap Overview
- Part 2 - Drip Map Motion
- Part 3 - Drip Map Look

Oxygen
DSG at cgtalk. Called Oxygen. I quit through this. Casue I dont know how to design. THe life pod is shit.
I might update this after I get some help from Blurs concept guys…and jsut in the nick of time
[16:25:39] *** Chuck Wojtkiewicz is Away [Auto Status (idle)]
[16:35:48] *** Chuck Wojtkiewicz is Online
[16:41:16] <Chuck Wojtkiewicz> damn- that’s pretty cool!
I take it she’s floating in a tiny pod, waiting to asphyxiate?
All you need to do is see the camera as being really close on the near window
and complete the exterior, leaving some outer space to the right.
Light her face with color from the screen and boom!
You’re immortal, like me. >>:-//0
[16:42:19] <Chuck Wojtkiewicz> There’s some funky shit going on with her hips-
you need reference for that. You MUST look at naked women more!
[16:42:28] <Melons> ha!
[16:42:32] <Melons> dude awesome
[16:42:47] <Melons> thanks alot chuck
[16:43:07] <Melons> im gonna quote this on my site is that cool?
[16:43:51] <Chuck Wojtkiewicz> not yeah, but FUCK YEAH!
[16:43:56] <Melons> hahaha






