Kind of late but here's my submission for @_pwnisher_ 's Rampage Rally - 3D Community Challenge. Barely made it in time.
Programs Used:
Blender, Nuke, Davinci, Marvelous Designer, Quixel Brigde, Adobe Photoshop, Adobe After Effects.
Posting something different to test the waters.
The ship in the video is the "Milano" from "Guardians of the Galaxy".
I got the ship model from Mo Hussen on ArtStation.
Built in Blender, composited in Nuke, and finished in After Effects.
@blender.official@foundryteam@adobe
It’s been a while since I’ve posted. I spent the last 2.5 weeks on this shot. Balancing commercial work alongside personal projects is honestly brutal, but personal projects are essential for growth and skill development.
Anyway, some context:
Last year, I took a large-scale water simulation course from Gnomon University. This is essentially a revision of that, plus a lot of additional problem-solving.
The biggest challenge was not fully respecting "scale and distance". In large-scale sims, how far an object/collider travels per frame is critical. It directly affects velocity fields, motion vectors, and fluid behavior. Visually something might look slow, but in reality it could be moving hundreds of meters per second. That mismatch breaks the sim. Forces spike, velocities explode, everything destabilizes.
Fixing it required scaling adjustments, substepping, velocity clamping, and being more precise with scene units and solver settings.
Another issue was the total distance my mech travels. I underestimated how expensive that would be. Maintaining continuity over that scale pushed my hardware to its limits (my PC was fighting for its life😭😭 )
Houdini saved me here. I relied heavily on wedges, PDG/TOP workflows, and splitting sims into segments. Optimization was critical. Camera culling and deleting out of frustum particles reduced peak counts from a potential 300M+ down to ~102M per frame.
And I'm not assuming those values btw, I f*ed up first and then learned how to fix them. 😓😔
Also, I’m working out of Bangladesh (🇧🇩) where power cuts are still a thing. Caching needs to be continuous, so I had to build extra wedges and segment caches to resume from crashes instead of restarting everything.
Softwares Used:
- Blender (Modeling, UVs, texturing, rigging, animation)
- Houdini (Ocean, whitewater, shading, lighting, rendering)
- Nuke (Compositing, fog, HDRI, grading, lens effects)
- After Effects (Finalizing and cutting out bad frames, sound fx)
Total Simulation Cache: 1.5TB
My PC Specs:
i7 14700KF | 64GB RAM | RTX 3080
Trying out all the new features in Blender 5.0.
Archimedus - Adding volume and the sky in post saved a significant amount of render time. - The terrain was created using Gaea and shaded in Blender.
- Render time: approximately 30 seconds per frame.
Software Used:
Blender, QuadSpinner Gaea, Foundry Nuke, Adobe After Effects
I’ve finished prepping for my new project in Houdini. It’s been a while since I last opened that software. By the time this post goes up, I’ve probably either started the project and things are going smoothly, or completely given up. We’ll see.
This model is basically a combination of many modular kits and some manual modeling of course. And if you're wondering, I used Auto-Rig Pro to rig the model and had to create 2 LODs as proxy mesh to interact with the rig, since the original model sits at around 4.1 million polys. I’ll be animating it and putting it to the test inside Houdini.
Houdini still stands as the hardest software I’ve ever tried to learn. If I manage to get through this project, I’ll be doing another mech right after.
Pure - Rendered with @blender.official
This is a quick render using some statue models I recently picked up. Just to feel out what it can look like. I’m working on a cinematic music video project. I hope these filler renders aren’t too rough 😷
Ascension - A Blender 3D Render
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Quick personal project—been swamped with client work lately.
Still have 2 unfinished...
Assets from Polyhaven, BMS, Kitbash, Grasswald.
Softwares used:
@blender.official@quixelofficial@adobe