Design Principles 2015

Esteban Diacono Motion Graphics
Esteban Diacono
Carla Dasso
GMUNK 8 D.S.H. 8 J.S. 9 P.K. 8 V.M.H. 9 A.M. 7.8 J.M. 8.5 V.C. 8.5 C.H. 9 P.T. 8 Creative 8.4 GMUNK 8 D.S.H. 8.5 J.S. 8.5 P.K. 8 V.M.H. 9 A.M. 9.5 J.M. 9 V.C. 8 C.H. 8.5 P.T. 8.1 Design 8.5 GMUNK 9 D.S.H. 9.5 J.S. 8.5 P.K. 8 V.M.H. 8 A.M. 6.7 J.M. 8.5 V.C. 8.2 C.H. 8.5 P.T. 8.2 Craft 8.3 GMUNK 8.3 D.S.H. 8.7 J.S. 8.7 P.K. 8 V.M.H. 8.7 A.M. 8 J.M. 8.7 V.C. 8.2 C.H. 8.7 P.T. 8.1 Total 8.4
This project was born as an inspirational piece to be showcased in talk and presentations. It evolved from a one minute simple animation to a four and a half minute short film.
The Concept

The script, written by Andrew House and David Kujda from PayPal was very poetic in nature, so they decided to craft scenes and images that could visually relate to the story, but with a small surreal twist wherever possible. At first the project was heavy on typography, but later in production, they decided to go for natural looking images and really small pieces of text here and there.

The Production

Everything was animated by Esteban, and rendered using two render farms. The deadline was tight with only two weeks for concepts and scripting and 4 weeks to animate, render, compose and deliver.

Test sim for the first scene, done in FumeFX for 3Ds Max.
First clouds test, discarded as it looked more like a dust blast.
First test renders of the particle sim for the "coloidal suspension" segment.
85% of the comping was done in After Effects. Used Nuke just for a few shots.
The Glass Tree sequence was the most difficult to render.
A simple Ncloth sim, and the beautiful Arnold lighting.
Due to time constraints, Esteban had to buy a few models.
Fist test for the interior clouds. All Maya fluids were rendered in Mental Ray.
Mental Ray for the fluids, Arnold for the rest of the scene and SSS to cheat the GI.
Krakatoa proved really helpful and helped create some minor foam passes.

A majority of the project was completed using Maya and rendered with Arnold. Mental Ray was used for the clouds rendering. Almost two TB of data were used and backed up later.

Maya Particles and Arnold Renderer.
Clouds in Maya Fluids.
Ocean sim created with the Houdini Ocean Toolkit for Maya and rendered with Arnold.
X-Particles on Cinema 4D R15. Rendered with Vray.
Real Flow Hybrido Sim, meshed with Frost and Rendered with Vray for 3Ds Max.
Simple Maya constrain dynamics, rendered with Arnold.
Maya Ncloth and Arnold Renderer.
Maya X-Ref landscape, rendered with Arnold.
Pseudo Neuronal landscape, created with X-Particles and rendered with Vray for C4d.
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