Angel Disintegration

  • This was my first time working with particles in a program outside of Houdini. I wanted to familiarize myself with other program
    workflows using particles. For this project, I used the statue model as a particle emitter, and had the emission driven by the
    pattern shown below. I had to create a separate UV set on the statue for the particle emission pattern so that it moved evenly
    down the statue. Once I had the particles emitting down the statue in a line, I created a trubulence field and refined the attributes until I achieved the physics I wanted. After locking in the dynamic values, I increased the particle count and changed the particles from points to spheres. I then cached out the particles to help rendering later. 

  • Model courtesy of the Stanford University Computer Graphics Laboratory.
  • The shaders are made up of texture maps as well as my OSL from a previous project, which is driven by noise and affects the presence. The first pattern drove the emission and the second pattern drove the presence of the statue.