Sat Aug 29, 2020 8:18 pm
For that sort of thing to look good with a 3d approach, you probably need an actual physics simulation for the spline. You'd have to track the camera in 3D, and object track the handle of the whip, then attach the spline to the base of the handle, run the physics sim, and adjust the properties of the spline, like stiffness, mass, drag, gravity, etc, so that it doesn't flop around like a wet noodle. Houdini 18's added tools to help guide simulation, but I'm not sure if they'd apply here, I'm new to it. Once the physics was behaving properly, you'd give the whip geometry, and decide whether or not to texture it in 3D space, or do that in the 2D composite. If the whip is a completely CG element, you'll also need to rotoscope out anything that passes in front of it, such as your actor.
It might be easier, and give you more natural results if you used a real prop, and altered its appearance in post. That'd pose its own problems, though. You'd need to use a small shutter angle and high framerate to be able to minimize the motion blur of the whip enough to track and/or key it, then add motion blur back to the scene to keep it from looking Saving Private Ryan-y.
I wouldn't worry so much about it being "real" 3d just so that you can do depth of field and motion blur. You'll need to match the amount of DOF and MB to your actual footage anyway, and it'd probably be faster to render and give you more control if you kept that part of the 2D composite.
Anyway, this sort of effect is a high-budget Hollywood feature, type thing. It's not the sort of thing you just download a plugin, and press a button to do. It's not beyond the purview of a single, talented artist, but I think a VFX boutique might have a few people working on it, if only to split off the rotoscoping, I mean, if we're talking lots of shots.
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