Week 5

Mentor’s Feedback Summary

  • Fix the graphic coming out of the screen (Shot 2)

  • Remove fridge environment in place of a cyc

  • Focus change for ingredients shot

  • Swirls need to be lighter, and more appetizing

FX Work List

  • Shot 2

    • Render out shot 6 with a plate for the ingredients and a plate for the jar/lid/background and send it to Alice

  • Shot 6

    • Re-simulated the materials to make the swirls lighter and more drawn out.

    • Increased the turbulent forces to make the simulation more ‘stringy‘

    • Added collision with the hard surface pieces, like the truffles and cookie crumbs

    • Increase substeps to mitigate banding

    • Integrate camera from Gracie

FX Testing and Outcomes

  • Shot 6

    • For shot 6, we intend to create a swirling vortex that converges together and layers up to create our talentee layers. To achieve this, I am using flip simulation, being affected by pop forces, and then smoothed using a particle fluid surface node.

    • To Do:

      • Add Motion Blur

      • Make the simulation match the camera better

      • Make fluids interact with each other

      • Slow the simulation down

      • Coordinate with Min on overall look of fluids

  • Shot 6 (cont.)

    • Above is one of my renders from earlier in the week some notable changes I made after this were:

      • Making the truffles bigger to reflect the actual size

      • Implementing the most updated shaders

      • Adding collision between the fluids and the hard surface objects

      • Increasing the speed of the curve force to increase “stringyness”

      • Increased the amplitude of my pop force

    • There were a few things I tried with mixed results, the first thing, was creating my own curve force to try and have more control over my simulations, but I found that some of the native functions of the curve force node, just worked, and so I decided to not try to fix it if it aint broke.

Network and Vex Code for "Better" Curveforce

The basic premise of it is using primuv in the wrange to extract attributes from the curves and then use the curveu attribute along with the curve tangents to add to the force. Those are then multiplied by a channel slider for further control.

This tutorial was very interesting, but it was difficult to get it to function well on my simulation, it would tend to leave behind a chunk of fluid, and it would just sit there.

So the native curveforce ended up pulling the particles closer to what I wanted, and the “Scale Radius Along Length” parameter was very useful when I decided to tighten up the helix

Native Pop Curve Force

Week 4 and Week 5 Curveforces

I really wanted to push the swirl of the gelato to the limits, and so I made the swirling much tighter, and it makes the gelato interact with the other objects, like the cookie crumbles and the truffles, so I needed to also add some collision with those objects, and so I created a static object for the fluids to collide with, its not terribly apparent except for the end of the sim.

Network View of Colliders

Need to Work On:

  • Shot 6

    • Motion Blur

    • Refine Vortex

    • Slow Vortex down

    • Improve the resting position of the fluids

    • Fix clipping problems

    • Make it creamier

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Week 4