Week 8

Mentor’s Feedback Summary

  • Make fluid more organic

  • Get rid of black lines on pint


FX Work List

  • Shot 2

    • Re - Sim (With more “swirl”)

    • Render

  • Shot 5

    • Fix motion blur

    • Make fluid more organic

    • Make the ingredients in the pint look more appealing


FX Testing and Outcomes


Shot 2

  • With my new workflow for swirling particles, changing the swirl of shot 5 for a vortex in shot 2 was almost too easy.

    • I used a helix deformed by a helix, deformed by a curve to get the desired path of my product.


Shot 5

  • Filling the pint, I needed to make the ingredients not look like they were floating away from the walls

  • I achieved this in a few ways

    • Intersecting the walls of the pint with the product

    • Smoothing the product inside the pint with a VDB intersect

  • The swirl of ingredients had a complete overhaul this week. It’s always scary to make drastic changes so late in the game, but I find it very important to reevaluate if your methods are valid, even so late, and to not be afraid to make changes if you find a better way to achieve you desired effect.

  • What changes did I make?

    • The particles are no longer emitted and then affected with curveforce.

    • The bulk of the fluid is a line, swept to give it thickness and shape, then deformed along a path.

    • Then additional particles are emitted from the geometry, and affected with various pop forces.

  • Why did I make these changes?

    • Trying to affect the particles with curveforce led to some very mixed results. One big issue was the difficulty in art directing the simulation, It would take maybe 2 minutes to see any change made, and I had no control over how fast the product moved through the air.

    • It lets me get a much nicer taper, and direct the overall shape of the product

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Week 7