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