I had decided to stick to the original idea, no more tidal wave came crushing onto Liberty Island. But most importantly, I didnt waste any time because I learn a new way of directing the cubes. Steven was glad too, about this. I also asked him about the reverse motion he mention when I showed him the "4 torus into statue" test. He said this "Instead of moving cubes to form the statue, I could move cubes from the statue to the start locations. Think of it as tearing down the statue. After the simulation are done, I can played back in reverse.
Meanwhile, there was a discussion session with Jeff Wagner. This time it was on pyro simulation. He mention about some visualization in pyro-solver. Also, he demonstrate some cooling field, a field which will subdue the fire, making the fire to do not exist in that area. So when people asked Jeff about how to make fire revolve around the character, this was the method.
After about an hour, the session finished. I went to continue what Steven had asked me to do. I reversed the motion and did a comparison with the normal and revered. For me, I couldn't rally see the difference, so I gotta let Steven see the result.
Next, I went to do some test camera angles and how can I incorporate the new way of directing the cubes. I went to play with an intern's file which he did a sculpted velocity fluid. I kind of stucked at some point like there was this vopsop which randomized the tangent, but when I tweak it and did some test renders, it did not show changes. However, since I had experience with fluid, I know how to solve it. Another part was, when I did a test render on the simulation, the rendering time was way long and produces weird results. I then noticed there was a basic liquid shader on it, took quite some time to notice it though. I am trying to mimic the reference.

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