The first thing to do was to gain control of each cube with cubes on fluid path. I wanted to give some of the cubes so rotation so to give the look of stream of violent cubes rather then a gentle flow of fluid path. I applied the same technique on the previous shot where the smaller cubes from the exploding cube starts to roll. However this time, with fluid solver already in the dopnet, having RBD fracture in the same dopnet will be complex and slow. I consulted Ziggy on this problem. He told me I should rop out the sequence and then use a simpler method of copy stamping.
At 12pm, there was a training class on intro of Houdini by Ari. The class was good and interesting although it was some basics. I even got to help out some of the people who needs help on some questions.
After that, I did some test renders trying out some of Zack's advice. I went to change the reflections on the shadow area. I tried to lower the reflection of the shadowed area but the normal side was compromised. What I did was to use the width of the hatch as a measurement to dictate the reflection. I didn't save the test renders though. Also went to lessen the reflection of the wall and floor by tweaking the reflection angles of the lighting model in the shader itself.
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