Here, I'm testing out the fracturing in DOP before carrying out the actual simulation: The intended effect is to have the pieces crumble as they fall.
After successfully doing the fracturing test in DOP, I've started some test fracturing on the actual geometry. However, the falling geometry (red) is not falling realistically, and is falling together as a chunk instead. Hence, I'm using a sphere to break up the chunks as they fall.
Here, I'm experimenting with animating the sphere to get a more realistic result.
Thursday, April 26, 2012
Thursday, April 19, 2012
Monday, April 16, 2012
Thursday, April 12, 2012
Sunday, April 8, 2012
Test flipbooks & Renders
In order to prevent the smoke from rising too quickly, I reduced the uniform force, however, the side to side motion was still a little fast. To solve this a drag was used to slow the smoke down. The sine function of the vorticle's transform node was also further tweaked to get this movement.
Finally I needed to render the smoke without the dragon, however the depth of the smoke could not bet seen if the dragon was just composited on top or below the smoke. A matte of the dragon would have to be rendered with the smoke to achieve the desired effect. The matte shader did not work out in this case, giving an undesirable alpha. In order to generate an image with the dragon completely black, I applied a color node with a constant black on to the dragon. I could then shuffle the red channel to the alpha in Nuke.
Monday, April 2, 2012
Yet another test render
Here, I added an upwards uniform force to the smoke so it would rise slightly. However, it seems to be rising too quickly, causing it to look like it's boiling.
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