Icarus
Wednesday, October 24, 2012
First Renders
Here is a first pass at comping. We are rendering the dust. The ship is a quick, low detail render, but we wanted to throw everything we had so far together to start our compositing.
Wire Sim
Hey guys, here is a flip book for the wire sims.
Next I will be finishing up the texturing so that we can light and render the ship. The thrusters have been completely rendered as well as the environment and will make it to the blog as soon as we can get the ship rendered.
Sand simulation
So last week was a bit slow. Joey and I were preparing for teaching a class at Dreamworks. Today, we got started again in earnest. I spent the day finalizing the sand simulation. With my initial sand simulation, it only required bringing in the proxy collision geometry and tweaking the scale.
It should be noted that in this flipbook there is no environment geometry, so the particles behind the ground are visible. It's kind of interesting to see the FLIP fluids fall of in sheets, but in the render they will not be visible. Joey did some great sims for the wires hanging off the ship. Next is going to be a small particles sim for the small rocks getting tossed around by the engines.
I'd like to do the smoke simulations, but unfortunately we don't have enough space yet. After finishing the smoke sims, I need to light the ship and do shadow passes for the ship. Luckily we can just bake out the depth-map shadows for the key light and use it in all of our smoke, sand and rock renders.
It should be noted that in this flipbook there is no environment geometry, so the particles behind the ground are visible. It's kind of interesting to see the FLIP fluids fall of in sheets, but in the render they will not be visible. Joey did some great sims for the wires hanging off the ship. Next is going to be a small particles sim for the small rocks getting tossed around by the engines.
I'd like to do the smoke simulations, but unfortunately we don't have enough space yet. After finishing the smoke sims, I need to light the ship and do shadow passes for the ship. Luckily we can just bake out the depth-map shadows for the key light and use it in all of our smoke, sand and rock renders.
Monday, October 15, 2012
First pass dust simulation
Now that our landing animation is final, I've worked in the new animation with the dust simulation and dust sourcing. In this simulation I'm using some very low resolution proxy geometry for the dust to collide with. Each dust simulation in the above video represents the dust kick-up from an individual engine. These are low resolution simulations, just so I could kick them all out today. When I increase the resolution for the final sims I might also add in some vorticles. I haven't decided if they're necessary yet.
In the final comp we're just going to layer these dust simulations together, in conjunction with a FLIP sand simulation and a particle sim for some small pebbles and rocks.
We're also lacking space right now. Each of these simulations will require a significant amount of data, as the shot is 600 frames long. My estimation of our necessary disk space is somewhere in the range of 500GB to 1 terabyte between the two shots. The next step for me is simulate the wires of the hanging cables attached to the ship.
Wednesday, October 10, 2012
Engine Test
We have gotten our final animation done, besides some small details on the ship, and I have thrown in the thrusters tool that we created to see how it would fit. I am very pleased with the initial test and am excited to see it with the completed animation.
Friday, October 5, 2012
Sand RnD
Today I started working on a FLIP fluid simulation of the sand. The main goal was to get rivulets of sand that slide across the ground in interesting ways. This is just a test with test terrain, but ultimately the sand will interact with with the rocks and ground.
The set-up is a simple point cloud with a lot of outward velocity, combined with a field force DOP that grabs some swirling vectors from SOPs.
Tuesday, October 2, 2012
Updated Concept Art
Here is an updated concept painting that illustrates some of the new elements we will be implementing into our project.
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