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.
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