Wednesday, October 24, 2012

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.

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