Friday, 16 September 2011

Day 10 : Basic fluid test

Mr Ron is back, and he came in to check on us today
 He also reminded us to create a production schedule which is very important.

Mr Micheal also came in today to show me another method of doing my earth terrain, primarily to achieve an art direct-able lookHe started off by creating a box and subdivide it and add a mountain, he pull the vertices according to the mountain shape and further subdivide it. Eventually he did some noise displacement with VOPSOP network
Today i tried to experiment some stuff, i intended to sculpt the terrain to acquire an indent for the water to fall in, for the lake purpose. However i deem that my terrain has too many subdivisions, causing the whole scene to become heavy and react abnormally and laggy






This time round i tried on a new scene with basic geometry, i have use the sculpted fluid to do so. Basically just layer a grid over the terrain, and allow the scrulpt fluid preset to do rest of the job, i have tried playing with the attributes, and parameters. I also sought help from Jia Bao, he advises me to create a torus that represents the lake, and make it emit water particles with the normals pointing at one direction using Flip Fluid, and then add a bit of velocity to generate a slow transition of water flow. Ultimately add some noise to randomize the motion and make it seem more natural. Judging from the huge scale of my scene, he reckon that the scene will get real heavy

The renders did not turn out nice, but nvm it was just a tryout, generating realistic fluid is not easy, i should go back and recap on the tutorial on the basics of fluid

 I also did check out some information and references on volumetric lights, there are quite a lot of good stuff on the forums which revolves around VEX Lit Fog atmosphere shader  

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