A work lesson I keep having to relearn.
If you use fields to push and force a fluids movements you open the door for unexpected and unnatural results.
Use fields sparingly. Think hard as to how you can get a fluid to move with only internal fluid dynamics (not the internal "turbulence") and weak motion fields. Sometimes it's turning a fluid in it's side so buoyancy is left or right. Sometimes its having a strong + temp and weak - density buoyancy.
I spent time doing a crack dust sim and kept getting crappy looking sim's. I played with all the settings, even conservatively went back and eased into it. I had a line of emitters along a curve and a turbulence field in the front to disrupt the "air" before the crack emission. The results were somehow unnatural, even at its best. Not to say I won't try it again but its not how dust would react in real life and it looks almost unconsciously fake when you see it CG. What I mean is, when a crack happens in real life there's no turbulent air on the leading edge of the crack, so adding one in CG doesn't help.
Indie Game Development & Tutorials. Primarily Maya and UE4. Now with a hint of Chinese 5 spice!
WIP test fx shot
Magic Dust WIP 1 from destruct007 on Vimeo.
Just an fx test I'm messing around with. This is only the start. next the dropping dust, and the reaction when it lands, which might be a colorful nuke type thing... we'll see.
I'm posting this for comments, since it's just ok right now. I've got a lot I can do with it yet so... posting it to show some people, thought I'd share it too.
Subscribe to: Posts (Atom)
2) Ok so I've gotten more feedback and think I'm just about ready to move on to the rest of the body. The face is close. The upper e...
Fire Part 1 from destruct007 on Vimeo . Here we start with the basics of fluid fire in maya. We just get the ball rolling, but it should b...
Overburn technique video tutorial from destruct007 on Vimeo . From Peter Shipkov's Overburn technique (maybe not the first to do it b...