During week 9, we got our final feedback meeting with the mentors and we will go into next week with a final product. We got feedback on each shot along with any atmospheric changes to it. For this week I will focus on making the spritz even slower and more wispy and graceful.
My teams blogs:
Dee Divakaran: Motion Media./ 3D Generalis
Galina Bovykina: FX Artist
Emma Schaberg: Lighter and Modeler
I started this wekk with this current work in progress:
I needed to make the whole simulation slower and have the particles move a bit at the end so it is not as shapely.
I added more variance and pop drag to the simulation, used a retime node, and added more substeps to pair with the retime.
In order to gain more control over the particles, I reworked the emitter by bypassing the vdb particles and scatter. Originally, that was the source and birthrate of the particles, Then within the dop network, I changed the source time to scatter on surface rather than all points.
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This fixed my velocity issue. When It emitted, the velocity was too fast to add as much variance or wind as I needed.
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