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  • fluids_test2_0582-0650 (SPOOKY).mp4
  • final animation check_1_0300-1552.mp4

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I've begun the final renders. I did change a few things to the materials such as on the toy- I added what I named the "SUPER WETNESS MAP" vertex color map that mixes the regular shader with a combination of specular and glossy shader, so the shaft appears more wet.

That way it looks appropriately wet.

I also didn't know what the characters would look like with the outlines, and they looked pretty good, but I upgraded the outline shader to be a mix between the light-less emission shader (the base vertex color map, but darkened with rgb curves) and a basic diffuse shader that responds to light.

 

It looks pretty nice when the outlines get a tiny bit of light from the world!

I also finally got a hunch for thicker fluids. It took awhile messing around with it, but I found that messing with the domain scale *and* viscosity helped a lot to get something less water-y.

 

A few things from the other day, before adding the changes to the materials I explained above. Also some of these might have more intense jiggling than in the final, I tones it down in some parts where it was too much. I'll have to share that trick one of these days, with the surface deform modifier... it's great when the sim is too crazy, but you don't want to rebake or mess with the magic numbers!

I've attached the final viewport render to check for problems (fixed a couple things you'll see there, a weird jerk in the horse near the half way part where he says the "you two boys" line, and some clipping on the tail).

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