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Here's a little update on this one- I've been baking the fluids overnight for awhile now, and they were done the other night! Thank god for being able to pause/resume FLIP fluid sims...

So, I made a few minor adjustments to things and finished the environment. The yellow/black caution stripes really add some nice color and interest to the scene, while also being practical (safety first!)

I spent awhile trying to figure out how to fix this weird rendering artifact involving volumes... the piping bag has a volume in it, and the fluid has it's own volume as well. Like, where the piping bag's volume is, there's a line where the volumes overlap. In this gif, you can see the difference.

To fix this, I tried a bunch of stuff, some compositing stuff (which worked sort of, but it was a big pain and also it still didn't look right), messed around every volume setting I could, then felt like the issue had to be with using a volume for two objects, even though they have the same material, density and resolution.

So, I added a geometry nodes modifier which combined the fluid sim alembic with the piping bag volume mesh, then used that as the mesh in the volume's mesh-to-volume modifier.

One object! Fluid alembic and mesh. Extremely thankful geometry nodes supports alembics.

So, if you ever have weirdness from volume's overlapping, I'd recommend using this simple solution with geometry nodes:

I've included the video that's on the monitor/display hologram thing. I was going to render this in 1080p, but I was afraid that it would have some other artifacts, so I went with 720p and let it go overnight.

It looks pretty good though! So I'll probably re-render that as an "alt" to the original.

This one is pretty much done, visually. Just need to start on the sound, then render the main camera view, and it'll be good to go!

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H20razzman

Lookin good can't wait for the final piece