Wet Map
I used atribute transfers and a SOP solver to create a fading wet map over tame for the beach geometry. This is read in to the beach shader using the…
I used atribute transfers and a SOP solver to create a fading wet map over tame for the beach geometry. This is read in to the beach shader using the…
Increasing Particle Resolution I drastically increased the amount of particles in order to facilitate rendering the white water as a volume. White Water Foam Edge In order to create a…
Collision Generation To ensure air tight geometry my usual pyro collision setup scatters points on a surface, points get converted to VDB, VDB converted to geometry to merge all parts,…
To Do Drag Wedging Using TOPs I wedged the global drag values for my sim to try and find a speed that matched my reference. Meshing Setup Latest meshing but…
A big challenge I had this week was converting the large flip cache to USD for use on the farm. USD ROPs would fail due to running out of RAM.…
White Water Sourcing I do a couple of steps to my surface field before I add a white water source to smooth it a bit and try and remove some…
Often times render tests of multiple versions of a shader are necessary. Instead of rendering test frames one at a time we can use a TOP network to speed up…
Particle setup The sourcing of the beach is a particle fluid tank that is culled with the beach collision sdf. I usually have a null that will control voxel size…
I am currently working on R&D for the cg beach scene of our project, this week I began learning the process for flip tank creation and the workflow of ocean…
I am excited to announce the beginning of the Team Oasis project. Got to meet my awesome new team members Jenson Dantes, Veronica Ramirez, and Bomin Kim. Super excited to…