FX test

After focusing mainly on rigging I did have some time to do some FX tests.

FX Reference

Using our previs for shot_05 I split out my deforming wheels and then calculated a scattered point velocity using a trail node (I will probably switch the trail node to a custom velocity expression in a sop solver later on but for now trail works fine.) I then used the dist attribute from the ray to get the wheel points close to the ground. I sourced particles from those points which then drove a pyro sim. The animation is still very rough so the wheels dip bellow the ground a bit causing some particles to be bellow the ground and preventing good ground collisions.

I definitely need to experiment with pyro LookDev a little bit so that I can achieve the dust look I want. The goals for week 3 are to fine tune the rig and add geometry constraints to the wheels and suspension and develop the look of my pyro and secondary particulate particle sims. I also will start experimenting with some auxiliary motion for the rickshaws soft top using vellum.

I also did some preliminary testing for some Tibetan style flags.

Tool development

For my team I developed an automatic lookdev turntable hda that takes the asset path and can be adjust ed by the user. Using the opdef: file reference I developed a go anywhere asset that contains embedded shader and texture data to streamline the look dev process without having to keep track of your hdri and macbeth chart textures. All turn table dimensions are fully adjustable in top level controls including the hdri and cameras. The rig also has an auto wireframing option.