Final Output

REFLECTION

FLIP FLUIDS

Very proud of how these shots turned out. Initially, in my fluid grid, the fluid emitter itself came out very well, the effect of adding curl noise and a vortex to the source of the fluid was a very wise decision, as it gave off a very realistic effect, much like water pouring out of a faucet. To improve the scene from my first iteration, I first fixed my lighting setup by adding in a point light in addition to the environment, creating a nice amount of shadows and reflections within the interior of the fluid. Secondly I heavily edited the fluid material, by playing around with the refractions and diffuse intensity until I achieved a look I liked. The main problems encountered were to do with the fluids collisions with the static objects in the scene, but once I figured out how to apply the proper solver and fix the geometry of my grid, it began to work as intended.

OCEAN GRID

Also pleased with how this one turned out but there are definitely some things I would change, the main aspect to change would definitely be the foam generation and the whitecaps on the ocean itself, while I do have the ability to improve this scene quite easily, the time constraints on this project affected its quality quite a lot. Because the render itself took around 30-40 hours to generate all 240 frames, I had to make the difficult decision to leave it as it was and move onto the other shots in the my project. While I myself wasn’t totally happy with how it turned out, my peers and tutors encouraged me by telling me that it still looked quite realistic without these aspects.

PYRO FX

These shots, including the flame, smoke and explosion were probably the easiest section of the project, once I got past the initial hurdle of improving the resolution of my renders. There is room for improvement in all of these shots however, mainly the fact that the generation of these realistic looking effects relies heavily on vector operators, something which I found to be above my current ability in the software, moving forward I will definitely look into these aspects of Pyro FX and look forward to the challenge they present.

BEACH TANK

This shot is probably my least favorite out of all of my final output, mainly due to the errors I encountered when it came to rendering out the final shot. This was very confusing to me, since I had attempted to render out three separate iterations of my beach tank, to which I encountered a different rendering problem each time, with my whitewater simulation not working correctly, to graphical glitches in the surface of the water, this is something that was very hard for me to fix, as I did not personally know anyone familiar with Houdini who could help me.

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