Water Water Everywhere… ok I've been pompously analytical until this point and I don't plan on trying to be humorous now (largely on the proviso that I will fail, abysmally.)
Water presented a unique problem during production, water is atrociously complex, there are a plethora of variables which effect how water will appear (in real life) Depth, amount, wind speed, current speeds, objects in the water, it's reflective, and distorts, it's transparent…all effect how water will look and how the water is perceived.
The original pre visualisation required quite a complicated simulation where an amount of debris would fall from a building into a an ocean.
I tested several software packages, to achieve this result, Real-flow and Houdini being at the forefront, but could not achieve that result with the time and processing constraints of this project.
This required, an adjustment of the framing of this scene, so that only the start and result of the destruction was visible, not the sections falling into the ocean.
This simplified matters, and in the end Maya was used to create the water using a modified ocean shader.
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