Posts

390 simulations and procedural setup

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Starting with this shot , there will be a lot of these fluids so I had to make the setup completely procedural. I now basically just build the shell of the target and automatically get the animation.

edit clean up

Cleaned up the edit. For a number of reasons it was slipping against the audio. Also found that I was missing a shot so there's now a blank two seconds near the middle. 1:33 of 3:34 completed...

380 final for now

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Final "proposal". Looking at this in the cut it looks to similar to the previous one and creates a jump cut. Might leave it for now but an easy way to paper over the cracks would be to do something pointless eye candy whise to cover it up. Maybe add a photo lense flare (fake lense flares is still way simpler then proper ones). I think next shot will be without the stone surface, a welcomed change of scene where I will also start to phase in colors, something that has proven difficult so far.

370 final

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Next shot complete.  Generally happy with how the fluid look and behaves. This will from this point play a bigger role. Maybe I will add some strings of goo that clings between the moving plates but they will be a subtle change to the picture. 

360 final

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Final shot and updated cut . Gritted the scene down. Worked with lights and smoke to get it in line with previous shots. A slow process that would be more effective when I got the following shots in decent shape so I'll leave this for now. The liquid isn't very interesting or visible but maybe it's enough if I just hint about it coming out in this first shot.

360 liquid added

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If one is able to spot it, there's now a liquid blob peeking out in the picture. 

360 first render

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Moving on. Pretty excited about this one as the liquid will reapear.