Here is the missing scene for the begging of my Final PCC2 video. I still need to do some fixes on this shot but over all I like how everything falls, camera and paint.
Fix: - Paint sticking to Maya fur. (wet maps)
- All particles shall fall at the same speed.
- 2 shadows
Here is my Final video, I really enjoy this month and I had a lot of fun working with realflow and its paint like viscosity.
I just added a 50 frames to the end of the video. This allows the paint to settle down and get into its steady state. It should be a good transition into the paint bucket falling.
Here are a couple of more camera test. I was thinking about freezing the paint droplet in mid air and then rotating the camera to another potions and then play the sim again. Kinda like a matrix scene.
Trying to put everything together and find the best way to shot it. Fining the best angle for the shot is extremely difficult, because the camera angle can make or break the whole short.
Here are just a few quick play blast on different camera angles.
I just need to fix a few hiccups. For start, I need to lower the starting point of the liquid inside the bucket. I feel like its a little too high. Second, we have a few particles that stick into a straight ling and its not appealing in the video. Finally, the lighting. I need to make it just a bit lighter and reduce the blue lighting.
Other than this, I really enjoy working on this project and cant wait to put everything to gather.
Here is Version 2 of which a paint droplet falls off of a paint brush and into the realflow paint bucket. I wanted to add more of an explosion and add more energy into the shot.
A few changes must be made to the paint and the ground plane. I feel like the ground plane needs to seam like a floor. I need to add some sort of texture to it. The paint on the other hand, needs more reflection and less diffuse on the color, the blue looks too sharp!
Other than that, I enjoy the short video and will keep on experimenting.
Friday, May 16, 2014
Finished Rendering 500 frames in about 4 hours. I really like what I have here. I think it look great and with some camera animation, I think its going to look even better.
My next mission is to find a way to blend the falling paint with a wet paint brush. I need do some test on different looks and style. The hardest part of the project will be making the paint brush seems like it has excess amount of paint instead of emitting paint.
Here is a little sneak peek on how I achieve the result:
Thursday, May 15, 2014
This is a beautiful fluid simulation done by an artist name Paulo Wang. He has done a fantastic job on capturing the beliviblity of the paint. My favorite part of this video is when the paint droplet hit the paint bucket causing a gigantic splash. This shot bring a lot of energy and movement into the short-film. After watching this video, I like the environment models, Paulo Wang had in the background. It seems simplistic but also brought familiarity into the shot. Paulo Wang had a simple design and executed it well. I hope I can learn a few tips from watching Paulo video and try to implement them into my projects.
Finding ways to show off the paint brush and its high viscosity paint.
The brush was done in Maya using fur systems while the fluid simulation was done in RealFlow. I'm still researching/testing how the paint can fall off the paint brush and not just emitter off the paint brush. Its a difficult thing but I think I'm going to use Nuke to comp in different meshes that seam like the paint is falling off the paint brush.
The paint proportion are incorrect to the paint brush. It needs a little adjustment !
Plus I need to fill in the holes at the begging of the paint droplet.
I got the particles to look more like a liquid, but the particles still jump out of the paint bucket before it hits the text. To fix this issue I'm going to fill the bucket a frame before it hits and see the result. I hope it still capture a liquid/paint feel but also maintain excitement in the shot with a bit of an explosion.
I was also thinking about adding a few paint droplets onto the camera. We will get some test going and see how it looks.
Here is an out standing cg simulation done byFusion CI Studios. I would love to capture their paint effect. I'm trying to recreate something similar to this project they did for Valspar paint commercial. Its really inspiring and gets me motivated to work every time I watch the video. One day I hope to work in a group like this.
Here is a link to the whole 30sec fluid simulation:
Here is a quick test render of a paint brush that I made for my Paint sim. I tried adding a little detail into the metal brace of the brush. I used Photoshop to add the texture and I used Maya fur systems for the brush itself.
This is the first version of the paint brush and there will be more improvement because I think it look too CG.
Just a quick play blast of my version 4 paint splash. I'm having trouble keeping the paint in the bucket. I have used every daemon in realflow to keep it down, but it seams like nothing works. I will have to do some more R&D but for now I'm going to move on to other scene with a paint brush and the famous paint droplet.
In this version I switch the rigid body so they have more bounce. I change the angle of the bucket so it will fall, bounce and go away from the text. I also added a little hinge swing on the paint bucket.
Future adds:
Label should be done in Photoshop and added on the paint bucket.
Add wet maps to the ground, text and paint bucket.
RealFlow Sheeter daemon.
Add more particles so some stay in the paint bucket a bit longer.
Its a useful tools that helps you create color combination to put your work together. The Color Scheme Designer lets you mix up to 4 colors, any thing from mono color, complementary colors to analogic colors. My favorite part of the site is that it gives you the color that you are looking for in RGB numerical numbering
Here is a little taste in my RealFlow splash color palate:
'Artist' is just a text-placement but the idea is there. I'm still doing some R&D, because when the particles hit the text they're forces exploded causing the mesh to lose its believability.
I'm not a big fan of the final result, I think my final renders are better then the actual video itself. But I still have some time to make some major improvement.
The first thing I would change is the IBL, it needs to have some sort of motion if its going to be a sea. Second, the lighting for the glass bottle and the glass cup is inadequate. I need to spend more time on the shading and light part of the project, because this is what makes or breaks a demo reel. The third is the color pallet doesn't match corona beer.
Thats just some off my thoughts. Here are a couple of final render shots. Please do critique