Thursday, 24 November 2011

Day 58

Today I changed the tweaked the explosion's displacement shader.

new displacement
After tweaking I rendered passes of each effect I've got and used matte shading if the geo is overlay.


Tuesday, 22 November 2011

Day 57

Today I tried animating the Geometry light and I manage to add a expression so that when the explosion ball increase in size the radius would too. But the problem is that my light does not comes out at frame 1, I tried expression but cant seem to work. I tried timewarp but as soon I lay down the node they disallow me to modify with the light.
Pop out
Today I asked Wei Jie for his shader, it seems that he had already finish with the shader and dint informed me. Just wonders what if I dint ask. Time is already running out and so I got started with it. To my depress, the geo of the sea was changed. I had to retweak the whole impact wave. I spent the whole day retweaking and had to stay back in school to watch my render.

Monday, 21 November 2011

Day 56

Today I changed the shader for the shockwave2 and explosion as Mr.Douglas wants something orangy and so I did but Mr.ron dint like it and help me it the shader.

New shader
he gave me another choice and gave me a file full of old houdini shaders. There was a flame shader and it was fabulous. I on the geolight and rendered.

Flame Shader
There shouldn't be any shadow ,so I remove the shadow by unlinking the distant light to the geo.

without Shadow



Friday, 18 November 2011

Day 55

I changed the ShockWave1 to be more deform.

Deformed Geometry
Today I thought of adding light to the explosion and geometry light seems to be the right choice. There was a  problems at first, the lights were dotted spots, I tried increasing the sampling quality but the problem lingers . I realise that the displacement shader plays a part in affecting the light shone. The fractal noise was the reason the lights was in spots.

dotted lights
 



Thursday, 17 November 2011

Day 54

Today I tried using a glass shader for the shockwave1, I was trying to achieve the refraction and transparent effect. Then Mr.Ron came, and so I ask him for help with the shockwave 1.

For the shockwave 1, the method used was to render the object separately and deform it in comp later on. This saves me the work and render time from trying to tweak the glass shader to achieve the similar effect.

comp network

The deform is made by having the image to deform (impactwave) connected to the left side of the input of the deform node and the deform plane (shockwave). This effect is then refined by using a blur node and bright node.

w/o blur and bright node.
w/o blur.
Result.
But when I render I realise there is a problem, the blur cause the edge to be rounded when the shockwave reaches the edge of the frame.




So I scaled up the frame of the shockwave hiding the flaw out of the frame. That would change the timing a little bit, but it's not that much of a difference.




Wednesday, 16 November 2011

Day 53

Today all I did was tweaked and render to view the result and repeated the two steps until lastly I was satisfied. There was a lot of "trial and errors" videos for the testing so I am only showing the end result.


For the secondary dust, I just duplicated the same emission of the dust and delayed the emission of particles and also tweaked the particles to refine the simulation.

I find that this was naturally and good to go for the presentation. Tomorrow I plan on finishing the shaders for both shock wave.

Monday, 14 November 2011

Day 52

I got back to school and checked my render and it crashed half way through the night. There was a problem with mantra. Mr. Ron helped me with the lighting and it seems to solve it. He changed the Ray-Trace shadow to Depth-Map. And also he helped me with the caching of the impactwave so that I can work better without delay.
And so I rendered and went out for lunch and this is what I got.


There are some adjustments I would have to fix. Firstly is the secondary dust isn't coming out and secondly, the too much drag acting on the rock. I decided to remove the drag and increase the attractor a little.

Today Mr. Leong came in and reminded that presentation was on next friday that shocked me and got me to start planning.

Things left to do
-secondary dust
-shockwave1 shader
-shockwave2 shader
-explosion shader
-pyro(optional)


Hopefully this things can be done by this Friday.