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Issues on the application of Bifrost to the Animation

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Issues on the application of Bifrost to the Animation After the tests done so far, I was reasonably happy with the techniques I had as tools for using on the Fairy Time Animation. Essentially I needed two types of solution: - Solution for the plane of water on the Canal. This is for nearly static waters, with maybe little bit of waves or moving water. For this I could use either the Octoplug Ocean Shader or the simpler Maya Ocean Shader. - Solution for the scene where the fairy falls into the canal, where a big splash of water should appear. For this dynamics type of scene I was planning using a Bifrost simulation.   The idea was "hiding" a volume of Bifrost simulation into the plane of water and let it splash when the fairy falls. However I realized that I would have problems with implementing this method into the Fairy Time animation, that will be done in Unreal Engine. First of all, Bifrost particles are not directly exportable in