Issues on the application of Bifrost to the Animation




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 into Unreal. So if I didn't find a workaround I would have to forget using Bifrost and look for alternatives directly in Unreal.

Also, I realized that the main idea of producing the animation in Unreal was avoiding the Rendering. So the aspect of the particles, I would imagine, would look like dots, as in the Playblast in Maya. That would be a very poor option  for the animation.



So I realized I was in trouble and needed to find alternative solutions.

Emotion! To be continued…

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