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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