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Ranger Rover Ocean Challenge Breakdown

Week 4: Focus on tweaking the mesh

10/3/2018

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Rendered Sequence 
Rendered still with higher rez mesh, Laplacian smoothing, and droplets 
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After tweaking the droplet threshold 
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​Original Tire Splashes: stringy
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Used dilate and erosion tweaks to reduce the holes while maintaining as much splash detail as possible.
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Used Laplacian Smoothing applied with a velocity mask calculated before. Kept splash detail while flattening the mesh. However, it  introduced some holes in the mesh. 
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Used Laplacian Smoothing to correct this and make more fluid/flowing surface, but it resulted in the loss of detail in other areas. 
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Close up camera reveals the fluid is too thick along the shore and rocks 
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To address the lack of splashes, additional pumps for each tire.
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Calculate the velocity
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First: uprez the mesh 
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Shot 3 Initial Render Test:
Issues: 
Flip sim is low resolution 
-Not enough splashes and droplets around car, especially
from tires 
-Very shallow water has the same displacement as deeper 
parts because it was meant for mid-ocean integration 
not shore breaks
-Some wave sets are moving in wrong direction  
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  • Home
  • Contact
  • BLOG
    • Oil_blowout
    • Personal Work
  • WORK
    • MA Project
    • Nuclear Blastwave Destruction
    • Mock car commercial
    • Spacial Discontinuity
    • Live_Match_particles
    • Boolean-destruction
    • Ammonites
  • R&D
    • Boat wake
    • Destruction Blastwave
    • Destruction Bomb
    • Oil fire
    • Splash
    • Sticky Fluids
    • Water Man