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I enjoy making introductory shots to my showreels and use these intros as an opportunity to make some fun cg things. I worked in a smaller scale than usual for this project in an attempt to maintain real-world scale. Most simulations approached 10 million particles for the emitter closest to the camera and my longest simulation took around 26 hours.
 
I learned many of the challenges that come with slow motion fluids as this project was simulated at 1000 frames per second. The main challenge came during meshing because with slow camera drifts, super slow motion fluids, and macro close ups, I had created a monster that left very little room for error. At typical frame rates meshing issues can go entirely unseen through motion blur or just the speed of particle movement. Slow motion gives the viewer time to inspect the mesh in detail. These meshes were heavy and the main splash shot and required over 60 gigs of memory. I did quite a bit of work on the meshes including smoothing the surface based on nearest particle velocity which was necessary to reduce bumps in the mesh.
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