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Shots / RnD Breakdown

4 Methods break up the uniform look of flip sim:

1. Surface Curl Noise, influenced by the distance between the water surface and spaceship;

2. Push Velocity;

3. Gas Turbulence Field & Gas Vortex Confinement were added;

4. Pyro advect flip points.

Firestorm Tornado tech points:

1. Emitting fuel for tornado;

2. Bigger customized velocity field to protect the shape, since fuel will expand the pyro.

3. Customized pyro solver to push the vorticity.

Crowd Army Sim:

1. Transition graph makes sure the animations from walking to running right and smooth;

2. Guiding the crowds by path and avoid objects

3. Activating the transition for crowds by curve, time and object.

Lego FX:

1. Pyro to voxelized points, copied with cubes

2. Transfering the color attributes from pyro to points to cubes

3. Gave that color for emission in shader

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