Project Proto - Update 04
In this update, I have modelled a few props that would help with the environmental scale. I modelled a door and a few crates. These are the props that I have at the moment and it is possible that I would add more in the future. But first, I would like to recap what I have been doing what I have been doing since week 1


Prop Models


The main part of this update is that I have made progress to get the lighting and materials up to shape for a test render. Below is a low sampling test render that I did to illustrate the progress. Small scaled objects like the human sized door is now visible thanks to the difference of materials applied to it.
Lighting / Shading

Most of the materials were procedurally created in maya. I used maya nodes such as fractals to break repetition between uv tiles of large textures. Then, I replaced the darkened spots with a color corrected version of the base texture using a remap Ramp.

Scene 01 Shot 01 Test render
The purpose of the test render of this shot is two-folds.
1) it allows me to see if the textures of the Proto Robot matches the environment
2) it allows me to test the water shader.

This close-up angle is not in the shot but it allows me to see just how dependent the water shader is currently on the scatter. In future developments I will definitely look into the adjustments of both depth and scatter in the transmission so that I can get the primary colors of the water as well.

Project Proto - Update 05
In this update, I have prepared the high resolution sim and I had made a few changes to the sim along the way as well.
Sim changes
A huge part of the changes comes from the change of SDF forces that was being applied to the sim. Firstly, I was quite unhappy about the augmented and wider shape of the old simulation. To address this, I shrunk the particle SDF force of the main nitrogen pump and increased the velocity vector in the "velocity scale" attribute.



I think the larger force applied across a smaller surface area allowed me to achieve the look that I wanted, which was to break the surface tension of the water. Previously the water surface looked like it had too high of an advection (particles sticking closely) and the new sdf force changes allowed me to achieve a more aggressive look with particles breaking the silhouette, which I feel is closer to the reference image.


