Project Proto - Update 06
For this update I made a few modelling changes as well as lighting.
I lit up the scene as well as added a walkway that connects to a lit doorway at the back.
Comparison


Lighting / Shading

Walkway
Props like the walkway structural beams were modelled fairly quickly in houdini. I made a procedural beam structure in houdini and exported as an obj which was imported into maya.

Project Proto - Update 07
In this update, I have the white water simulated. It looks very viscous in the flipbook render, but it will have a more passive look once I export the particles to a smaller size in maya.
I did encounter a few problems with my whitewater solver and I will share the changes below.
Problem: Whitewater showing up on motionless frames

Illustrated above, I am having white water particles spawn in a very uniform manner right at the beginning of the sim where there's no water movement.
(typically we want the white water to appear based on vorticity)
The white water source was working fine as well so what was the problem?
It turns out I had to reconfigure the repellent settings.
By default, Density Threshold is turned off and to prevent early frame whitewater spawning at set distances, I turn the density Threshold on so that the solver knows not to spawn whitewater particles below a certain density.
I also recommend disabling Density control. This is an option that tries to solve the particles at average distances from each other and also dramatically increases simulation time.


Lastly, I took my white water source and prepared it for use in a smoke sim. As illustrated below, I changed the emission field to a density field. Then, using density I made a temperature field. This is the first time I am using a white water source to drive smoke simulation and it will be interesting to see the results.
