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Jongwon Pak
Senior FX TD
Water FX Reel
Workflow

Water FX Presentation

Ocean FX breakdown
Ocean Wave

Ocean FX breakdown
spectrum

Ocean FX breakdown
vel

Ocean FX breakdown
Flip

Ocean FX breakdown
Mesh

Ocean FX breakdown
wet map

Ocean FX breakdown
Aeration Murk

Ocean FX breakdown
Wave Foam Murk

Ocean FX breakdown
Bubble

Ocean FX breakdown
Foam

River, Calm
River

River, Calm
Collision Geo

River, Calm
Flip Sim

River, Calm
Mesh

River, Calm
Mask

River, Calm
Ripple Source

Ripple Geo

River, Calm
Ripple Volume

River, Calm
Color

tech&workflows
sub-step are minimun2 and all active source and collision have time blend added for subframe interpolations

tech&workflows
active "stick on collision" create a friction like help reduce some active flicking at the collision.

tech&workflows
adding a bit of pop drag in the force

tech&workflows
enable "friction and bounce setting collision type to "particle " similar to stick on collision

tech&workflows
increased the "surface oversample" int the reseeding can help with smooth surface from sim

tech&workflows
setting custom " collision separation“ on flip object, the collision separation is by default 2X particle separation, this is resolution of , get some water artifact near collision object when doing low re flip sim., setting this explication to higher resolution should yield better collision

tech&workflows
increased velocity smoothing (not available when velocity transfer is APIC(swirly)

tips&tricks_08
adding some viscosity can help lower the activity


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