The mesh around the particles had already worked fine so i did't want to change it much incase the fluid began to separate in ways that i didn't want it to.
With this animation, i love the initial interaction as the mesh and particles fly out of the shoot, the stream of liquid has a nice shape, reflection and motion however, as it hits the internal ring of the torus, it separates too much and the droplets look rather unbelievable. This changes as they begin to merge back into the same mesh though creating some nice gaps within the fluid.
The collision between each area of the fluid is something which i enjoy. The force from each end of the fluid allows for decent interaction and as each section has a similar force behind it, small whirlpools are created
As the shape begins to fill up, the forces above and below to surface of the fluid allow for some nice areas of interaction such as when the fluid is filling in the gaps of the shape as they bounce around as it collides with itself. This is also nice under the initial release from the shoot as it enters the torus shape. Subtle pushes from the fluid filling up counteract the initial shoot and we see a nice force push of fluid as the shoot eventually over powers the rest however, this is where the simulation stops. I wish i had carried it on slightly longer as then, i would be able to see how the fluid carries on.
The texture of the mesh is created once the mesh is taken into maya. I applied a simple blinn as i didn't want a hefty render time but still wanted some surface reflection.
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