Tiago Adloff

Tiago Adloff

About Me

Expertise
VFX Artist
Location
Brazil
Website

VFX Artist at Studios Globo

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Recent Forum Posts

Pyro Disturbance/Turbulence on initial high velocity frames Jan. 16, 2019, 5:02 p.m.

Hello guys, I`m trying to add disturbance and turbulance on initial frames of pyro simulation, there is some trick ?

Extended Ocean with large Object Collision - Slow Ocean Shader Spectra rendering July 11, 2018, 1:58 p.m.

Hello guys,

I have been working on a big storm simulation, with guided Ocean that collide with a oil station platform.
I made the extended ocean with particle surface using “Surface Polygon Soup”, and region bounding box with extrude edges for masking.

Everything is working, I made the mesh surface cache of extended, to improve the speed of rendering, but when I start the render for a single frame, the “volume shader” of ocean interior take a lot of time in mplay to start with messa “Creating displaced geometry (obj/guidedoceanlayer_fluidinterior)”, so I used only a object merge and a volume extrude.

Can I just cache this volume extrude? Also the number of subdivisions extrude can influence the spectra displacement render time?

Also there is some tip or trick to simulate this large FLIP with wavetank.

Thank you.

Here is the reference

Extended Ocean - Flattening Issue July 10, 2018, 1:48 p.m.

Hello guys, I'm facing a problem with particle surface sop for Extended Ocean, when particle separation is low, the fluid surface on bounding box apear normally, but when I decrease the particle separation the fluid surface desapear and only some splashes are meshing. When I disable the bounding box the surface mesh apear normally.