JuWeiFan
Wang
FX Artist
Week 3 Fx Progress & RnD
Update: 1/25/23
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This week I will keep working on the vellum grain
vellum grain (keyframe issue)
about key frame I figure out what can cause the issue
when I try to make the vellum grain to stabilize quickly, I turn on the Auto Sleep mode.
it means If the particle stay in same position long enough, then it won't collisionable

vellum grain (pscal random)
Cause the each sand should the different scale in real world, so I add the attribute randomize to make sure each particle have the different pscale.
First I add the node after the simulation and use the less particle, also without the controller as the hit object to test if it will work.
after test the pscale is become rondom but the each particle have space because the pscale random start after the Simulation. So next I will move the attribute randomize before the simulation.

At the second frame the dop network show me the error. After the explor about the vellum node. I figure out how to make sure put the pscale data in to the dop network.
click off this bottom in vellum solver it will allow the simulation read the pscale data.
Here is the result
base on the result, the sand become much more thinner than before.
I will change the voxel size back. And adjust pscale random size.
see how that work

The result seem when wrong, when the collide hit the terrain the particle is flying around.
I test vellum without terrain part. the particle is stable, So the problem might come from the terrain.

the problem might because of the terrain is too sharpe

after pscale randomize simulation the thickness of the sand might not enough to cover the controller, I will try raise the over size of the grain.
after collide is fixed I can make the controller come under the landscape to reduce the grain number.
Next step I will try to test the sand stick to see if I can make the sand not flow away from the controller which can make the sand much more thicker.

result:(change friction(maybe need more higher ), voxel size, attraction )
simulation time: 2h,
After adjustment, the bottom of the sand is stable (without jitter) and take less time. and I will add the higher substep next.
Instance Render Test.
the shader will change later, for now the high contrast ratio color just to make suer the instance is working



Instance process.
use delete attribute(only keep the P v and pscale, delete the sphere shape in each particle) and point wrangle .


Now I make the sand shader look like the reference.

