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I finished off all the remaining spectra's and started trying to make a beach sim using them. Also tried to path the mesh holes that let water into the boats mesh in the splash sim as well as continued work on the bubble sim. Because the first material review was due, I rushed to finish my separate VFX project because it was closer to completion than any of my Sunstroke work. As you can probably guess, my attention has been extremely divided since that last blogpost.


 
 
 

Alright this one's a doozy. Not going to post any pictures of the water sim because it's basically the same as last time. I got the water sim file size down even more (down to 17GB), but for some reason the playback in Maya is choppy and I cannot fathom why. I learned about substepping in CGForge and am moving towards the VDB section which should be helpful for troubleshooting the water sim. The next call is a week away and I will be discussing the playback speed for my spectra's being off in Maya for no apparent reason. Going to lock in and do my best to have the VDB section done and hit 70% completion of the course before the call. Using the substepping knowledge I made a portal animation in Houdini, so that's pretty cool.



 
 
 
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