top of page

All posts





Alright. A lot to unpack here from our prod pass.


I did manage to get the boat to bob up and down with water ripples from Houdini but the Optimization is dogwater.


We are both ahead and behind where I thought we would be. A lot more stuff got put into 3D than I thought but we still have a long way to go.

I did manage to get the boat to bob up and down with water ripples from Houdini but the Optimization is dogwater. It is in the prod pass but, because of the horrible optimization and me underestimating the amount of seconds needed, it's barely (if even) noticeable. Based off of the feedback given our team as a whole, I will be changing gears. I will be helping my team get the entire thing into 3D for the Preview in December and will shift my focus to focus mainly on animation and playblasting. I'll get the best bang for my buck and help get the ocean spectras I made into all the scenes that don't need an actual sim as possible. As well as helping my team animate and update the scenes with the new captain model for consistency's sake. I'll put the ocean sim on the backburners but still look for ways to optimize it as it's what burned me in the first place. No matter what we MUST have everything in 3D in December and I will do everything in my power to help my team.


















 
 
 

Late on this one too.


I successfully got a wake for the boat sim! Now I just need to port it to Maya and switch out to the animation to the boat bobbing up and down. This sim will act as the keystone for most of our water shots and is infinitely adjustable! I can use this sim as a base to get more sims!



 
 
 

Whoops. Was definitely late on this one.


I just finished putting some basic animation on Charlotte's boat model, porting it to Houdini, then making one of the two parts of the water sim. I now need to get the water surface itself to have a wake and react with the boat.










 
 
 
bottom of page