This week my focus on making the leaves connect to the stem as well as ideate previz for our final project for the end of Winter Quarter.
The leaves are now connecting to the stem, but it's still not as gracefully connected as it is in the reference. I want to try meshing the cached animation
into a VDB, not sure how heavy that may end up being.
On Sunday, I will be going to Deloitte and trying out GSOPS to convert the vine to a guassian splat. Hopefully, that will make it much lighter to handle for Unreal.
I increased the dampness on the vellum sim to make the leaves less bouncy. I will get a new render out on Sunday.
Sunday
This is the previz that we have by the end of the week.
Based on this previz, I started tweaking the sim for the first shot. I want the bud to scale from zero
however, vellum does not understand how to simulate if nothing is visible at the start. So to account for this
I scaled from 0 to 0.1 without the simulation and then started the simulation after the scale reached 0.1. This is what
it looks like. Since the scale of the vine is now contained, I can focus on the details. I think I still need a second layer of leaves
underneath the main leaves.
I tried to convert the stem with the petals into a vdb and I think it looks a lot smoother when the bud forms on the stem.
It does fall apart as the bud grows and blooms. I want to experiment with if I can combine the start of the bud forming with
the other vellum set up without the VDB. Not sure how the materials will play into this since the meshes would be completely different.
WHAT'S NEXT
1. Work according to previz and towards final project
2. Combine vine with Itim's dirt set up
3. Work on Shaders