Day 25 | VFX: DOPS | FLOOD | Image
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poor laptop was struggling with the sims, had to go for a still.
takeaways from this one:
- sop flips are not bad. all attributes are toggled on the FLIP container rather than solver e.g age / id.
- there is no flip sop for pumping vel. Instead create a fogvolume & use volume_source DOP pull mode.
- heat geodesic -> measure SOP gradient will get you a nice flow field vector to guide liquid
- custom meshing with vdbs offers way more control and results than particlefluidsurface
- pointreplicate + noise along v + attribblur P can help cheaply upres sims


takeaways from this one:
- sop flips are not bad. all attributes are toggled on the FLIP container rather than solver e.g age / id.
- there is no flip sop for pumping vel. Instead create a fogvolume & use volume_source DOP pull mode.
- heat geodesic -> measure SOP gradient will get you a nice flow field vector to guide liquid
- custom meshing with vdbs offers way more control and results than particlefluidsurface
- pointreplicate + noise along v + attribblur P can help cheaply upres sims
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Day 25 Flood
Having a flood is a horror so 9i had this idea of it being a sort of monster creeping up to your door. I tried to give the final image a sort of vhs horror movie look. The house model and textures are from GSG. The water character if you will is 2 vellum simulations that i then merge together with vdb.
Having a flood is a horror so 9i had this idea of it being a sort of monster creeping up to your door. I tried to give the final image a sort of vhs horror movie look. The house model and textures are from GSG. The water character if you will is 2 vellum simulations that i then merge together with vdb.
Edited by sarahstjean - 2025年3月25日 22:45:20
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Mardini 2025 - Day 25 – Flood (VFX: DOPS)
The terrain is the stage now with all the recent groundwork paying off: layered heightfields, basic textured terrain materials, and camera-ready ridges to catch the light just right.
This is what's left of an attempt to use this hose and flow to knock down a structure, but RBDPackedObjects kept hanging my machine, I'm sure it's something I did wrong, oh well, no more time for this.
Anyway, just fluid surface meshed and lit like an angry god’s signature. This was more about motion implied than motion observed: mild head radiating off the form (needed some heat mirage in the air too, I suppose) and the feeling that something far away has begun breaking loose.
I didn’t go overboard with chaos — just enough to catch the soul of a "flood" in a single frame. Still missing more atmospherics but the silhouette reads and the energy is there.
Call it a slow-motion scream.
See you yesterday

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