At this point, the broad strokes seem to be pretty much done. Now it is time to start adjusting, refining, adding little details here and there, and polishing. Since we had the meeting with our mentors at The Mill last Wednesday, I new notes to work on. Here’s a comprehensive description of the stuff that got done for the next presentation.
One of the comments I got was to add pieces tearing off of the ground next to the car, since in the previous iteration, that area was not active until later on during the sequence when the camera wasn’t pointing at the road, so it was really hard to notice it happening.
This was easily addressed by just selecting the exact pieces around the car to activate and brute force them to be active in the VEX script.
The next layer is what I call the eplosive layer which is another POP sim that gets triggered when the asphalt breaks.
Now all this went out as ASS files from Houdini so Sarah can put it together in Maya where look development is being done. We are now able to add motion blur to the ASS files so it can add a bit to the realism and look of it. I’m looking forward to seeing this all together and rendered!