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MAELSTORM FX

I did all parts of maelstrom and the ocean including splash by cannon and ship trail.

 Look reference

quake15.jpg
62033890.jpg

1.  RND reference for stable maelstrom

My maelstrom duration is about 1 minute. Because this project is one take shot for riding in theme park. 

So it had to keep going stably. I did lots of research. As you see this picture, finally I figure out solution.

I get idea from this youtube video below. I thought that was good match for my cut.  ​So I just did that.

2. Setting

I did flip simulation.  Actually, my company didn’t support distributed simulation on rederfarm at that time. So I had to do just one render farm simulation. Because of that, I tried to find appropriate resolution. Finally I figure out.

Number of particle is between 80 million and 90 million and preroll frame is 800f main fram are 1500f.

After than, I added some noise to the mesh for detail. Specially, close part from cam was not detail. So I tried to fix that problem.  

3.  Whitewater & Mist

After than, I added whitewater & mist using whitewater sim, pop, volume. But I'm so sad. If I have more time, I want to modify maelstrom water mesh more detail and add more whitewater, mist.

4.  Ship trail

The ship trail was not flip sim,  its just particle sim for optimal efficiency.

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