All simulations upscaled from 1440p to 4k for less compression at higher resolutions.
Check below for details on each simulation.
V1: First working attempt. But could not fill completely due to inflow location, size of pipe mesh & incorrect final cube chamber (top of cube chamber above inflow.)
Also, due to the scale, the sim took way too long. So audio stretched to match sim length.
(started on 23rd March, finished 26th)
V2: Same sim data & mesh as V1, but increased playback speed to match original intro audio length.
V3: Start from scratch, made a more correct & smaller representation of the icon (final cube chamber offset allowing for a complete fill).
But the smaller pipe mesh is also thinner, meaning the fluid escaped the pipe mesh. To combat this, I lowered the particle radius of the fluid mesh just enough to leave all escaped fluid data unmeshed... Or so i thought.
However, a lower particle radius also effected the surface of the fluid inside the pipe, resulting in a choppy surface & lighter colour due to some sort of light interaction between the fluid & pipe (not intended but maybe better).
Audio stretched to sim length.
(Started on 26th March, finished 28th)
V4: Same sim data & mesh as V3, but increased playback speed to match original intro audio length.
V5: New final fluid bake with larger pipe mesh than v3-4 resulting in no escaping fluid data, used APIC for the first time, lowered CFL to 2 & increased cycles samples. Audio strecthed to sim length.
This is my favorite & closest to what i wanted, but the fluid touching the top of the inside of the pipe mesh at the end of the render looks bumpy & incorrect. I tried messing with mesh settings, but was unable to make it flatter than the default mesh settings.
(Started late 28th March, finished 30th)
V6: Same sim data & mesh as V5, but increased playback speed to match original intro audio length.
HDRi from: www.hdrlabs.com...
Audio: Nintendo
29 авг 2024