Hello,
long time no speak!!! I'm one of the 5 members in the team and I'm responsible for the FX of the film, the two main elements in the film are fire and snow. Various versions of fire will be added in the film such as exterior torch fires, burning buildings, indoor firepit fires and indoor torch fires. For the snow there will mainly be two simulations one in the beginning of the film (where the camera zooms to the village from a great distance) and one simulation of snow inside the village. The snow simulations include mist, clouds, fog and a different simulation will be used when (SPOILER!!) the main character burst the stronghold's doors open.
For the recently submitted Alpha the snow simulation looked something like this,
Things to be changed/improved:
- Decrease the overall size of the snow particles when closer to the camera
- Enable 2 LODs for the snow and mist emitters
- Rework the snow flakes texture and fix the DepthBiasedAlpha module of the material
- Improve the simulation itself, meaning adjust the speed of the particles and the acceleration to "fake" gravity
- Improve the mist simulation based on the new and improved exterior environment (Floyd's cooking something)
- Enable collision for the particles
The firepits' fire looked like this,
Things to be changed/improved:
- Create a new texture for the fire
- Improve the simulation itself, meaning adjust the velocity of the particles and add an Acceleration module to "calm down" the fire
- Enable 2 LODs for the fire emitters
- Add DepthBiasedAlpha and PixelDepth to the Fire, Smoke, Embers materials
- Enable collision for the particles
If you have any comments, suggestions or feedback feel free to share.