I have this shot I’m trying to figure out how to do in a reasonable way. The render above was made by using dynamic paint and material nodes woodoo magic ( and Adaptive Subdivision ). I like it enough as is. But it seems to be missing the splashiness that water should do with a scene like this.
Basically they had enough speed to drive off into the water. And it’s a part in the scene where the “drive on the water”.
I tried parenting the fluid domain to the car. So not to calculate humongous volumes of water. It didn’t work. Particles turn out to be even heavier that fluid sim. And thus far this is the best I was able to do.
A small animation test of a first water shot. Looks promising so far.
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We are getting finally across to the racetrack. Here is a bit of mess.
This picture but: Out of context.
Got to see your vids… I have to say it’s really good! Camera work to animations, pretty nice. Excited to see where this goes.
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I’m so excited. A reply! Wow!
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Which one is better? It should depict a sunk underwater car.
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Aesthetically, I think the top one.
Although I’m not so sure how reflective water is from underneath. Might need to check that.
Although judging by the night sky, the second might have more accurate shadows. I’d say in between is the sweetspot if you can do that.
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I just realized a lot of problems with Blender’s glass / refraction. I looked up what the outside of the water should look like when you are inside of the water. And the refraction should be opposite. I tried doing it in blender and it didn’t work at all. From the angle above I didn’t see any background. It was all black. No matter how much bounces I put, it stayed black.
So I opted to break reality and make the same refraction both ways. It’s stupid for those who know that kind of stuff. But it looks nice. So I will do that.
In the end, you just gotta let aesthetics win 
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I’m not planning to put the camera that close to the background characters. But it seems like I could if I needed to.
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All of these have a walk animation. And they don’t look like robots that walk exactly instep with each other. Each one has a slightly different animation. Took me a few hours. But now I can copypaste these everywhere.
Animated version ( 30% resolution and only 64 samples. Final will be 512 )
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Making her drive underwater. This simulation makes rendering so slow. But worth it. Normally it takes no longer than 10 minutes to render a frame of this film. This took nearly an hour. But since it’s just one short shot in the film, I can allow myself a little bit of panache.
Moria drives out of the water. This time a proper water sim.
30% 64 samples test version.
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