Wednesday, May 16, 2012

Liquid Simulation Series: Hornitos Tequila part 4



The texture and lighting of the elements in this piece added the final flourish.  The glossy bottle, the smooth tequila, the shiny metal and the crackling ice set in a pure, dark atmosphere set a somewhat seductive mood that the team achieved through compositing several render passes.  Take a look below!



 
This wraps up our Liquid Simulation series for now.  S&M has a lot of great work coming up which means more 'behind the scenes' soon.  Watch this space!

Tuesday, May 15, 2012

Liquid Simulation Series: Hornitos Tequila part 3


Having recently finished simulating the surging dam and its conglomeration of splashes for Mountain Dew, the work for Hornitos seemed almost easy.  However, creating the smooth, sultry flow of tequila presented its own challenges.



Taking the physically accurate model of the Hornitos bottle seen in the previous post, the team filled it with fluid particles.  Because the shot required the tequila to pour from the tilted bottle, the primary challenge was getting the pressure pockets of air to travel through the neck of the bottle to convincingly create the ‘glugging’ of effect of liquid pouring through a constricted pathway.  Having ironed out this detail, the team applied the proper viscosity to the liquid and then subjected it to other physical properties including gravity and noise to give it believable flow and movement. 



Cascading across the embossed, channeled surface, the liquid needed to feel light and delicate.  Because the shot was quite close up, the spacing of the particles became an issue as, at that close viewing range, the particles were too far apart to be construed as a proper viscous liquid.  To ameliorate this issue, the team multiplied the resolution of the particles by a factor of 20 helping them achieve a more convincing result.



This shot of the tequila filling in the horns was the most complex of the entire spot.  To accomplish the desired aesthetic with proper splashes, the team composed the main fluid with several smaller simulations.  This allowed them to more easily tweak various locations of the fluid.  The simulation was run at a higher frame rate than the rest of the spot, essentially slowing the simulation to allow for greater control over the splashes.  The simulated particles then had to be pushed back the proper frame rate; NextLimit’s new particle retiming tool within RealFlow became indispensible in this situation. Once the main simulation was complete, the team continued to introduce new fluid systems to fill in the gaps within the horns.

After modeling all of the elements and perfecting the liquid simulation, the last step in creating this spot was lighting and rendering.  Check back tomorrow for the last post!

Monday, May 14, 2012

Liquid Simulation Series: Hornitos Tequila part 2


Before approaching the tequila simulation, the team first needed to create the rest of the elements in the spot: the Hornitos Tequila bottle, the grooved surface through which the liquid cascades and lastly the icy horns that fill up with the flowing tequila.  These pieces were necessary to complete the simulation and would also be featured in the final piece.

The first and easiest element for the team was the Hornitos Tequila Bottle.  Seen grayscale and partly textured here, it was eventually properly textured, lit and rendered to create a photoreal bottle.



Next came furrowed surface over which the tequila would flow.  With the embossed text, "double distilled", and the shallow grooves, these elements added points of interest to the visual as they would interrupt the smooth flow of the tequila simulation.  Meant to be a shiny metallic surface, the team also included various knicks and grooves along the channels to give the element a slightly aged, more compelling feel.  


Most engaging for the team in terms of modeling was to create was the set of icy horns that fill with the pouring tequila.   Dictating a more organic aesthetic, these horns were sculpted using MudBox.  This allowed the team to more easily form the various imperfections illustrative of actual ice.  Of course it would take the proper texture and lighting to fully achieve realism, but that will be approached in a later post.



With all the CG elements created, the next challenge was going into RealFlow to simulate the flow of the tequila.  Check back tomorrow for more on the tequila simulation process!

Friday, May 11, 2012

Liquid Simulation Series: Hornitos Tequila part 1



To showcase the purity of Hornitos Tequila, this spot endeavored to set a pure but sultry atmosphere.  In a dark void, the tequila pours slowly from the bottle to cascade across a surface embossed with lettering touting the spirits’ assets.  We follow the liquid as it spills across crackling ice in which more of the tequilas’ qualities are engraved.  The spot ends with the liquid pouring headlong into a pool topped by the Hornitos logo.  The mood needed to be slow, deliberate and provocative.  The final piece remained true to this brief throughout being story boarded, pre-vized, animated, directed, lit and finished all in house at Smoke and Mirrors NY. Every part of this spot is completely CG generated, from metal to ice, bottle to liquid.



Given the voice-over script and a few inspiration images, the SMNY team set to work concepting their ideas for the piece, initially devising each shot using animated sketches.   Having established various shots, the team then combined their sketches of the proposed flow of tequila with grey scale 3D elements to nail down the look and feel of the fluid motions in the spot.



Having solidly pre-vized the spot, the next step was to create the remaining CG elements in the spot as well as perform the liquid simulation as depicted in the boardomatic sketches.  Check back tomorrow for more on that!

Thursday, May 10, 2012

Liquid Simulation Series: Mountain Dew part 3


Creating a flow of such magnitude at the scale of a dam was not without it’s trial and error!  Working in RealFlow, the team was faced with reigning in calculations and numerical values of the real physical properties of laminar and turbulent flow.  Setting up scenes to simulate overnight, the team often found that one small error, such as a misplaced decimal or a slightly inflated value produced some disastrous effects!  See below...one decimal out of place caused the simulation to explode water from all sides:


There are no mistakes though; only lessons!  These ‘bloopers’ were just part of the R&D process and ultimately helped the team gain a more in depth knowledge of the software and the best way to control it.

The knowledge the team gained working on this spot came in quite handy as, just as soon as Mountain Dew wrapped, the team set to work on another liquids simulation piece for Hornitos Tequila.  A much smaller scale, this piece had an entirely different look and feel that presented its own unique challenges.  Take a look at the spot below and check this space tomorrow for more on how it was created!


Wednesday, May 9, 2012

Liquid Simulation Series: Mountain Dew part 2


After mastering the main flow of the dam, the team was ready to attack all of the splashing elements that characterize the turbulent flow of the surging water.  The crux of the simulation, these splash elements were actually comprised of several separate fluid simulations that, when brought together, would create the overall effect of crashing water.

various splash simulations and the script used to strip out excess particle

As was mentioned in the previous post, the final simulations had to run at an extreme resolution in order to ensure that there was enough detail within the splashes to create a realistic look to the flow.  However, it was impossible to work at this level of detail and then actually render within the 3D authoring tool.  To navigate this issue, the team wrote a bespoke script that would strip out the extraneous particles from the simulation while maintaining an aesthetically workable resolution [see image above].  In addition, they did a tremendous amount of R&D work to push the limits of the system to determine how high they could set the particle count and still finish simulating on schedule.   As such, they were able to create a simulation with a fairly high level of detail in the splashes. The three images below illustrate the level of detail visible at increasingly zoomed in distances.  These images were taken of the particle clouds after the script had been run.  Click on the images for a larger view.

zoomed out

zooming in closer

zooming closer still

Looking at the clip above, each colored box represents an independent splash.  These splashes were created by the curvature and density of the primary fluid simulation down the dam. Particles were emitted wherever details in the waviness or density of the main flow met specific criteria. In this case above, when the threshold for the density fell below a certain level, splashes occurred. In other words, the edges of the water happened where it met the geometry of the dam. 

splash simulations looking down the dam:  each colored box represents an independent splash

splash simulations:  alternative view of the various splashes interacting down the dam

Because each splash was composed of several fluid simulations, the next challenge was usurping enough machine power to actually complete each simulation.  Working in Next Limit’s RealFlow, the software’s IDOC (Independent Domain of Computation) system was a incredible help as it allowed the team to complete different elements of each splash simulation across multiple machines, thus allowing the team to have more time to research, develop and perfect the piece and also allowing them to complete the work on schedule.

As mentioned before, it took an incredible amount of R&D to perfect the fluid simulations.  Check back tomorrow to see a few of the ill-fated attempts that eventually led the CG team to their completed work.

Tuesday, May 8, 2012

Liquid Simulation Series: Mountain Dew part 1

The Smoke & Mirrors CG team has been hard at work honing their fluid simulation skills in the past few weeks, first with a complex spot for Mountain Dew India featuring a gushing dam and then with a beautifully smooth piece for Hornitos Tequila.  Simulating the frenetic surge of a large scale dam in RealFlow for Mountain Dew was a welcome challenge for the CG team, and the research they conducted to complete Mountain Dew helped them to quickly and easily nail the simulations to finish the Hornitos piece.

There were two main challenges to simulating the dam flow:  scale and resolution; Scale was the largest hurdle for the team to overcome. In order for the liquid to feel massive, an accurate scale needed to be established early on for the particle simulations. Had the real-world scale been ignored, the liquid would have felt like it was operating in miniature.  Working at the scale of a dam, however, created other challenges in terms of render time and resolution.

To accomplish realism at such a scale, the fluid simulation actually required a conglomeration of several smaller simulations: one to create the main, massive flow of water down the dam and then several others to simulate the various splashes that occurred in the waters’ journey down the slope.


Ironing out the main flow first, the team simulated this surge without the other splashing elements using a grid domain.  This helped to contain this specific flow and allowed for faster and more predictable simulation. 

­
The next hurdle the team encountered was resolution, aka how dense could they simulate the particles and still finish the job on schedule. Since it was concluded that they would be using mostly particle shading for the foamy whitewater, the particle density needed to be extremely high - much higher than the traditional mesh shading common to smaller liquid jobs. Some of the scenes clocked in at upwards of 25 million particles.  For purposes of testing however, simulations were run at 1/50 of the final resolution that they were to be rendered.   At this scale the team could get a clear idea of the physical properties of the fluid that needed tweaking to perfect the simulation without having to deal with the heavy renders.



Having tackled the main flow of water down the dam, the team then dove into R&D for the various splash simulations.  This was a complex process that required work at a very high resolution....check this space tomorrow to see how the team achieved this!