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!