Now that i was pleased with the overall effect of the shattered glass, it was now an essential part of the pipeline to use the work that I had done and pass it on to the next person. By deleting all of the unnecessary objects in my scene, I was able to create a file that could concisely be imported into the the scene for someone else to work with it.
Here are a few playblasts of the shattering glass effects by themselves.
I also find that viewing this effect in the previous way is a good way to analyze the dynamic simulation. One is able to focus in on any anomalies, especially important when the effect appears to look strange.
Now the shot was ready to be lit, rendered and composited.
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