Here is a quick overview of the tasks I have done on this project:
- Portal effect created from multiple layers of simulated particles.
- Teleportation effect of the animated character being reconstructed
from the RBD pieces and particles emerging from the portal.
- Water simulation of splashes and drips from the turtles.
- Water simulation of the droplet being shaken off Splinter.
- Shock wave effect on the portal opening.
- Spaghetti sauce simulation featuring accurate stickiness and heterogeneous
viscosity to get proper interaction with the animated assets.
Ballistic particles were procedurally excluded from the FLIP sim
to increase performance.
- Droplet and liquid simulation with air bubble advection. Velocity
extracted from the animated container to perform simulation in rest space.
- Thrusters and smoke trails from the skateboards.
- Dust, particles and atmospheric elements coming out of a plane's opened door.
- Contrails from wingtips and heat ripples from engines.
- Wet map setup to properly
displace and modify shaders based on wetness.
- Liquid sim of a container exploding. Custom velocity projection
on the collider to get better control over the stickiness and the
directionality of the liquid's expansion. Secondary droplet
sim to increase the level of detail.
- Electric charging and laser-firing from an android.
- Laser and electric arcs embedded in explosions.