The Day After Yesterday (Massive City Flood Sim)

  • 15 years ago
http://uni3d.com/ - This is the Day After Yesterday... also known simply as 'today'. Luckily this city is in the far away land of non-existence and is clearly empty so it's pretty much a playground for chaos. As for why this extreme event occurred... a combination of global melting and meteors crashing into the ocean while the moon is shifting orbit because it felt like it led to a very specific and single wave approximately 200ft high at the peak to rush into the unsuspecting yet oddly empty city.
The location is a city model that's half Denver&Vancouver based which I made for a project that kind of fell to the wayside a while back. It was mostly just meant to be a background prop, but held up well enough (and had enough time and effort put into it) to warrant some use for random little bits like this. It was modeled/textured in Maya 8.5, with the rendering in Maya 2008 using Mental Ray.
All water simulation action was done using RealFlow... for a very long time. This scene was made partially out of a desire to do some exercise in liquid simulations, plus I had a city model just sitting around, begging for disasters. This video was up before, now updated with two passes of different foam type textures, since the RealFlow particle files to be used for sea spray effects stopped loading into Maya after ~1.5 million.

--Some more detailed notes about this scene--
-Sim Time: 103:59:53, or about 4 days and 8 hours. Plus ~16 hours for building the meshes.
-Particle Count: 2,764,235 The cache for this took up 71.2GB. A playblast of the particles was impossible as Maya wouldn't load up the particle cache after about 1.25 million.
-Render time – Approximately 1 week split between a quad-core and a dual-core, rendered using 10 passes.
City Polygon Count: 75,142 – It was originally modeled as a BG prop so efficiency was the goal, the 86 textures and window masks barely went over 6 MB. The trees added up to 934,500 polygons.

Category

🤖
Tech

Recommended