![pixar luca pixar luca](https://images.hindustantimes.com/img/2021/06/16/1600x900/luca_review_1623841617947_1623841640338.jpeg)
Reisch and his colleagues worked closely with the team at RenderMan, a proprietary 3D animation software developed by Pixar, on developing techniques for combining them.
![pixar luca pixar luca](https://nyc3.digitaloceanspaces.com/cgmeetup/uploads/media_type/avatars/36018/large_Disney_and_Pixar_s_Luca__Teaser_Trailer__2_.jpeg)
![pixar luca pixar luca](https://www.disneyplusinformer.com/wp-content/uploads/2021/06/Luca-Character-Posters-Collage.jpg)
“It doesn’t have any idea of the ocean,” he says. The characters’ interactions with the water are crafted in a flat pool, but they then need to be combined with the undulating waves rolling in.
#PIXAR LUCA HOW TO#
The next challenge was how to blend these three different types of simulated water – the procedural ocean, the simulated pool, the artistic splash – into one cohesive whole. “It’s a natural evolution of what we already had been doing but instead of relying primarily on the physical simulation, it’s really relying on our own artistic timing and shaping,” Reisch explains. It was 3D animation, but inspired by the shapes and visual language of 2D. But for Luca, the effects artists went further than they ever had before, paring back the results of the simulation and almost “hand-placing” droplets to achieve a more stylised look, inspired by the animation of Studio Ghibli that director Casarosa grew up watching.īut it wasn’t simply a matter of drawing water droplets and placing them on the screen – they still needed to behave like real water, so instead, simulated droplets would be “injected” with velocities at certain points to essentially nudge them into the required shape and position for key frames. There has always been a degree of tweaking of the results of this kind of simulation – to make sure character’s faces aren’t obscured by spray or smoke during key moments.