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Infinity Dimensional Drink

Overview
The project, named as INFINITY DIMENSIONAL DRINK, has been executed to promote the Tri Voxel Studios. The name itself does reflect the 3D aspects of the studio. It did take almost a whole month to design the label, the model for the animation and the animation itself. Rendered almost 1600+ Frames and most of them were cut out in the post processing. The whole animation is just 21 seconds long, excluding the Intro and the Outro. The Masterclass Course by the Blender Ender did help a lot in directing the scenes. Just the different Tri Voxel version of the drink. The music used is “Vlog Fashion Anime by Infraction”.

The Main Idea
The main Idea was to animate the drink, having different flavors of dimensions, using different animation fundamentals/principles and by experimenting with some of the liquid simulations. The animation comprises of total 10 different scene shots:
• SLIDE IN
• POP IN
• POP IN SLIDE + COLOR ROTATION (CAMERA PENDULUM)
• SLIDE REVEAL
• BLACK BLUE DRINK LIQUID SIMULATION
• BLUE WHITE DRINK LIQUID SIMULATION
• SLOW PAN LIQUID SIMULATION
• REVERSE LIQUID SIMULATION
• CAN OPENING SCENE
• FALLING ICE CUBES SIMULATION

The Challenges been Faced
This was the first experience with the product lighting setup. And it did was the toughest aspect to handle, as the demand was to highly lit the background. The audio syncing got the scenes a lot in the trouble to match up with the beat and snares. To decide which frame rate to go, and how to cut all the frames up in post processing period.
Deciding the right label design for the can took a lot of time as well. Tried and tested a lot of things in the process. Blending the text with the signature symbols was really overwhelming and with the different colors, it itself was a blast.
The Liquid Simulation was the toughest to bake and simulate. It does take a lot of time. Tried a lot of scenes and camera angles. Baked it all almost hundred times until I get the right ones. Did faced the same thing for the Falling Ice Cubes Simulation.
The addition of the volumetric to feed out the feeling, as that the can has been shot in the vacuum chambers. Still figuring out the right way to do it.

The Things been Learnt
The project was itself a stack of learning about a lot of elements in the journey. The Simulation works on a fairly large size objects, as the small particles in the simulation find it really hard to figure the way for the movement.
Got a seamless hold over the graph editor and how to improve the rendering times. Also, learned that the repetition of the transition or the movement can have the bad impact overall, as human eyes and ears are really quick at figuring out the repetitive motion and sound.
The direction as a video editor got stronger practically, theoretically and in analytical aspects. The understanding with the color grading became better in the DaVinci Resolve. The basic fundamentals are indeed the most useful things. The nodes have become the favorite type of the workflow.
Learned how the rigid body simulations works according to the aspects of physics. Been addicted to going to far with the details and the perfections, that no one can detect even after binge watching the scenes. Will slow down on it, to intentionally ignore them sometimes to save more of the time.

The Elements that can be Improved
The lighting could have been better especially in the first scene, as the volumetric was handled a bit badly. The Simulations distribution will surely be improved in the following projects. The camera pendulum scene could have been speed ramped to match up with the snare.
Rendered the can opening scene, by smoothing the shrink wrap modifier, but those frames got lost in the post processing. The repetition of the transition to the zoomed in, in the last scenes, could have been avoided.

Full Animation with Intro and Outro

List of Best Frames Below

List of Best Frames Below

Slide In frame

Slide In frame

Pop In frame

Pop In frame

Slide Reveal frame

Slide Reveal frame

Pop In Slide frame

Pop In Slide frame

Reverse Liquid Simulation frame

Reverse Liquid Simulation frame

Can Opening Scene frame

Can Opening Scene frame

Falling Ice Cubes frame

Animation: Tri Voxel Studios
Modeling and Design: Tri Voxel Studios
Instruction: Blenderender

The Fusion of Dimensional Fundamentals.

Falling Ice Cubes frame

Animation: Tri Voxel Studios
Modeling and Design: Tri Voxel Studios
Instruction: Blenderender

The Fusion of Dimensional Fundamentals.