One section of the mud might be a bit more solid. The effects programmers set a water table so that when a car ran through the mud, water would rush in and pool to fill the tire tracks. The team started individually programming different parts of the mud to behave in different ways. And so we started to introduce the idea of varying the viscosity and adding layers to the mud puddles themselves." The mud looked like cake frosting or chocolate. "The thing we kept finding," said Reisch, "is that mud didn't have variation in it. And the effects team leaned on its uniquely hands-on research to solve them. Some team members even attended a monster truck rally to get as close to the action as possible.īut when they ran the first mud tests on Side FX's Houdini software, they ran into problems. You're portraying what it really is."Īs they did for Lightning's wreck, the team also watched a lot of source footage-of tractor pulls and destruction derbies-to learn how mud reacted to vehicles running through them. "You're not portraying what you think it should be. "Getting our hands in it and having that sort of physical connection is really important," said Reisch. They also went behind the Pixar studio with a garden hose, and they made their own mud to play in. They went to local parks and played with the mud near the banks of streams. To research the mud, Pixar's effects team members took a more hands-on approach. Take, for example, Lightning McQueen's big wreck in Cars 3, which features prominently in every trailer. Pixar always informs its animation with a real-life source, if one is available. You're not portraying what you think it should be. Getting our hands in it and having that sort of physical connection is really important. "What about this material did we need to get across? How would we simulate it and recreate its physics? How does it move? How does it break? How does it interact with the characters?" "The first part of the process was going out into the world, leaving our desks, and playing in the mud," said Jon Reisch, effects supervisor on Cars 3. There were about 160 mud shots in the film, and to prepare, the visual effects team spent six months just experimenting with the mud-determining its nature and its physics, and building the rig that would adhere to those principles. It slips and spatters against the cars' tires. And that mud is one of Pixar's most impressive visual renderings yet. The arena is filled with dirt, which quickly turns to mud.
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