

This approach also gave them the opportunity to cull out a large percentage of unnecessary rigid bodies freeing up valuable resources. Applying a special geometry solver to the volume representation made it easy to determine which rigid body objects remained on the bottom layer of the pouring trash throughout the entire simulation. Using the volume representation, they could procedurally scatter plastic bags on top of the surface. With a simple network of geometry nodes, they turned it into an approximate volume representation. With Houdini, they could simulate the floating plastic bags without having to modify the already approved look of the shot by importing a cache of rigid bodies from the simulation using propriety tools. This sequence was simulated using Pixar’s proprietary tools and the bags needed to be easily integrated into the shot without re-running the simulation from scratch, which would have been too costly in terms of time and resources. This additional detail was being added to an already approved sequence of shots where a dump truck empties its haul of trash. In another scene, Pixar’s artists were assigned the task of animating plastic shopping bags that flutter through a wasteland of discarded trash.
