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Unit2

Reverse series

Ripple I,digital painting,
variable size,2023
Ripples II,3D animation,variable size,2023   
Ripples II: purification, 3D animation, variable size, 2023
Reverse splash, 3D animation, variable size, 2023
Processes on my works

In the second law of thermodynamics, the probability of inverse entropy occurring is almost an impossible event. So I constructed the water surface where the inverse entropy phenomenon occurs using computer-generated scenery.

Before creating the 3d animation, I shot three sets of videos to better reflect the dynamics of the water in a realistic environment for observation. What does a static water surface look like when you think about it? How do the ripples create and disappear? What is the shape of the water splash?

In real life, if a stone is thrown into water, the water waves will spread out from the centre. And when inverse entropy occurs, i.e. time goes backwards, the water waves from all sides will converge on the centre. I wanted to try to capture the phenomenon of water waves in an environment of inverse entropy, combined with a surrealist style. The viewer sees the phenomenon of things in real life. But he realises that what he sees before him does not exist in reality. So I want to create a sense of similar contradiction and conflict in the image.

rendered texture in Cinema4D
Improvements relating to animation

03/05/2023 1-1 tutorial with Mujeeb Bhatti

When creating Ripples II, I often wondered how I could reflect the inverse entropy through rich animation, and Mujeeb suggested that I could look for incidents of water pollution and deepen the idea of the piece by extracting symbolic elements from them and placing them in the animation.

Floating in water simulation process

I produced this animation with a multi-camera perspective to further illustrate the cycle of entropy dropping and rising in the same space. To achieve this, I enhanced the previous animation with the addition of coloured floating layers and replicated the movement of the layers as they moved through the water. I changed my point of view when modelling the Coke bottle in order to observe the impact of the images taken above and below the water.

The foam on the water's surface, plastic bottles, and colourful floating layers indicate that human activity has a negative impact on the pollution of water sources. 

rendered texture in Cinema4D

In the second experimental animation I continue to simulate a real world scenario in which an inverse entropy moment occurs. Various unpredictable 'moments' are combined in everyday life, which people experience and participate in all the time. Pedestrians walk along the road, step over a pond and splash water. I hide the footage of the person walking in order to focus the viewer's attention on the reverse splash of the water and to observe how this amazing moment unfolds.

Modelling process of 'Reverse splash'
rendered texture in Cinema4D
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