Approaching the deadline, I focused on adjusting the materials, light, and camera placements to get my final look right. As render time can often be unpredictable, it was only logical and reasonable to change my composition to be purely focused on the simulation. The way that object was to come into the frame would be a simple slide into the spot of light in a dark room. Other than visual focus, I could add the sound FX guidance in regards to the relative position of the object to the audience: in front, close-up, on the right, or left of them. Here are a few single renders:



Originally for the statue for swirling particles simulation, marble material was applied to the whole colliding geometry. But, the base kept sticking out for me, so I decided to use a different material with wooden tones for it. Here are comparisons, side by side:
