Firstly, for the debris, I told him that Mr Douglas wanted, apart from what I have, more renders with a wider noise area at the sides. The problem with my render is that the starting and ending of the debris spiral are too uniformed,whereas the middle part had a nice feel to it. Mr Ron told me to play with the "add to inherited velocity" in the split pop. Well I did that, I tinkered with the variance amount and managed to get the particles to be more noisy. I managed to get the overall spiral to be of equal noisiness. Mr Ron helped me remove the birthing of the particles in the object level. He made a delete node and placed it after my spiral digital asset to delete the birthing. This is much better as initially, you could see the particles kind of popping in real fast.
Second, we found that the demons are super small in the shot and will be visually consumed by the tornado and the debris. Mr Ron said that we might have to add another shot of a top view of the tornado, showing the demons falling into the tornado. An alternative might be to give the demons a glow or something, but I dont think that'll be enough.
For today I managed to render 2 types of debris, one fat one with more noise, and a skinnier tube-like spiral.
When I rendered them, I switched off one of the lights in the scene. The rendering time overall for the 240 frames reduced by half, so now it renders in about 30 mins, compared to the 60 mins previously. I don't even know what the all lights in the scene are for. I'll have to think more about the lighting in the scene.
Tube-like debris spiral
Large debris spiral with more noise
I tried compositing whatever we have so far in After Effects. The debris will need tweaking. I tried compositing in Joyce's new tornado. The tornado fades too much at the beginning and is also a little too transparent in my opinion. I'll have to reposition my debris to match the tornado, but that's easy.
You can't really make out the falling demons

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