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SCAD X Harbor - Week 6

  • Writer: Wei Lou
    Wei Lou
  • Feb 8
  • 3 min read

Updated: Feb 17

Feedback

Vi

  • Consider adding more flowy movement to the flower in Shot 1.

  • In Shot 3, center the camera and have it follow the droplets.

  • Shot 4 could be shorter.


Hailey

  • Fix the dark gray center of the flower in Shot 1.

  • Have the camera follow the droplets in Shot 3.

  • Adjust the yellow and greenish tones on the bottle in Shot 4.


Joleen

  • Replace the ground in Shot 1 with water.

  • In Shot 3, have the camera follow the drop.

  • Maintain the drop's shape more in Shot 4.

  • Add more variety to the flowers in Shot 5, with different directions.


Kyle

  • The depth of field and textures in Shot 1 need improvement.

  • Shot 1 should have a more graphic approach; it feels too busy right now.

  • The shaders and lighting need work.

  • There is too much empty space in Shot 3; bring the camera closer to the petals.

  • In Shot 4, the droplet looks too flat.

  • In Shot 5, fill in more flowers and brighten the sky.

  • Ensure the logo transition in Shot 5 does not overlap, and move the bottle up slightly.


Billy

  • Add caustics in Shot 5.

  • For Shot 1, art direct the space and adjust the camera placement accordingly.

  • In Shot 4, refine the water roll effect and adjust the IOR of the glass.


Adjustment I Am Responsible for Based on Feedback:

  1. Fix the camera in Shot 3 (Center it and have it follow the droplets).

My Remaining FX Work to Complete This Week:

  1. Add thickness and remove subdivide to all petals.

  2. Build droplets for Shot 2.




FX Tasks

  1. Adding Thickness & Removing Noise Pattern

We have the dark gray center of the flower, as mentioned by the mentors. It might be because there is no thickness of the petals, which is causing the shader to not work properly. Professor Gaynor suggested adding thickness to the petals.


Additionally, due to the high polygon count, the Alembic file is too large. I have to undo subdivide and remove the noise pattern since it won't work with low-poly geometry. Our LookDev artist will build the texture in the shader.

Adding Vellum Post-Process after simulation to create thickness.
Adding Vellum Post-Process after simulation to create thickness.
original
original
reduced
reduced













old version
old version
new version (with thickness & removed noise & have low poly-count)
new version (with thickness & removed noise & have low poly-count)










  1. Droplets For Shot 2

I built 3 types of droplet shapes:



1 2 3

Select points from points in the bounding box based on random seed as a group, make sure it copy along normal.

group of selected points
group of selected points
set normal
set normal






copy using variant attribute
copy using variant attribute




Other Task

1.Adjusting Camera For Shot 3

Since I'm handling the droplet simulation for Shot 3, it might be easier for me to adjust the camera myself to ensure the simulation aligns properly.

We want the camera to be centered and follow the droplet as it falls. Here are the iterations:

iteration 1


  1. Camera is centered with less empty space.

It follows the droplet, but it moves too quick, rotates too much.

iteration 2








  1. Rotation removed. Looks more stable but still moves too fast.





iteration 3 - This is the new version of shot 3 camera.






  1. Reduced 4 frames to avoid following the droplet too far down which makes it look fast.

The camera now moves slower and appears more stabilized.



old version






( This is the camera from last week for comparison. )

 
 
 

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