top of page
橙色雛菊特寫

Week3

Team Member

Jan 25

Yiqi Zheng (Fx)

Riley Ho (Fx)

Itim Kongsakulvatanasook (Fx)

Sofia Mancias (Compositing)

Benji Hopkins (Look Dev)

SCAD X HARBOR X ETC - Week 3

Hello, this is my third week of the Scad x Harbor x ETC blog!

These are the mentors' feedback from Tuesday's presentation.

Kyle:

  • Lighting is going to be key, has not been nailed yet

  • Direction of fluid flips between Shot 1 and Shot 2- should be consistent

  • Some shots are a little too fast

  • Shot 5 is awesome

  • Transition to Shot 6 might be a little abrupt. Camera shot is too high, not as beautiful as it could be

  • First shot, keep it more backlit

  • Keep it in that world til you reveal the product at the end

  • Caustics on the color, emissive

  • Slight light source just to show the bevels, but main light source could be from the color

Beck:

  • Good progress

  • Picking one reference to match instead of matching all of them

  • Make sure references are thoughtful and not random- can get confusing

  • Painting reveal effect is very cool

  • Shot 5 effect is unrelated to the shots before

  • Everything else is more about the inks, colors and texture

Hannah:

  • In final shot (different objects shot)

  • Right now it is too busy, or it’s not busy enough

  • Make the tornado more dense

  • Focus on how there's so many objects coming through

  • Objects animated at different speeds

Billy:

  • The printer is all about the color- swirling emphasizes the language

  • Everything is organic til the Shot 5

  • It’s cool, but you should continue the branding language to really sell it

  • Personally, don’t like shapes in shadows

  • Epic product lighting is more of a big soft box

  • Focus more on product than the shapes of shadows

  • Use color that is coming down as the light source

  • Indirect lighting

  • Turn off most other lighting

To-Do List: 

  • Liquid Simulation

  • Paint Shader + emission/lighting test

Based on what I did last week, I started converting the particles into fluid. And I met some annoying problems.

Problem-solving:

1. It’s pretty hard to control the particles when they follow the curve, especially at the end of the spiral. The particles become unstable, so to fix this, I separated Shot 1 (fluid swirl) and Shot 2 (fluid going into the holes one by one).

I used POP Curve Force to make the particles follow the curve, but when they turn sharply, they easily fly out of the curve, and the stream becomes very thin.  To address this, I followed a tutorial on how to customize POP Curve Force.

To address Kyle’s feedback, we decided to change the camera for Shot 2 to make the fluid direction look more coordinated. For Shot 2, I did not continue the fluid swirl from Shot 1. Instead, to ensure the fluid goes into the hole precisely, I created a separate POP network to give me more control. However, the fluid shape is still a bit thin. Based on feedback from my professor, POP Curve Force is difficult to control for this case, so next week I will use curve tangents to drive the motion and make the fluid follow the curve more reliably.

This is my fluid test for this week, and I’m struggling to achieve a visually pleasing flow shape. I used a POP network with POP Curve Force to guide the particles along a curve.

I tried applying a material to it, but the rendered result looks very flat and lacks visible detail. Next week, I will likely need to change my approach to achieve a better result.

Next Week:

  1. Refine the fluid path (add noise for fluid)

  2. Integrate Vellum for a sticky, paint-like fluid effect

bottom of page