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Week5

Team Member

Feb 8

Bomin Kim (Fx)
Caleb Stovall (3D/2D)
Mojie Tang (Fx)
Sydney Relkin (Comp)
Yiqi Zheng (Fx)

SCAD X HARBOR - Week 5

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

Feedback From Mentors:

Vi:

  • Awesome to see you listened

  • Shot 1: the environment in background is dark/composition

  • Shot 2: Is it needed to add steam?​

Hailey:​

  • Remove shot2, it's the same with shot3
  • shot3 - defocus background, atmosphere smoke
  • shot6 - title needs to pull out more

Kyle:​pam

  • Pan now 3D/Paralax
  • Not crazy, slow subtle camera move
  • Combine shot 2 and 3, it is cool from top down, and have camera orbit around the pouring
  • shot3 - focus on what's important/push back what isn't
  • shot5 - dof/background may blue/deep compositing bubbles
  • shot6 - too tight - perfect it

Billy:​

  • Background out of focus
  • Don't render with depth of field

Joleen:​

  • shot 1 top down? Connect the flame to the melting

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After our discussion, we decided to combine shots 2 and 3 into a single shot with movement. The camera moves downward and circles around the pouring molten platinum. For shot 2, I also added steam and atmospheric smoke in the background to enhance the factory environment. This is what the final looks like; I also need to adjust the environment to smoke in the following week.

Render

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I have had several tests of different viscosities of molten platinum and tried to find the most suitable one. For my latest test for the shot, I chose viscosity 40.

Viscosity: 20

Viscosity: 20

Viscosity: 40

Viscosity: 30

Viscosity: 100

Separated Layers:

Caleb separated the smoke layer and beauty layer in Karma. Following the instructions from the forum post, I followed the steps and achieved the result. Use the Render Geometry Settings node, select invisible objects in Primitives, and choose 'Invisible to Primary Rays (Phantom)' to exclude the unselected objects.

Screenshot 2025-02-09 070955.png
1.png

Environment Smoke:

Based on Professor Fowler's suggestion, I tested two different smoke solvers in Houdini: Smoke Object Sparse and Smoke Object, to compare their speed and smoke effects. The results show that Smoke Object Sparse is much faster than Smoke Object.

2.png
3.png

Smoke object

Smoke object Sparse

I also tested different environment smoke effects and added dust to create an immersive atmosphere for the pouring scene.

Reference:

707332fb2e5931edf40856af7cd0845c.jpg
2335c0e6ab21bb6b69af3242f5c47447.jpg
44506ea124baa45e0d0b05375c8dee19.jpg

This is what the final flipbook looks like.

This is what the final render looks like.

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