
Week6
Team Member
Feb 13
Bomin Kim (Fx)
Caleb Stovall (3D/2D)
Mojie Tang (Fx)
Sydney Relkin (Comp)
Yiqi Zheng (Fx)
SCAD X HARBOR - Week 6
Hello, this is my sixth week of the Scad x Harbor blog!
Feedback From Mentors:
Vi:
-
shot 4: sharp the watch; light more dramatic
-
shot 5: Gears
-
shot 6—the reveal—use lighting to lead to the final reveal
Hailey:​
- reframe better; watch out for harsh edges
- shot 5: Get more light on gears
- shot 6—still tight *
Emma:​pam
- shot 6: Hold and pull out
- shot 4: overlit
Billy:​
- Background out of focus
- Don't render with depth of field
Molly:​
-
shot 4—needs to be longer
-
shot 4: subtle push into the watch and then push out—the camera can tie it together
-
shot 4: lighting feeling flat/edge light picking up the bevel
-
shot 5: no glass being picked up/animated a card
-
shot 6: speed upstart and then have some time to settle on watch
-
shot 4: The background is dark
-
shot 4/5—transition needs work
​
​
Vi:
-
shot 4: sharp the watch; light more dramatic
-
shot 5: Gears
-
shot 6—the reveal—use lighting to lead to the final reveal
Hailey:​
- reframe better; watch out for harsh edges
- shot 5: Get more light on gears
- shot 6—still tight *
Emma:​pam
- shot 6: Hold and pull out
- shot 4: overlit
Billy:​
- Background out of focus
- Don't render with depth of field
Molly:​
-
shot 4—needs to be longer
-
shot 4: subtle push into the watch and then push out—the camera can tie it together
-
shot 4: lighting feeling flat/edge light picking up the bevel
-
shot 5: no glass being picked up/animated a card
-
shot 6: speed upstart and then have some time to settle on watch
-
shot 4: The background is dark
-
shot 4/5—transition needs work
​
​
Environment Smoke:
Reference:


This week, I worked more on refining the environment of smoke and dust.
To make the environment smoke more real. I adjusted the material parameter.
To optimize the smoke and achieve a closer match between the viewport and the render, I added a pyrobakevolume node and used it with the pyro shader. This approach is effective for improving efficiency.

Here are some tests.



Dust(Refine):
Referenced Tutorial Link: https://www.youtube.com/watch?v=Zu0t2C3TIag


For the environmental dust, I first created the shape of the dust. Then, I used a box to generate points and copied the dust onto those points. To make the points move randomly, I used an Attribute VOP to create random animations.


Attribute Vop:

I used turbnoise to generate random animation for the points, creating non-repetitive movement. The mulconst nodes control the random distance between points. Using random nodes adds further procedural randomness, ensuring unique movement for each point.

To create the orientation for each dust particle, I used VEX code to generate random orientations. In the base code, random angles are generated using point numbers, and quaternions are calculated based on the normal direction to define the dust's initial orientation. This setup allows me to adjust the dust behavior through parameters.
Dust Shader:





Reference