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WEEK6

  • 작성자 사진: Tempest Oh
    Tempest Oh
  • 2024년 2월 17일
  • 2분 분량

최종 수정일: 2024년 2월 20일

   Focus

  • Make pyro density go down

  • Make can float slightly

  • Match the color with other shots

  • Make a bubble

  • Make the background less busy

  • Have motion blur and zdepth


Background


Our plan about having a background and peeps with pyro rendering separate did not work, so we decided to take a whole scene render in a same file. I moved all of the background file from Amanda and started to reposition the background object.

I wanted to make the scene less busy, from a comment we got so I deleted all of the ice in the scene and made quick Rbd.



I had comment about can not moving and I thought just giving a slight movement on the can will make a huge difference on the scene.

I wrote this in y axis of the transform node and adjust little by little with every can.


Density for Pyro

I wanted to know if I can fix the density with controlling in the material node first. If this method did not work my next plan was to make the density less in the nuke.

Changing the density number and color of the absorption color really helped fixing the issue.


Bubble


I tried to do four of the peeps bubble FX at the same time. I told my self Ill try to do it by Thursday and I could not get it working by that time I am going to start the bubble one by one in Friday. I could not figure it in time so I tried to make one bubble working first. This video really helped a lot in the process.

I had wrangle node connect after the animation just to make a attribute name connected to the frame number.


I watched when peeps slowly stops and floats back up in the animation. The frame number I wanted bubble to disappear was frame 45. The 'unage' attribute was fit in 0 to 1 and put it to the 'rate' ramp. This will make density slowly disappear by frame 45.

The peep was made in to the volume and put it through the simulation.

I made block collusion on the top of the peep because I wanted to make it spread in the top.The collusion of the top block had to be big , because the pyro was keep going through the block when it was thin.


After the simulation it was transformed as vdb. For the small bubble one section was scatter through the whole body.


I had another scatter for just the bottom part and merged both scatter.

After the simulation I put it through particle fluid surface.

After merging both bubble with vdb and put the material.


Problem


There was a problem with the bubble keep getting focused on the face like the video.



The reason why this problem was happening was because of the peeps model. when I had peep's eyes and mouth attached in the model during the volume simulation the density was getting focused in the faces rather than a body. When I blasted the eyes and mouth the simulation was much smoother.


This is most recent video render. I will work on adjusting the pscale for the bubbles and adjust the time of bubble disappearance for next week.


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