Final Version of the Ad for the end of the Quarter, along with the full breakdown.
3/10/25
Week 10 Finals that were unable to be put in the edit Shot 2 and 33/3/25
Week 9 Edit2/24/25
Week 8 Edit2/23/25
I have been having so much fun with these compsHeres the script for shot 05
A few years ago, I would have been a bit intimiated by the amount of aovs given for the bubbles shot, but honestly it just excited me for the amount of control I have over the image.
2/22/25
I was running into a bit of an issue with this week's shot 05. I thought originally that it had to do with the adjustment of the layer of bubbles, now looking like bubbles and not rocks as they had that rocky-like feel to them prior. But it was how the deep layer was interacting with the other layers. To fix the issue for this week at least, I fed the deep layer just into the bubbles exr pipe as that part of the shot is why we are using deep in the first place! I also added a tiny tiny bit of chromatic abberation using the apChroma tool to the bubbles.
On the left is the fixed and most up to date version of the shot and the right is encountering the issue.
2/17/25
Week 7 Edit
Version 3 - this weeks footage (week 7)
I used the VolumeRays gizmo and animated it along the fire layer- still a WIP the noise needs to be turned down / intergrated better
2/10/25
Most up to date Continutity Quilt!
2/8/25
To really target the layers to get that focus, I resampled the Deep slices for using the Pixelfudger Deep gizmo set
Fine tuning the focus for this shot specifically has been so much fun so far because of how detailed I can get with it!
2/6/25
In class today we got Deep working!!
I did a bunch of research on how to get it working for Karma in Houdini as thats the renderer we are using. The Mantra documentation for Deep was applicable for this as Mantra was Houdini's in house renderer and then Karma was introduced!
As we got Deep working, we have been running into a little issue with the bubbles shot. The geometry is still showing under the bubbles when they get blurred.
I think the issue for the bubble might be either:
- bubbles might be too thin
- the depth complexity is too high (revealing the geometry)
- opacity thresholds might be too low or too high within the deep render options
- depth sampling might need to be upped to properly render the opacity of the bubbles (alpha may need to be rendered in the deep exrs
2/5/25
After meeting with the mentors yesterday, the team went over our main points of attack for this week. Implementing camera moves for shots 1,2,3. Merging 2-3 into the same shot, using a subtle camera move to link them together. Deep for bubbles!! I'm so excited to get Deep working. I've never had the opportunity to work on a project using it yet, but I have done a whole bunch of research about how to implement Deep into comp projects.2/3/25
Continuity Quilt
2/2/25
Here's the current node trees for shots 2-6! when handeling lots of aovs, I like to seperate them and add them back in, so I'm able to have as much control as possible over each aov! The shuffles are labled as such for which aov they are. ** Note Shot 1 is not here as there were rendering issues Shot 2
Shot 3
Shot 4
Shot 5
Shot 6
1/27/25
Mojie gave me the most up to date version of shot 3 to test the depth out in Nuke. Here's that test.
I have confirmed the reservation on the greenscreen room at monty to film our live action plates. We are doing it this early because shot wise we know what we need, and will be shooting a variety of angles of the shots we plan to shoot so in the event we need to re-shoot we will know exactly what we will need to speed up that process! It also allows me to start compositing as soon as possible with whatever assets are available from the rest of the team.