SCAD X Harbor Picture - Week 6
SANM 560 - Winter 25
2/16/20253 min read
Mentor Molly
Mentor Hailey
Mentor Vi
strange beat in FX
hitch in camera - smooth it
shot 2-1 a bit of movement start tighter and move subtle at start
shot 2-2 smooth out the camera
shot 3-1 reflection on the ring looks good, but make sure to light the diamonds and check the
black spots on the ring
shot 1-1 skip the rack focus
cards for mountains in shot 2-1 and 2-2
colors got better but last shot is green-gold - maybe warm up the balance
shot 3-1 sky is flat - art direct this shot
Feedback/Notes
Tasks
FX iteration for shot 1-2 & 2-1
Set up all the AOVs
Render shot 1 (without BG)
Work in progress
Dragon Disintegration FX (shot 1)


In the first three frames, the condition of the blast node scatters the point in the whole mesh. I found that is caused because the Cd.x value for whole mesh is less than 0.2 in those frames, so I set different condition and switch the blast node based on the frame to scatter the points.
Ring Transformation FX (shot 2-1)
I hadn't worked a lot on shot 1 FX this week, but I was able to fix the issue I had last week. There was a particle line between hand and head and I figured out it was because I set the Interpolation Method to Match Topology. Once I changed it to Use Point Velocity, line didn't show up.






I also changed the curve line more dynamically so that the particles can be seen in the camera better. Along with that, I adjusted timing and speed of the particle trail for smoother transition from the shot 1.
Shot 1 Render




Shot 2 Render (by Yilin)
Updates
More solid work flow pipeline within the team
Assigned renders for specific part
No extra shot - optimized


To make sure for next week's render, I will cache the simulation to reduce the size of the file. Render time was ridiculous and I even got a 2 hour kill for one frame. As I will add more feature to the simulation, I definitely need to cache to reduce the render time.
I see some issues regarding the trail movements along with camera motion and some particle bunch that are eliminated from the trail. To solve the issue, I am planning to tweak the values of each parameters in the POP Source to make the particles to keep floating inside of the curve line. I will attempt to use the custom velocity that I created in week 4 to see if that will add more dynamic movement to the trail yet not too crazy.