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Week 6

Updated: Oct 25, 2022

Main Progress


Version 1 of line glow using edge detect


New version of sparks that are loosely animated to match the hand movements. I replaced the line in the copy to points to a sphere so the points would fall more naturally. (This render is not in the right color, it is straight out of mantra)




October 23rd, 2022

Here is version 1 of the comp.

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I've been doing some tests to kind of address some of the problems we have been having. There are lines on the arm that are just there to map out where the arm interior is going to go. I started addressing those with the roto paint node.

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I then thought it would be easier to just have a clean plate and then just roto those parts out and match-move them (below) but I ran into a problem with the shadows. It can work for some areas but not for others.

The big issue is when the actress pushes the pen into her skin. I thought of different ways to try and fix it like making the model bigger or moving it down, but I ended up just changing the frame range used so that we don't have to deal with that line pushing down at all.

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October 22nd, 2022

Today, me and Eugene met at Montgomery Hall to work on getting single Maya file that contained my lighting and her modeling and texturing. At first we tried working out of the I drive and referencing her model into my lighting file. However the computer began to work very slow. I ended up just importing her file into mine and everything is looking good.

The model looked really dark on the inside so I added an additional light to the scene so that you could see it a lot better. I tested it out with an intensity of 5 and an intensity of 10. For the final render of the day, I went with 10. However looking at them side by side, I think 5 may be better.

original lights additional light (intensity 5) (intensity 10

I also gathered all the AOV's I'm going to be working with and went through each one to figure out what I needed to adjust to get rid of the noise.

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October 20th, 2022

I am trying to figure out a way to have a glow move through the black lines. In a past project I used the trace node in Houdini to get the exact shape I wanted, so my first idea was to use that to create a model of the line art. That way we could add depth, texture and lighting to it. I made a version of the arm art that isn't warped in Photoshop in black and white then brought it into Houdini.

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I used the trace node to get the shape of it then extruded it out. I then extruded the face again, but smaller and used it to boolean out a space in the middle of the first extrude. Then I extruded 1 more time for the interior of the arm art that would slowly begin to glow. I animated a clip node to show it moving.



I would then have to warp this again over her arm. I ultimately ended up scrapping this idea to explore what I can do in Nuke.




October 19th, 2022

This week I continued to work on lighting and got a much better result. I am using the HDRI for the 2 shadows tat overlap each other on the left while using spotlights to get the shadow on the right and get the different colors in the scene. My main focus is getting the shadows in the correct spots and having each side of the cube lit correctly. Right now, the right side is lit a little too much while the top isn't lit enough. It is pretty close though, so I will be taking a break from this to work with Eugene in getting her model lit and composited into the scene.

I have 2 different orange lights off to the left. One is providing the shadow on the right of the cube and the bounce light on the left of the cube. The other is spreading the orange light along the table.

To get the blue light, I changed the color gain of the sphere that projects the HDRI to a really light blue.

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I have also continued my work in Nuke. I noticed that the sparks were flying in back of her head, so I rotoscoped and got an alpha for the head, neck, and shoulder of Eva.


 
 
 

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