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Week 8

  • Feb 24
  • 3 min read

Updated: Mar 4


Priorities:

  • Lighting

    • Shift angle so lighting is not as flat on grass

    • Lighting on vines is too harsh. Shift in light may help.

  • FX

    • Subdivide vines

    • Add baby ferns closer to the camera in shot 3

  • Texture

    • Vine texture should feel more emissive and not plastic or metallic.

      • Specular is too high right now

  • Compositing

    • Darken carpet - could be done in lighting or texture too

    • More glow from flowers

    • More mysterious

      • Add subtle smoke/fog

      • Darken background objects

    • Bring back the contrast - less ambient lighting (shot 4 especially)

    • Add a vignette

  • Shot 1 is too static in the beginning - push in

  • Address noise and render issues

  • Ending title

  • Sound FX

  • Credits


March 2nd, 2026


My biggest struggle this week is getting my 2D fog assets into the 3D space. I imported each shots camera into Nuke and put all of the fog assets on cards. Sometimes the positioning worked, but I struggled a bit to get the fog on the table in shots 2 and 4. I think it looks okay now, but it is something I would like to look into further.


Before comp



Comparison with before and after compositing




March 1st, 2026


Today's focus was shot 3, our focus shot. I will post a breakdown later, but this is what I have so far. I may have went a little crazy with the fog, but everything is kind of layered in there so I can dial in and out wherever needed.



A list of things I would like to fix for the final presentation:

shot 1

  • bring back some contrast in grass

  • add fog over foreground flower stem

  • add fog in the glow

shot 2

  • lessen depth of field

  • darker background and foliage

  • add some contrast back to grass

  • have vines match vines in shot 3

  • apply camera movement to fog

shot 3

  • decrease fog with height

  • add some fog to foreground to cover grass and carpet intersection




February 28th, 2026


Last night, the team rendered hi-res versions of every shot. Shot 1 returned back to an old lighting so I was able to use my Nuke script from last week. I combined the old color with the new fog addition and color graded accordingly. I also ended up blurring those masks I showed on the 27th even further so you can't see any grass.

I think the fog was a really good recommendation! I would like to add a little more to the foreground. Just in front of the front flowers stem and then subtuly in the glow of the flowers.



This is what I have for shot 2 for the day. I feel like the fog for shot 1 is more successful so far. I need to continue working on that and bringing some glow to the flowers. They don't have a lot of light coming in so I will have to try and fake it.



The vines are meant to be a light source, so I have been trying to combine and edit the AOV's in a way that makes it look more like one. I'm not too sure how I feel about it right now.



Tomorrow I would like to prioritize shot 3 since it is our hero shot. However, when I make my way back to shot 2, I want to add some more fog over the ferns and the flowers. I also want to adjust the black levels and the lights on the fern. Make everything a little more hidden and mysterious like suggested.


February 27th, 2026


My focus today was adding fog. The team gave me low resolution renders to work with, so I was able to work with the fog in the grass exclusively. I am using the depth AOV to control what section of the grass the fog is the strongest in. Based off of references, fog seems to be stronger in the background (https://www.shutterstock.com/video/clip-1107817553-close-view-grass-on-foggy-background-early?dd_referrer=https%3A%2F%2Fwww.google.com%2F).



For some reason, our depth pass has always been kind of crunchy. Due to this, I have blurred the masks so we don't have crunchy fog outlines when the fog is merged over the grass.




 
 
 

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©2026 by Deja Smith

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