top of page

WEEK 1

updated 1/12/2025

It's really exciting to work on a 10-week project with a talented group of students, and it's great to have industry mentors here to give advice.

During the first class, we were assigned different roles so that everyone could do their best in the group:

Caleb Stovall - 3D/2D

Sydney Relkin - Compositing

Yiqi Zheng - FX

Bomin Kim - FX

Mojie Tang - FX

It's wonderful to have a team of three FX artists, and we can potentially aim for even more FX shots.

With everyone being creative and imaginative, our discussions were efficient and productive. We quickly established our project goal, a luxury watch, and chose our team name, Cronos, inspired by the ancient Greek myth of the Titan in charge of time.

​​​​

discuss_edited.jpg
discuss_2_edited.jpg

google docs with the progress of discussion

STORYBOARD

image.png

storyboard created by Kailey Gorsuch - https://www.kaileygorsuch.com

1# Bubble shot

PREVIS

bubble shot flipbook v01

image.png

scatter

I use isooffset to create a volume from a cube and scatter points by density, then use $F to reseed every frame, creating a varying source of the particle simulation. Then I use popsolver for simulation and copy a sphere to the points to create bubbles.

image.png

geo

image.png

popwind is used to drive bubbles upwards with little swirl.

popwind inside dopnet

image.png

popaxisforce is used to generate a centripetal force a larger disturbance, so that bubbles won't wander away while having a nice moving curve.

popaxisforce inside dopnet

image.png

attribvop

An attribvop is used to modify the shape of the bubbles with time as an offset of the aanoise, so they are reshaped over time. But it affects points based on their spacial coordinates, so it will make bubbles drift away from their original position.

FEEDBACKS

When using pops, it only calculates based on the points, so bubbles are intersecting the collision object.- from Prof. Fowler

image.png

defects

IMPROVEMENTS

image_edited.jpg
image.png

VEX of the wrangle

Since the bubbles grow larger along their movements upward, I use a wrangle node to make the pscale increase over time at a random rate.

wrangle inside dopnet

improved sim flipbook

image.png

improved geo

To make bubbles stay in their position while they are deforming, use the same attrivop but with a subtract instead of an add before the copy points.

 

Therefore, it will neutralize with the one below, so the bubble will only deform on the surface without changing its position.

image.png
image.png

attribvop for neutralization

image.png

improved bubbles

Bubbles move around and collide perfectly.

bubbles shot v02

© 2035 by Mojie Tang. Powered and secured by Wix

bottom of page