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WEEK 7

updated 2/23/2025

Feedback From Mentors:

Vi:

  • Bubbles - more transparency(Now feel like air bubble): reference from Molly-lighting

  • Shot 2/3: see a hint of something

  • Shot 1: defocus but not as dark on the background - flames more details

  • Shot 6: lighting is flat/more light variation on the case

Hailey:​

  • Shot 1: bring up light, add a vignette

  • Shot 4: slow down toward end

  • Shot 6: smoke feels like one layer, flat

Molly:​

  • see end of the video(reference)-re-evaluate your materials

  • Shot 4-down move, so feel like it pulls you down

  • Shot 1: pull out a tiny bit, so more space

Render Tests

Render test at normal speed, lighting, camera and rendering are done by Caleb

I did a slow motion of the water pouring according to the mentors' feedback. It looks much better, but it's showing an artifact that I never encountered before. There are strange patterns on the surface of the water that only show up in render from the render farm. It's not showing in the viewport or in local rendering.

water_pass_192.jpg

Render test of water pass at frame 192

water_pass_192_viewport.jpg

viewport

After a thorough check, it was determined that it was not a geometry issue. Since the artifacts followed the surface, it is likely a UV problem. However, I have a new simulation, so if the same issue arises again, I will delve deeper into UVs.

Sumulation

Sim Flipbook

I got rid of the wave tank as an Ocean Source; it was taking too much computing power and left smaller space for water details on the watch surface.

sim.jpg

Instead, I put the watch in a small box so I could set the particle separation even smaller for more details, and the water would fill up the space much faster to immerse the watch earlier.

Reference

reference

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