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Collab -- Week 6

  • Feb 17
  • 3 min read

This week, our video was extremely well-received by the mentors. Most of our critique was on either the FX or the lighting. Last week we spent our time improving mostly shot 3/4 and a little bit of shot 1/2, so our goal for this week was to give a bit more love to the final shot. Our critiques encouraged this as well. They thought our new lighting in shot 1 was a great improvement, but that the color spill from the particles could still be pushed a bit more. We decided to have Sofia see if she could push it more on the compositing side. The colors between shot 1 and shot 2 were slightly inconsistent. The color spill in shot 2 was great. They thought our particle drop in shot 3 looked much better with lighting, but that the light is visible too late in the drop. They also thought shot 3 was overall too dark, and both shots 3 and 4 were too flat and straight on. The height map in shot 3/4 didn't turn out exactly the way I expected, and I also want to continue pushing that. For shot 5, they thought the product blended into the background too much and recommended making the background darker and lowering the brightness in that shot just a bit to match the others more closely. There were a few notes about the timing of the shots and the camera switches.

My to-do list for the week is as follows:

  • Edit material/height map for shot 3/4

  • Shot 3/4 lighting

  • Change background and lighting in shot 5

  • Troubleshoot the wood material in shots 3-5

  • Shot 5 height map/printed textures

I immediately began on shot 5 lighting as I thought it stuck out the most compared to the other shots. I made it darker and more dramatic to match the mood of the earlier shots. I changed the background to a darker color so that the grey printer material didn't blend in as much. Next, I moved to shot 3/4 and changed the specular roughness, and changed the height map and normal map in Substance Painter to be even more extreme, so that we can use ramps to have more control in the Karma material node. I added a light into shot 3/4 that was more towards the side so that the shadows or the normal and height map are more visible, emphasizing the unique 3D texture. After seeing our full render for this week, I still think there is more to be done with the lighting in shot 3/4 after the printed texture shows up. I feel as though it's not consistent with how the particles look. We also had some rendering issues this week that made the light in shot 3/4 flicker on and off. I also think that the specular roughness still needs to be dialed in a bit more. As for the wood material having issues in shots 3-5, we realized that since there were some cutting board objects with the wood material applied in the final shot, the wood material was not being applied to the board properly. Going into week 7, my team had a discussion about our priorities of shots and, realistically, how much we can complete by the end of this quarter. We are considering taking the flying objects out of the final shot and shortening it to show off the printer one more time, then cutting to the logo. This would hopefully automatically fix the wood material issue, as there wouldn't be two separate instances of the wood material needing to be applied. This also means I would no longer need to make the custom maps for the objects in the final shot, and I can focus my time for the last few weeks on enhancing the lighting and the texture printing onto the wood block.


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