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Collab-- Week 7

  • Feb 18
  • 2 min read

Updated: Feb 25

Our feedback for this week once again focused mostly on the lighting and the particles. We need to push our spill lighting in shot 1 a bit further so that there is more spill on the ground too. We decided to tackle this on the compositing side, as some of our particles are already slightly overexposed. This was another critique. We are going to lower the maximum emission level for the particles. They thought the dramatic lighting in shot 3 was good, but when the printed painting shows up, the lighting gets flat and dull. They recommended we keep the dramatic lighting when the painting appears. Part of the drama is that the particles have slight glow, so we might have to add a low light that can mimic the colored glow that the particles bring. They also agreed with our consideration of simplifying our final shot (shot 4) in the interest of spending our time refining the particle shots more.

To-do for this week:

  • Add a low fill light to shot 4, bringing back the reflection on the cover of the printer

  • Continue refining roughness/specularity of printed texture map

  • Smooth out normal/height maps on the edge of canyons

  • Adjust lighting in the latter half of shot 3 (when printed material shows up)



The original height map on the left, the updated one on the right. I smoothed the values of problem sections to hopefully avoid the "spiked" effect from our previous render. For the roughness, I decided I liked how the sections were separated, so I did not need to change the actual map. I added a ramp node to have more control over the roughness range. (See the roughness map below)

For the ramp, I made the range of values 0.05 to 0.33. I wanted to keep the shiny painted texture, but I did not like the look of having values close to 0 and 1 for all the same material. Using the ramp node also makes it easier to control if we were to want to change the look of the material; it's simple to change the roughness values exactly where we want them.






I added the fill light to shot 4 to get more of the reflection on the printer cover back, but I feel that in the full render, the reflection is still lost, and now the lighting is too flat. I think for the final pass, I need to refine the values of this light just a little bit more. For shot 3, I slightly adjusted the positioning of the lights when the material shows up, and I changed the values of the lights so that there was a more prominent key versus fills.




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