SCAD x Harbor
② Week 6
Bulgari Serpenti Ring
Feedback from Mentors (Class 11 )
FX & Camera
Smooth out the strange beat in FX.
Fix the camera hitch.
Shot 2-1: Start tighter with subtle movement at the beginning.
Shot 2-2: Smooth out the camera.
Lighting & Lookdev
Shot 3: Ensure proper lighting for the diamonds (key, rim).
Check the reflection on the ring.
Shot 3-1: Check for black spots on the ring.
Composition & Art Direction
Shot 3-1: Art direct Ky’s hat.
Skip the rack focus for the mountain cards in 2-2/2-1.
Color & Grading
Improve the last shot’s color (reduce green/gold tone, warm it up).
Technical Checks
Check in Nuke for any geo issues.
Week 6 Task
1. Houdini Arnold rendering - fixing cryptomatte not displaying in nuke
2. Shot1 Fx: Modify the model of the scales to more closely resemble the scales of real snakes
3. Shot2 Fx & Anim: Modify the ring motion animation and modify the particle trail according to the new shot2 camera
4. Shot3 Fx: color matching with backgroun and add some shinne particle
1. About Cryptomatte in Houdini Arnold
Last week, I tried various ways to remove the motion blur on the moving ring, but Arnold doesn’t allow disabling motion blur for a single object while keeping it enabled globally. After discussing with Veronica (compositor), we decided to keep the Cryptomatte channel in the EXR, as it supports motion blur, transparency, and depth of field while creating ID mattes automatically. But the crptomatte I exported from exr, in the nuke's cryptomatte node, the layer section is off.
Trouble shooting
Houdini arnold user guide (cryptomatte) :https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_for_houdini_shaders_ah_Cryptomatte_html
I guess two reasons: one is cryptomatte affected by object names, so they need follow the MtoA naming convention (based on arnold user guid). another is I shouldn't save the render result from houdini's renderview, cryptomatte might not work properly. in this way to ensure the data is saved correctly, it's better to render through batch render or render sequence to disk, instead of saving directly from renderview. and for more details on how to set up cryptomatte see the following slide images:
2. Shot 1: scale transformation Fx development
Since the previous scale model was just a flake with basically no details other than the general shape, I modelled a new one in maya based on real snake scales and then gave it a double-sided material (jade and gold) in houdini
I changed from copy to point to instance because of the high number of faces in the new scale model, as well as the excessive number of scales that prevented arnold from rendering them
2. Shot 2: Ring animation & snale shape particle trail path
This week's shot2, is mainly about modifying the camera movement (by Mia Esparragoza), I'm mainly responsible for modifying the ring animation and the particle trail path according to the new camera movement.
Regarding the particle trail material, I wanted the trail to look shiny, so I added a glowing particle around the main trail, but I wasn't sure if it would look cluttered.
3. Shot3: abstract particle fx development
Regarding the fx of shot3, the main thing is to change the colours, the previous colours were too green and not close to the background.
Firstly, I tried to match the background colour behind shot2, and also tried a few different warm tones because I was worried about it being too much like the colour of the sand, and finally, after a few compositing tests with Veronica, we ended up picking the 3rd of the compositing tests
Based on team members’s feeback, I added luminous flow particles to the surface
Yilin Zhao / SANM560 / SCAD x Harbor