Week 3
- mialaplanche
- Jan 24
- 2 min read
Updated: Jan 28
To do list TEAM:
Lighting
Transitions between shots
Camera
FX refining
Friday Feb 6th preliminary shoot date
Need to find actor ASAP
Final decision on switching from arnold to karma
Sound design 2nd Pass
To do list PERSONAL:
Develop shot 1
final weaving pattern
camera movement
slowing overall motion down
hair gen
optimizing and caching
Develop shot 4:
Cozy comforter simulation
Overall cloth simulation
Deciding between not doing simulation and just doing pan out to sculpt of bed
Though I think it's a less interesting shot, if the vellum doesn't start looking better it is a viable solution
Shot 1 FX:
Here I am exploring between threading being made of geometry or hair, ultimately choosing geometry but recognizing it needs to be a much thinner tube of geo and more frequent. I also needed to lock a weaving pattern based on boll and branch swatches we received.
Here is the FX with thinner geo, preliminary base lighting of just a skydome and distant light to start to see how it would look rendered.
I'm running into issue with the amount of geometry in this shot, caching in object level, caching a usd in stage and reading it back in and then the final usd rop is taking like 1 hour to cache out. I've packed geometry and hair. Surprisingly the geometry is way heavier than the hair, probably since I made the hair have a very low density.
If I subdivide my sweep everything looks smooth but there is too many points, if I leave it unsubdivided I get these zigzag artifacts making the threading look sharp and not soft and comforting. Still need to work on optimization.
Need to make weaving coming in on the right thinner and then thicker as it is actually woven, right now it looks like a glitch.
Switched up camera angle to see stitching better
You can see spikey zigzags here
Shot 4 FX:
We got notes that sheets don't look cozy enough, I went through a couple iterations play with the pressure vellum constraint, bend and stretch stiffness etc to acheive the look. To get all the details of folds and wrinkles I want I make the remesh a really low target size value, making cache's take a considerable amount of time.

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