top of page

Week 5

  • Writer: mialaplanche
    mialaplanche
  • Feb 11
  • 2 min read

Updated: Feb 22

CRITIQUE FROM MENTORS:

  • Vellum refinement

    • less evident ghost constraints

    • Beck suggested doing pre roll run up off camera and the release constraints once it comes in

    • overall softer constraints, playing with bend and stretch stiffness

  • more time for settling before moving to next shot

  • kill ease in ease out between shots for better transitions


TO DO LIST TEAM:

  • Lighting refinement, overall softer lighting to showcase soft FX

  • Material refinement

  • FX refinement

  • Live action shoot and testing with cloth interaction


TO DO LIST PERSONAL:

  • Weaving slow down overall motion

  • Comforter fall fix movement to feel softer and less ghost constraints

  • pillows more frames for settling

  • FX refinement on all my shots

  • Lighting artists, Ella Lawlor and Emily Marcelis requested weaving threads coming in are thin and the actual woven part get thick instead of all threads having constant value for width, to have more interesting lighting overall.



Current Vis:

Here we are trying to finalize editing and transition between shots. Color space is wrong in the version

old version presented last week with the "ghost constraints" that weren't very appealing and needed to be way less evident

Since the attach constraint was just not the best look I decided to explore something completely different just key framing gravity, wind in the z direction, and built in wind speed in vellum solver.
Here is result, much softer, no ghost attach constraints. Still need to refine the end settling since there is a little bit of popping. Beck suggested playing with vellum post process and delta mush to smooth things out.

Weaving "thin to thick"


Here is first attempt playing with VEX code. The attribute transfer works that when Cd values are red t (1,0,0) then it's horizontal weave and when it is blue (0,0,1) it is vertical weave (off camera) and it transfers between the two with a gradual transition happening between the 2 colors that a VEX code executes. See below. This attempt and messing with VEX actually gave me the opposite effect of thicker threads as they come in and then thin when they get to the horizontal weave.

Here is VEX code set up for weaving. The position changes based on color value (@Cd). Now adding width attribute to this to also change with color value. However this wasn't working perfect since the Cd value is a gradual transition and I wanted more of a thin 1 and thick 0 type effect. Going back and forth with Claude we couldn't get it to work with Cd. So I pivoted.

Here is attempt with color value, but it just gave me gradual transition in width.
Here is attempt with color value, but it just gave me gradual transition in width.

My next idea was to just do it based on the threads position in space and not color. So I created a threshold plane and made a thin width and thick width attribute so if the point is ahead of the threshold in the Z direction then it is thick and if its behind it then it is thin.

This gives the desired effect thin to thick when it hits the woven part. However my threshold isn't perfect (or is too perfect since it's just a straight line right now) need to work on it being right at the point where the 2 weaving pattern meets instead of this weird gap we have right now.

 
 
 

Recent Posts

See All

Comments


bottom of page