top of page

05/25/25

  • hankim28
  • May 25
  • 2 min read


High Res Render

Here is my most updated high resolution mp4. I don't like how boring it gets after the particle tornado appears and I'd like to keep the time up to around 8-9 seconds, so I may speed up the symbols and particle tornado on a gradual ramp. First, I have to grab a reference to explain my thought.


Visual Technical Breakdown

Here is my current breakdown for my final. I have a series of different simulations to show my process through layers. I have my pryo, growth, particle tornado, and particle twinkles all shown in "visual technical breakdown". Depending on the critique this upcoming Monday, I may update this based on the feedback. I've never had to do one of these before! It's cool seeing everything separated.


Updated high res still Outdated high res still

Here is my most recent progress with my portal for the 26th's upcoming due-date. I wasn't happy with how the background looked in "outdated high res still" after rendering it through SCAD's farm. I figured I had some time to work on it quickly before the farm became busy this afternoon, and so I changed around the grass and added more shrubbery. I'm pretty happy with the integration. I like how the light subtly reflects off the fern bushes.

 

While editing the background, I reworked the pyro USD I exported. My pyro was slightly off center from the growth sim because of the newly-added Y-axis rotation to the ground. Rendering that fix was my biggest concern today and took priority over smaller problems. Because of the clog in the farm, this was one of the biggest renders I could complete in time. I hope to fix some little details for Wednesday's due date shortly.

Twinkle ref fig. 14 fig. 13

I thought my simulation looked a little bland with just the pyro and particle tornado, so I thought blending them a bit would help balance my piece out. I did a simple particle sim with 'popwind' and 'popforce' adjustments. "Twinkle ref" shows the variation in size before they were put through a velocity blur to shape them into what I am referencing in "fig 13".

Recent Posts

See All

Comments


bottom of page