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Post (2/2)

  • hankim28
  • Mar 22
  • 3 min read

Updated: Apr 11

Organized newest to oldest

To-Do:

  • Organize scene 3 FX layout

  • Compile FX into scene 3 layout

4/11

The MoonBeam will have 3 different layered FX: particle foundation, particle detail, and volume. The basic shape is created from a 'mountain' animated and deformed cylinder. This motion controls the point positions that will define our particle movement! This was set up through combined VDBs and 'pointsfromvolume' into a 'volumetrail'.

Work in progress so far:

4/9

Renders are being passed off to comp and editing! Very happy to be transitioning into the last stretch of the project. Scene 3 will focus on our hero assets and the finale!


Scene 3 FX To-Do list:

  • 3A.1 = Moontrail

  • 3A.3 = MoonBeam

  • 3C = MoonBeam

  • 3D = MoonBeam

  • 3E ext. = MoonBeam / Energy Shockwave / Growth


Energy explosion references (particles/pyro):


I will be using this video as a foundation for my energy shockwave. I think it's a great start to progress from. I hope to include a spherical volume like the references above, as well as a different particle motion compared to the tutorial.

Final Light Trail FX is complete for 3A! The volume is flying into where our 'MoonBeam' will be placed to be then absorbed back into its' original state.

4/6

Wrapping up renders now. I spent a lot my time troubleshooting volume pixelation around the edges of my Axiom sims. It was significantly improved but there's still room for corrections. Regardless, I have to move on and work on scene 3's hero shot!


What happened to the volumes?

  • Edges were pixelated and disregarded voxel count

How was it fixed?

  • 'Karmapyromaterial' black values are set to .006 instead of 0

  • Increased pixel size from .9 to 2

  • Increased allocated memory inside Axiom solver

If I had more time on these, I would like to experiment with the viscosity and turbulence that create the 'mushroom' bumps. I like the effect, but because some shots have a higher velocity in the animation they exaggerate quickly.

Karma Viewports & Final Rendered Video

4/1

I am quickly refining and plugging in more of my Light Trail FX into our shots! As of right now, I am 80% of the way there and expect to start rendering soon.

Houdini File Layout and Color-Coordinated To-Do
Houdini File Layout and Color-Coordinated To-Do

Most of the work now includes the shape language in the Light Trail's motion. The tool is the same in every shot, with minor tweaks, but the curve patterns are all different. I'm finding a balance between the movement of the volume and the path it creates to keep to its' elegant and curious personality. For reference, here is the workflow I am using to achieve these results.




The foundation of the curves are simple and concise. I am animating geometry onto a 'pathdeform' node guided with key frame animation. This is later plugged into my volume simulation to give me the desired look and flow from my 'curve' node tree.

Work in progress flip-books:

3/25

Scenes 1 & 2 renders are due this Sunday. From the previous quarter, I am quickly catching up and adjusting my light trail simulation to my satisfaction before I plug and place it into all of my shots. I am shifting my light trail and smoke approach from Houdini's Pyro Solver to Axiom. It's been a quick and efficient transition!


I'm still finding obvious pixelation when bringing it into LOPs. Unsure why, but thankfully this shot is further away and isn't noticeable. Will be resolving this once all layouts are established.

2K FX Layout (will be reflections inside the Main Character's eyes)

3/23

Our animation extra-help completed their final deliverables (with the exception of minor tweaks!):


Shot 2G.3 : Our VFX team will integrate the bunny into our procedural forest environment.

All fairy wing animations are 100% completed with the exception of minor tweaks to the 'Unfolding Animation'. These wings will be exported as USDs into Nuke for full control while tracking.











3/22

This is the final Metamorphosis's final 10 week push to deliver our final project. We're very excited to continue our progress into our last academic quarter! I will be documenting my FX progression and breakdowns here, as well as director/production updates..


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