Week 3 / Vines & Ivy
- hankim28
- Jan 21
- 2 min read
Organized by newest to oldest
Team Members:
Hannah Kim - FX
Yiyi Long - FX
Deja Smith - Compositing
Emma Wei - LookDev & Texturing
Fanchen Xing - Lighting
1/26
To-Do for Week 4:
USD optimization
Ivy simulation movement (vellum incorporation)
Correcting ferns
Adjusting FX to blend with Yiyi's layout seamlessly
Here is the most recent previz. Some of the suggestions from our professors still need addressed, but we:
Prioritized Shot01, adding more filler objects.
Included the vine in shot02. I plan on incorporating it into shot04 as well in the near future
The headset does not intersect the table anymore.
Slowed down shot04 abrupt camera (still needing improvement).
1/24
My group quickly compiled our assets together for Saturday's review. We changed a lot of things around story wise and we want our intentions for the new previz well-defined and clear.
Professor Feedback:
Shot01 layout needs refined & should be the biggest priority
Shaders on flowers need included
Include the vine into more of the story if it's going to 'lead' the progression of the commercial
Shot04 & Shot 05 headset is intersecting table
Shot04 camera ends abruptly
Communicate CG/Live Action plan
Show lighting references or completed lighting charts
1/21
The ivy simulation is my biggest priority for this week. I want to get a general idea of its location and growing points.
Shots 01 & 02 are planned to have animated ivy. Simple Tree Tools gives me a clean way to efficiently lay down branches along any surface in my scene.

What I want to fix:
The "bounce" needs to be softer
The growth is too fast
The placement needs changed around
I'm quickly running into exporting problems with my simulations. Simulations like the vines or ferns are causing USD crashes in OBJ level. I've been discussing with Professor Fowler for a possible solution, and it looks like my animated geometry is too dense.

As much as it doesn't seem like a lot, the way it's animating based on bone deform rules are causing major hiccups in my deliveries. Most of the attributes listed do play an important role with growing the vines, but I can surely find a way to optimize them.
I plan on fixing my simulations and finding an efficient way to export them for my team!
As of right now, it seems best to export multiple USDs for every animation sequence. The scene wouldn't be as heavy with one large USD. I'm still juggling different solutions around.
(1).png)



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