Week 5 - Production

This week I was placed on improving shot 04 to make it match the rest of the ad and not have it feel like a teal void. This was our biggest critic for the week so we wanted to give that a big overhaul. I’m not too familiar with houdini so it was a learning curve on how to move the objects and add zdepth. I gave the scene basic lighting as well and then passed the shot to Amanda to improve.

These were the different variations of cans and ice I worked with. I wanted it to feel layered so when zdepth was added, you could feel the perspective. I passed this off to Amanda to light and alter to make the composition not feel so straight across as I was unavailable after this.

Nuke Tree:

I wanted to give it the effect that this scene was underwater, so I add a warped water caustic to the back plate of the cooler that moves slightly to simulate water moving and light reaching certain points. I also added a ramp mask to the bottom going up so I could make the bottom slightly darker than the top, also simulating light in water. I then added zdepth and also used that zdepth pass to crate a gradual blue tint to things farther in the distance.

Below is the rendered version of the scene with the newest pyro sim comped on top of the background.

The only thing I would change for this is getting Tempest to also render a depth pass for the peeps so I can add zdepth as well as the slight blue tint. Right now the two elements just look really separate.

I would have also liked to work on the colors for shot 01 and 05, however with it being all hands on deck with shot 04 and me end up not being available to work for most of the weekend, I was only able to make minor adjustments. I hope to make a more significant changes to them this week as well as add in our cg/comped items.

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Week 6 - Comp.

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Week 4 - Filming