ABERDEEN SHANG
  • About
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  • AI Visual
  • Houdini
  • Fun Things
  • Blogs
    • Mentor Project
    • MatchtoLive
    • VSFX 755 Class Blog >
      • C: debris procedural primitive
      • C++: side-mask pattern node
      • OSL: renderman moom shading
  • Other Art Works
  • Award
This project is mentored by The Mill. The goal is to integrate computer generated vehicles and particle effects into a live action plate.
Team Member:
  • Aberdeen Shang (FX, FX Lightning and Compositing) 
  • ​Clarissa Wall (Look Dev, Lighting and Compositing)
  • Luke Midgley  (Look Dev, Animation, Lighting and Compositing) 
  • Jared Kengla (FX and FX Lightning)
Blog Update Weekly
↓↓↓
WEEK X - FINAL
some screen captures:
Houdini
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Nuke
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...
I was too busy the last few weeks.
So I didn't have time to update.
Anyway, we solved all the problems.
...

WEEK VII
We fixed camera this week.
We gonna retime in nuke in 2.39 times speed after all the renders. I rendered out my frames in 24fps.
However when I speed up my render in 57 fps, the packingpeanuts looks a little too light and the blur looks a little wierd. I still need to adjust the Friction and MotionBlur Setting to match the simulation with higher frame rate.
Friction Test
WEEK VI
Test Render
We locked our animation and camera this week. This is the test render I have. But seems like the cameras in Maya and Houdini are little bit different.
My render from Houdini looks further from the camera than Clarissa's render from Maya. I found an aperture formula, but it did not really work. So we still need to find out how to adjust the settings. 
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As the picture on the left shows, the bigger one is the one from Maya render, the smaller pink one is the one from Houdini Render.
This is the formula I found. But it didn't work.
WEEK IV
Packing
Peanuts
Modling
&
​Shading
I modeled the basic shape of the packing peanuts. Then I used VDB to add noise.
And I shadded the packing peanuts by using Classic Shader in Mantra.
Modeling Net Work in Houdini
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Cam Track
&
​Test Comp
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I tracked the footage.And I imported the FBX and into my scene in Houdini.
Tracking Net Work in NukeX
WEEK III
Constraint
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Original Speed
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1/3 Speed Slow
This week I used CONSTRAINT to make the box match the way we want more. which also make the break through more dramatic
WEEK II
SCALE
Dimensions of the real twizy car: length, 2,338 mm (92″), width, 1,234 mm (49″), height,1,454 mm (57″);
Dimensions of the toy/miniature twizy car: length, 120mm, width, 70mm, height, 70mm;
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To have the correct collision, I made the scale 20 times bigger than the real size.
​And I increase the frame rate from 24fps to 107fps by using camera speed formula when shooting miniatures.
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https://www.cinematography.net/edited-pages/MiniatureFormula.htm
R&d
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Side View
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Front View
Packing
peanuts
rbd
Refernece
I did several reference shots of packing peanuts.
At first, I chose to use a small amount of original size packing peanuts. But the result was not as good as I expected. 
Therefore, I decided to cut them in 1/4 size pieces. The result was better. 
Then I shot another two video, one in front view, one in side view, with 1/4 size peanuts filling up the box to see the comparision.
  • 1/10 Box of  Original Size Packing Peanuts ​Side View
  • 1/10 Box of 1/4 Size Packing Peanuts | Side View
  • Full Box of 1/4 Size Packing Peanuts | Front View
  • ​​Full Box of 1/4 Size Packing Peanuts | Front View
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​Original Clip
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Original Clip
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Original Clip
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Original Clip
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1/3 Speed Slow Motion
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1/3 Speed Slow Motion
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1/3 Speed Slow Motion
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1/3 Speed Slow Motion
WEEK I
Concept
  • Keywords: intense; interior; miniature;
  • ​Adventure of a miniature Twizy car in a kitchen.
FX
  • My Parts:
  1. RBD | Car jumping out of the box with packing peanuts;
  2. (Bonus FX) Pyro | Car jumping over the flame;
  • Jared Part:
  1. Grain Solver, Pyro | Car running through the flour.
Reference
  • About
  • Real-Time VFX
  • AI Visual
  • Houdini
  • Fun Things
  • Blogs
    • Mentor Project
    • MatchtoLive
    • VSFX 755 Class Blog >
      • C: debris procedural primitive
      • C++: side-mask pattern node
      • OSL: renderman moom shading
  • Other Art Works
  • Award