WEEK 10:
I changed the lighting in this scene to create a natural atmosphere. Clare is assisting with the animation to ensure the character moves realistically. Will have an update soon.
Following the reference of engine splitting in space, I recreated the render and simulation as closely as possible. Watty is helping with compositing this shot. The new render will be ready before showtime.

WEEK 9:
The live composite face was integrated into the CG suite. Plans remain to adjust the texture and lighting for improved and to make the glass dirtier.

The first shot is complete. There are two versions: one without grading and the other with color grading. The preferred version is the color-graded one.
Non-color graded:

color-graded:

WEEK 8:
Lists to DO/fix:
-Character movement
-objects shadow/reflection in matte paint
-make the simulation dirty
-render simulation
-find sound designer
I want to add two extra shots between the shuttle launch. It adds more context to a later scene
3 - Existing Sequence:

2 - EXTRA Sequence:
1 - Existing Sequence:

WEEK 7:
I add the character and its animation into the scene and render a still frame. Began testing the scene compositing


I started texturing and lighting the seating scene. I have to change the camera angle to hide some complex models and textures. It is also to line up with the live-action plate.

WEEK 6:
I started texturing the astronaut suit. I set up lighting for the locker room and tested the render with different lighting positions, with material added.
I plugged the character into Mixamo and found the animation I needed. I exported the animation to test it, this is the result in Houdini.
WEEK 5:
3D Projection
I break down different layers in Photoshop and organize each image files, which later bring it into Nuke to create a 3D projection. There's still needed work in color correction
Rigging Character
I could not find a rigger, so I followed tutorials to set up the character for rigging and created controls for animation.
I had successfully rigged the character, and the controls are responsive but there are still problems with the model's movement. The experience deepened my understanding of the rigging process.
WEEK 4:
Render test: (not final)
need change:
pyro + add camera movements + character movement(if possible)
For shot one, I changed the image to use for matte painting. Finding images that would fit is more difficult than I thought. There are still things I need to fix about this.
At the moment, I'm concluding that the model is done, and this is a work in progress on the texture
WEEK 3:
Trying to do a matte paint and 3D project for shot 1

WEEK 2:
Extra Scene:
The ocean spectrum controls the parameter of the wave. Since I reference it, the scale under the amplitude is how high the wave is affected by the wind parameters and the Grid size.
After caching out the wavetank, white water can be created by connecting "whitewatersource" to the file cache of the wavetank. It uses the wavetank to source particles inside. Take the Volume Output and create density for the point.
Within the Solver, input the Volume of the wavetank in the Volume Source and the output of the whitewater in the Emission Source.
Render Test:
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An update on engine smoke exhaustion:
I added a pop simulation before connecting it to a Pyro solver. Using the popnet, I adjusted the point and modified the velocity
I combined another simulation section and laid it on top to add extra detail.

WEEK 1:
I haven't touched my project since the Fall quarter,
I lost my file on the suit-up scene and must rebuild the environment and texture.
Update on the Shuttle Launch Sim:
Introduced noise and motion to the pyro source. Within the dopnet, I enhanced the disturbance and density to achieve a cloudy appearance, especially for the large smoke effects.
I created a special attribute for the noise and velocity to control them. After the Simulation I added a VDB to make the pyro sharper.

This is the current texture. The final texture of the shuttle will depends on the render; it will need refinement based on its appearance in the render.
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