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    ② Week 5


            Bulgari Serpenti Ring      


    Feedback from Mentors (Class 5 )

    Composition & Camera Work:
    Shot 1-1: Consider a half-and-half rack focus with camera rotation. Could be combined but needs adjustments.

    Shot 1-2: Check temperature and simplify framing (too wide).

    Shot 2-1: Add a slight camera move for smoother motion. Avoid abrupt stop/start. Feels too long.

    Shot 2-2: The fast motion resembles Sonic the Hedgehog—needs more realism.

    Shot 3-1: Gold background shouldn't be too distracting.

    Lighting & Background:
    Shot 1-1 & 1-2: Background appears fake and needs improvement.

    Shot 2-1: Texture not as good as the final shot. Desaturate the ground like Shot 3-1.

    Shot 3-1: Background too dark—lift brightness slightly.

    General: Look up the Dune color palette for background adjustments.

    Effects & Motion:
    General: Add motion blur to particles.

    Jewelry: Needs a secondary reflection pass for better highlights.

    Gold Shader: Improve shading for more realism.

    Editing & Timing:
    Shot 1-1 & 1-2: Could be combined but requires fixes first.

    Shot 2-1: Takes too long—tighten timing.

    Shot 2-1 & 2-2: Balance the speed for better flow.

    Shot 1-1: Ensure both sides don’t have the same effect at the same time.

    General: Some shots can be trimmed or merged for better pacing.





    Week 3 Task

    1. adjust shot2-2 animation speed
    2. fix shot3 fx jittering issue
    3. adding scale transformation fx to new shot1





    1.  shot 2 animation adjust

    week4 shot2-2 ring rolling  animation
    test 1 of ring rolling animation with shot3  (shot3- lighting&shader by Mia Esparragoza, Compositing by Veronica Ramirez, matte painting bg by Zane Kidwell) 
    test 2 of ring rolling animation with shot3  (shot3- lighting&shader by Mia Esparragoza, Compositing by Veronica Ramirez, matte painting bg by Zane Kidwell) 


    Because the end part of the ring movement animation in shot4 is so fast, resulting in a lack of balance in shot2 and with the overall speed of shot3, I tried two different ways of dropping the ring, and ended up going with the version in test1.


    motion test1: with motion blur (arnold)
    motion test2: slower speed without motion blur (arnold)
    no motion blur ring animation (arnold)
    material test1: cd attribute with emission material (particle trail)
    material test2: diamond and gold material (by Mia) (particle trail)
    material test3: 


    In motion test1, firstly, the movement of the ring at the end is visually very fast due to the motion blur being turned on.So in test2 I tested turning off motion blur to make the motion look a lot better. 

    issue: but I still want to keep the motion blur for the particle trial and turn off the motion blur for the ring's motion. But now no matter what I try, setting the velcoity to 0, or just turning off the motion blur for the ring's geo level, or adjusting the camera, the ring gets a motion blur whenever motion blur is turned on. Motion blur occurs whenever motion is turned on

    About the material, because in order to unify with the material of  shot 1, I used the gold and diamond material of Mia, but in order to be more close to the particle, but because of the reflections of the metal material and other factors, it makes the particle trial look like a moving noise mass, so I combined the material test1 and test2, connecting the cd attribute to the metal's glow colour and the alpha to the opcaity.




    2. shot 3 -abstract particle jittering fix

    week4 shot3 fx render test (issue: particle jittering, render in redshift)
    week 5 shot3 fx viewport test (particle jittering fix)
    week 5 shot3 fx render test (render in redshift)

    In week 4 of testing you could see the particles were flickering randomly, so this week I solved the problem by lowering the particle seperation as well as turning off the reseeded particles and increasing the substep.

    trouble shooting here 
    1. pointfromvolume: lower point separation value and set jitter seed to 0
    2. inside popnet: close reseed particle (flipsolver)
    3. inside popnet: more substeps





    3.  scale transformation fx for new shot 1 camera

    Fx connection test1 (viewport): sclae transformarion fx + disintegrating fx (by Soi Park)
    Fx connection test2 (viewport): sclae transformarion fx + disintegrating fx (by Soi Park)
    viewprot: scale transformation fx only
    scale transformation fx render (arnold, light by Zane Kidwell, shader by Mia Esparragoza )



    The main purpose here is to connect the FX of the Soi and the angle and movement of the new shot1, I mainly changed the position and timing of the start of the scale change.





    Yilin Zhao / SANM560 / SCAD x Harbor