Shots 006 Nuke








Shots 006 Nuke
Rendering
I try to render water. The real challenge is finding the right shade.
I imported the reference image for realistic rendering.
It’s getting closer to the right shade.
Mountains
modeling
For mountain, I started with heightfield 2000×2000
Using draw curve, I’ve drawn outline of mountains
And by creating curve in those curves, Poly wire can be controlled like this
And you can project it on the heightfield using add
Also I created a geometry for lake to subtract from heightfield
Adding a bit of distortion and noise, HF looks close to terrain
And after 3 times eroding and creating slump and flow field, It matched the snow mountain reference
By using these fields from heightfield, I was able to create textures and mask it correctly
The textures are 8K and procedural
This is the noise used for base mountain rock texture
Group Project
I ended up using the materials in Maya. I downloaded the guide for best rendering results and followed the instructions.
I followed the instructions for using the normal map.
Before rendering, I watched the animation of my video in Adobe Premiere Pro. I wanted to make sure it would look good and check before rendering to avoid a second render if something didn’t look right.
Before I started rendering, I checked some instructions about the best result of rendering.
Before I started rendering, I went through some instructions on how best to render. I understand that sometimes more pixels make for better overall quality.
Water Simulation
Since this project is part of my last final project, I will not close the storyboard yet. I’ll get back to it soon. First, I focus on water simulation.
Since the ocean tank method was not efficient, I decided to simulate the water in a flat plane and then deform it like a maelstrom
I deformed it using distance to origin and created gravity vector
Using point deform, I got the gravity back to the flat plane and this is ready to simulate
I also created rotational force
After setting up all the nodes on dops, I was able to simulate in higher resolution than before in less time
Using point cloud, I got the forces into action
But there created a problem. Points were allocating in the middle. So I am deleting the points in the middle
After simulation these points are so dense. Very high res
I applied the same deformer I created
But these didn’t give me proper white water. So I had to create surface and velocity fields for white water
And I created my own white water solver
Using this source, I was able to create white water like this
I also used the same points in smoke sim to create bubbles under water
The task is to remove the green screen and replace it with a background
I will need the roto to remove the tracking markers.
I merged it with the image.
To maintain the 3D atmosphere, we need to project on picture.
Without projection, the image has no depth, so it is only 2D.
I tracked the points.
Since I removed the background of the green screen, the color of the t-shirt also changed.
I fixed this by using the auto despill and color correction nodes.
All objects must stick together.
I created spheres and animated them.
Unpack to see the fracture
I break everything separately because I don’t want to break the steel too much.
I did a more natural break.
I imported each piece separately.
My homework
I imported my museum from Maya. I modeled it in Sketchup and remodeled it in Maya.
Our instructor animated the spheres in the transform node to smash the box. He asked us to do something similar for homework.
I need points in Geo to fractured the box – to breaking it to pieces.