Week 7 - Shot 1 Rework
Main Notes from Mentors:
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The flower shot feels very stiff and not quite realistic, in texturing and movement ​
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The backgrounds feel flat, and need more depth and richness, especially in shots 1, 3, and 5​
Last weeks pitch deck
Team To-Do List:
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Work on FX of flower shot-- take it too far, then find a middle ground
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Work on texture and model of flower shot-- aiming for exact realism
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Remove frost on flower for now to focus entirely on soft body sim
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Work on lighting, colors, and backgrounds of shots 1, 3, 5 to give more depth and richness
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Adjust colors across shots to match well together
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Personal To-Do List:
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Work on lighting/background options for shots 1 and 5, focus on emulating Oura branding
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Work with Gracie to help out on the flower shot however necessary
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Help refine lighting and colors across shots
Shot 1:
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Something that the mentors said we should work on this week was the lighting and the backgrounds, especially in shots 1, 3, and 5. The shots felt very flat, especially compared to the Oura ads.
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Our shot 1 last week (top left) and official oura ads
New Angle:​
I worked for a while on testing different lighting and backgrounds on our original shot, but eventually came to the conclusion that with our one point perspective camera angle, the shot was always going to feel flat. We talked about it as a group, and ended up deciding to switch the camera to be slightly angled, which helped give the shot way more depth.
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Color/light tests on original angle

Angle movement test

Early color and lighting on the angled camera

Angle movement test-- stronger angle that we didn't end up going with
Lighting and Backdrop:
After setting up the new camera angle, I started workshopping the lighting for the scene again, and worked to get gradients and contrast across the pedestal and the ring. I tried to mimic some Oura's official ads for the background-- using a basic, one color background, and creating large patches of light and dark to give it shape

New lighting on the ring and pedestal

The same lighting, but with different lighting on the background, and a different texture on the pedestal
Pedestal Texture:
I tested a range of different texture options for the pedestal. We ended up sticking with the terrazzo that we had previously, but altered the displacement, roughness, and color slightly. This definitely still needs a lot of work next week, and we may end up still switching to a different texture.





Tests of different pedestal textures


Final texture choice with lighting and background for this week-- render (left) and comp from Wren (right)

Full shot 1 from this week
Flower:
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We also worked a lot this week on the flower shot. It's definitely still a work in progress, but we significantly changed the movement of the flower, the shader, and the lighting. Almost all of the work was done by Gracie, Noelle, and Wren, but I did help out a little bit in testing FX and setting up some quick lighting on the background.
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The sim for the flower is very complicated and has a lot of separate moving pieces. I worked with Gracie on doing some tests in vellum, and she ended up figuring out a way to simulate the ring and flower together to get more motion without having to hand animate elements quite as much.
Initial test of ring and flower simulated together


We realized this week that our SSS limits in Karma were set at 0-- turning those up changed the look of the flower massively (limits at 0 on the left, limits at 10 on the right)

Lighting and texturing test from Max, which isn't included in this weeks render but may be a starting place for next week
Progress video this week!