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Studio I - Week 7

  • Writer: Kristof Monori
    Kristof Monori
  • Oct 23, 2022
  • 1 min read

Updated: Oct 25, 2022

Class 13 Updates:


I have added a bump map to the water shader, but it looks way too procedural and don't have much control over the ripples. I looked at a tutorial that let's me create a much more natural effect in Nuke, which allows me to work faster. Here's the video:



While I'm waiting for everything to render, I found a work around for the flickering issue! In almost every render, it was the 'Omega' sign that caused it, so I changed it to a solid white color. Then, in Nuke, using the "psitiontopoints' node I could place the text exactly where I want without having to worry about the flickering. In order to make this node work, I need the 'P' and 'N' pass from the 3D render as well as the camera from the scene, which I saved as an alembic. After that I just wrote it out in merge(over) it to the emission pass, to make the process faster, because the 'positiontopoints' node is performance heavy Here's an example of it in shot #2:


Nodegraph & Nuke 3D Viewport with point cloud:


Class 14 Updates:

I added the ripple effect on shot #6 and I think it's working nicely, but might adjust some variables in the distortion and will definitely take away the bump map from the 3D render, because it just doesn't look right. Even though this version has both the bump and ripple effect, seeing how they work/ don't work together is enough reinforcement for me to leave the bump map out. Here are some videos of the noise animation, the idistort on the transmission channel and the final comp with everything applied.





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