After some discussion with the team on shot continuity, we decided to get rid of the particles and focus on the bud animation.
Itim tested rendering the Guassian splat dirt in Karma, Redshift, and Unreal. Unreal gave us the best result so we will be comping the dirt from Unreal
with the bud from Karma.
We tested bringing in the bud into Unreal with VAT however since the point count changes for the stem because of the VDB we were unable to successfully import it.
Additionally, if we want the plant to have hair, it would not be possible for it to render in Unreal.
For the bud animation, I played around with the scale of the second bud simulation so that it only appears after it reaches the end of the stem. I also got rid of the hair on the stem
because of the jittering. I think to properly solve these issues I need to figure out how to create the stem without VDBs.
I rendered out just the bud with an alpha channel.
After recieving the dirt render from Itim, here is my first comp of the bud and the dirt:
Itim discovered that Guassian Splat cannot render an Alpha channel so there had to be things done in Nuke to account for that. Here is a list of things I want to fix on my end based on the above video:
1. Hair looks black in render & black line on leaf (potentially the same issue?)
2. Some compression issues from Nuke
3. Render high res to get rid of artifacting
4. Soil needs a warmer tint rather than blue
5. Some FG/BG elements to make everything seem like its in the same space
WHAT'S NEXT
1. Color grade final shot
2. Tweak animation to be more realistic
After some discussion with the team on shot continuity, we decided to get rid of the particles and focus on the bud animation.
Itim tested rendering the Guassian splat dirt in Karma, Redshift, and Unreal. Unreal gave us the best result so we will be comping the dirt from Unreal
with the bud from Karma.
We tested bringing in the bud into Unreal with VAT however since the point count changes for the stem because of the VDB we were unable to successfully import it.
Additionally, if we want the plant to have hair, it would not be possible for it to render in Unreal.
For the bud animation, I played around with the scale of the second bud simulation so that it only appears after it reaches the end of the stem. I also got rid of the hair on the stem
because of the jittering. I think to properly solve these issues I need to figure out how to create the stem without VDBs.
I rendered out just the bud with an alpha channel.
After recieving the dirt render from Itim, here is my first comp of the bud and the dirt:
Itim discovered that Guassian Splat cannot render an Alpha channel so there had to be things done in Nuke to account for that. Here is a list of things I want to fix on my end based on the above video:
1. Hair looks black in render & black line on leaf (potentially the same issue?)
2. Some compression issues from Nuke
3. Render high res to get rid of artifacting
4. Soil needs a warmer tint rather than blue
5. Some FG/BG elements to make everything seem like its in the same space
WHAT'S NEXT
1. Color grade final shot
2. Tweak animation to be more realistic