
Term2–Week 7: Motion Vector

Reflection:
I learned how to coordinate and communicate more efficiently. Technically, I sculpted for the first time in zbrush, and on the other hand, I achieved my first full process houdini nuke simulation rendering compositing step, although the process was very challenging, the satisfaction of the finished work made me feel that the dedication was worth it.
Details of the personal division of work:
As I am very interested in special effects, the simulation part, I was responsible for the special effects (particle and volumetric effects), the design and sculpting of the body of Yog-Sothoth, and the compositing of the final shot.
1. Particles Effects Part & Composition :
The main particles:
Swirl particles:
2. Design of Yog-Sothoth:
In my conception and understanding, I wished to design a Yuggothoth that was not a traditional Cthulhu character, I wanted it to be more mysterious and elegant, to achieve this goal I made several versions of the form and different motion forms, not least with hair dynamics (blender), but finally I chose the idea of using cloud-like eyelids to animate the opening of the eyes to reveal the eyeballs, as it is more mysterious.
References:
First appearance at the lake:
Past visions:
The final vision:
Last act proper (particles emitted from the feet of the body):
Pre-preparation:
The primary thing that the group could agree on at the beginning was the art style, we all agreed that the story was set in the Middle Ages and that it would be awesome to go mainly for the Gothic or Cthulhu style. This led to each of us creating a different story, which after the first few weeks of discussion was rejected for the time being for various reasons.
The Warrior and the Goddess of War (by Shuaiqi) – too bland a story structure
Bunny Killer (by Guoxin) – technically difficult to implement, e.g. hair dynamics and animation binding
The Plague and the People (by Ruijia) — disagreement on the choice of topic
In the end, by coincidence, the silver Key of Yuggothoth-Silver was our inspiration, and since it was not a definitive shape and had a relatively open story, we worked together to create a story based on this concept
Reference images:
The Mist:
Keywords: unknown, confused, dark, fantasy
Basic story:
The mists filled the beach, the black waves lapped at the shore, the woman lying awake suddenly and unintentionally found a key appearing around her neck, a chant came from the sea in the distance, solemn and low, she panicked a little, she didn’t know why she was here, but it was as if everything was really there again in her memory. Looking in the direction of the chant, there was a huge blurred black shadow on the sea, a familiar fear her body remembered so well that she was too nervous to breathe and could only turn to the woods at the other end and flee as fast as she could.
The woman ran through the trees, the dim light mixed with dust slowly spilling through the branches, the leaves rustling; the sound from the unknown creature was getting further and further away, the woman’s pace gradually slowed, she gasped for breath, the branches creaked as she stepped on them, “Almost there” she slowly stopped and looked ahead.
She opened the door of the church and walked straight in, kneeling in front of the cross and praying, the light reflected on her face through the stained glass, she felt a little comfort, suddenly the organ started to play, there were many coloured particles coming out of the cracks of the small door next to her, she looked at the pattern on the door and felt a sense of déjà vu She looked at the pattern on the door and thought it looked familiar, perhaps with courage from the gods, she hesitantly walked over and inserted the key around her neck into the lock and clicked.
A few clusters of strange flaming stars wrapped around an eyeball that looked up and down at the woman, and a fear she had never felt before spread throughout her body, as did the entire universe that grew in both directions behind this unidentifiable object before her.
Background: The woman wakes up wearing the key and sees that she may have opened the door many times, that she has opened it in different situations in time and space, so that she appears to be a mixture of reality and imagination; the present, the future and the past memories, which provoke her to look at many surreal things in the scene, and she wakes up, watching her from afar, and even though she runs in the opposite direction, seeking the refuge of the gods there is no escape from the destiny of opening that door again.
Visual effects (VFX)
Also known as: Junior pipeline TD
Entry level
The Assistant Technical Director is responsible for assisting the technical director in their role. Specific duties and tasks will be decided based on the abilities of the assistant and the needs of the show. What follows is a generalized list of responsibilities.Assistant TDs help to identify and fix problems and make sure everyone in a visual effects (VFX) production pipeline has the tools they need. They have a very good understanding of how VFX pipelines work and of different VFX job roles. Their expertise also includes understanding the software used by VFX artists and the needs and limitations of different departments.
I would have preferred to start my career as a Junior Assistant Technical Director, in large part because this position is responsible for the VFX production pipeline, including shot bids, handoffs, briefs, reviews, client reviews, deliveries and final deliveries; The breadth can make me familiar with the entire work process faster, and better understand the main work content of each department and the parts that need to be paid attention to in collaboration. On the other hand, I am happy to cooperate with others. It is a very valuable experience in my growth
Visual effects (VFX)
Also known as: Technical producer
In my research for this career, I found that the VFX/Visual Effects Director is the most senior creative person working in visual effects. The VFX Director’s job is to manage the entire VFX process and all artists working in visual effects. They have the final say and ultimate responsibility for all VFX assets produced by the studio and must ensure that the end result meets the creative needs of the client.
As a visual effects director, different studios have different ways of working. A visual effects project for a feature film or sitcom can see a director working with hundreds of artists, sometimes across multiple locations and time zones, managing over 1,000 shots. A visual effects director for a boutique advertising studio, on the other hand, may work with a smaller team on a shorter project. Many visual effects directors do not work for a specific studio, but rather work on the client side, managing multiple visual effects studios that provide services on the client’s projects.
This is the long-term goal of my current career plan. Although I am still learning at the beginning, I can’t deny that it is very difficult but very rewarding to produce some smoke, fluid, etc. solutions; I will try to persevere and gain experience step by step, and when I am good enough, I may be able to produce valuable and creative works, although the learning process is very hard. But I believe my love can support me to become good enough.
To structure the key into 3 pipes:(after Denoise)
1.Alpha/ matte pipe
breakdown alphas by creating a core matte and a edge/hair matte
the homework part
2.Color/despill matte
3.Bg Plate
the full nodes
Environment artist—entry level
Environment artists typically create 3D environments using modeling and sculpting software, working from briefs produced by concept artists in the form of 2D or sometimes 3D digital art. Or, they might use reference material, such as photographs or sketches, which can be scanned into 3D software.
I found that I have a great interest in procedural terrain generation, and recently I have put my main energy on learning procedural software, such as Houdini, and I am also trying to make some procedural terrain for easy adaptation In more cases, such as in vr or game projects, it is faster and more convenient to build terrain with great effects. What’s more, in the process of making the environment, I will make texture maps and lights along the way, which is also a good opportunity to broaden the scope of my knowledge