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Harbor Picture Company X SCAD: Week 8 Review

Comp presentation for Week 9:




Week 8 started off with the mentors flying down to have this weeks session in person. Not only were we able to meet in person for the first time, but we were able to get valuable feedback as they were able to give us dailies and with any spare time, look at our files and give us more in depth direction. Overall, it was a great experience and the whole class was excited to have them in the room.


My teams blogs:


Dee Divakaran: Motion Media./ 3D Generalis


Galina Bovykina: FX Artist


Emma Schaberg: Lighter and Modeler


An update on the motion:










Week 8 Feedback on the spray:

The main feedback was that the spray looked like it was emitting rather than spraying. Our mentor Billy Jang and Molly Intersimone explained that when something sprays, especially a perfume spray, it comes out with one force and then dissipates. So, I decreased the scatter emission earlier and experimented with the birth rate and made the particles last longer in the air.


This was the reference for the speed, which Billy suggested:



This is what I had started with:





That was not enough because it looked like it was still emitting, so I pushed the key framing further.




However, when I made the spray have one force, rather than it look like it is emitting, the velocity was too high, so it just flew off the screen. The initial velocity is determined by the normal of the cone so it is more difficult to manipulate, therefore I added more popdrag until it slowed down the particle speed and it worked a lot better.


0 air resistance pop drag :




4 air resistance in pop drag:



One of the other comments I got was to turn off emission completely. I had used emission as a cheat for it to properly show up in the render, but it disconnects the CG space from the real world and was unnecessary. So I continued to tweak the shader.


The other issue that I ran into is due to the new lighting environment. Because the lighting changed, the particles shaders and light needed to be adjusted for them to show up. I spent some time tweaking it a little further.


This render is missing some frames, but this is when the light was too intense. The intensity of the light on the particles was 10.


The intensity of this one was too low, so I attempted to render something in between, but the render did not go through and will be in the new update.


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