Powerhouse VFX - Week 8 - Integrating & Rendering
This week, We are reaching 95 percent of our project! We continue to focus on iterating and integrating our assets. We bring all the elements to the clean cut, and polishing our hero shots is the first goal. I kept doing rendering jobs. I did several versions of the flower render for our shot3, tweaking the lighting and making the render match the lighting source from the shooting environment. I generated the color matte for alpha work to integrate color better in compositing. And I rendered the shadow pass from our CG vine-growing and menta arm to get some shadowing on the actress' arm to help sell the interaction.
I rendered out the flower movement for our shot 3. Worked along with our compositor, Hannah, back and forth, and took feedback from her grading work, I did several versions to improve the lighting and the direction from the environment to match our shooting location.
Professor Bridget suggested I have an alpha render for each shot for our compositor. I assigned MatteShadow to Petals, Leaves, and Vine with Emissive colors of pure Red, Green, and Blue. Rendered out and handed to compositor so she could have better control and more color materials for alpha work.
Alpha render for shot 2
Alpha render for shot 3
As our mentor, Monica, mentioned in feedback from last week. I rendered a shadow pass from our vine-growing to get some shadowing on the actress' arm that helped sell the interaction. To get the shadow pass in redshift, I enabled Matte - Shadow - Affects Alpha in the Redshift Object Tag for the Meta human arm and turns off the Primary Ray Visible in the Redshift Object Tag for the Vine-Growing Simulation.
Clean Cut Updated
We are improving our clean cut each week!