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Week Nine

  • gracieszymanski04
  • Nov 10, 2024
  • 6 min read

Updated: Nov 11, 2024

Daily logs arranged newest to oldest.

11/10/24

Final turntables and material quilt.



11/9/24

Today, I put together the title card for our video. I used the logo I had created for the texture and then chose to add the Talenti slogan with the title. I used the same background that Drew used to create the credits so that there would be consistency in the beginning and the end.

11/8/24

Today was about working on some housekeeping things. First of all, I needed to fix the photoshop file I originally used for the Talentee title. Alice noticed last week that when animating the title onto the last slide, it had a left over copy right symbol under the logo. I also needed to make the file more high res as the resolution worked for the texture on the pints but not for the title that was much bigger on the screen. To these things I had to remake the photoshop file. Before, I used a photo of a Talenti pint and isolated the text to create the Talentee title. This would not work this time as I could not find any photo with a high enough resolution for this to work, even on the official website. Instead, I used a font finder to recreate the logo in photoshop. I landed on two fonts to use for the different letter to most match the original logo.

  • Aristotelica Text Trial Regular

  • NeulisAlt Medium

I also added some rectangles to lengthen the t's to get a closer match as seen below.


Another housekeeping job was to organize the breakdown videos we will need for next week as part of the press kit requirements. I put together and organized which shots we want to do, how we want to do them, and what renders we need for what. I'll be taking care of editing together the overall breakdown video, as well as designing the SIGGRAPH poster.


Here is my put together list:

SOPRANOS_SHOT#_FRAME#_PASSNAME_FINALORNEEDCOMP

Ex: SOPRANOS_SHOT3_FRAME130_LIGHTING_NEEDCOMP

Agreed upon breakdown set up for all of us to use (for individual breakdowns as well):

  • Right to left edge wipe

  • 6 frame wipe

  • 24 frames for the actual image

Shot 3 -

Frame 36

  • Live plate - Drew

  • Key - Drew

  • CG Room comped in - Drew

  • Sink rotoed out - Drew

  • Glow - Drew

Frame 130

  • Emitter pass - Min

  • Particle pass - Min

  • Wire frame cookies/liquid comped in liquid comped in - Gracie to Drew for quick comp

  • Basic white material pass comped in - Gracie to Drew for quick comp

  • Shaders - add a very basic fill dome - Gracie to Drew for quick comp

  • Lighting - Gracie to Drew for quick comp

  • Motion blue - Gracie to Drew for quick comp

  • Aov grading - Drew

  • Depth of field - Drew

  • Color correction - Drew

Shot 4-

Frame 40

  • Live plate - Alice

  • Emitter pass - Min

  • Particle pass - Min

  • Wire frame cookies/liquid comped in - Gracie to Alice for quick comp

  • Basic white material pass comped in - Gracie to Alice for quick comp

  • Shaders - add a very basic fill dome - Gracie to Alice for quick comp

  • Lighting normal - Gracie to Alice for quick comp

  • motion blur - Gracie to Alice for quick comp

  • Reflection pass - Alice

  • Shadow pass - Alice

Frame 65

  • Lighting blue light - Gracie to Alice for quick comp

  • Blue light roto - Alice

  • Fridge roto - Alice

  • Color correction - Alice

Shot 5 - 57

  • Emitter pass - Aaron

  • Particles viewport - Aaron

  • Wireframe pass with pint - Aaron

  • Basic material pass - Aaron

  • Shaders - super basic fill dome - Aaron

  • Lighting - Aaron

  • Comp pass - Drew


The last housekeeping task I needed to do today was delivering the sound credits to Drew so that he could make the credits for the ad. I did not put together the sound edit but I wanted to help Alice any way I could so I found all the assets for her to use, therefore I had all the needed credits.

11/7/24

The first thing I wanted to tackle today was the mentor's feedback on the lid looking CG in Shot 5. I knew this was from the reflections as I changed the HDRI last week and did not notice how much that also impacted the look of the lid. As I was adjusting the IOR and the roughness of the lid, with the help of Professor Gaynor, we noticed that the model of the lid was one of the reasons it was having trouble picking up reflections. There was a lack of beveled edges in the model. I ended up going into the model and attempted to soften the edges but even with them completely softened. It did not make too much of a difference.

Given more time, I would have remodeled the lid to fix this issue. Given it was week nine and the project is coming to a conclusion, I felt I did not have enough time to accomplish this. As with the nature of most VFX projects, you always want to change and improve things but unfortunately there is also always a deadline. I ended up with the lid in the image below. I am happy I was able to get that shine translate form the pint body to the lid and also made sure the color matched more with the live action shots.

After Shot 5, I then began working on Shot 3. For Shot 3, all I needed to adjust was the caramel shader and it's subsurface since the mesh itself had been altered by Min based on feedback. Below is how it ended up turning out.

I am pleased how this all ended up, especially when I compare this caramel shader to the one Talenti themselves uses in there commercial, as seen below.

I then opened up Shot 4 to work on. I applied the same changes to the liquid caramel on this file. I then also needed to make some changes to the blue light pass. The blue light was previously not appearing on the liquid as much as it did on the cookies, just based on the shader characteristics. I did not want to change the shader at all so instead I created another blue light that would specifically render out for the liquid pass. This blue light was higher in intensity and also shifted a bit to angle more directly at the front of the liquid trail.

The mentors told us this past Tuesday that the size proportions were looking off for Shot 4 when compared to Shot 3. They said that the cookie size was a bit too small in Shot 4. To fix this, I changed the camera in this shot to zoom in a bit more. I also made a small tweak to Min's file where I adjusted the minimum pscale of the cookies so none of them looked too small even with the camera change.


Another thing I wanted to tweak I noticed from last week was that the overall cookies in Shot 4 looked a bit darker than the cookies in Shot 3. The shader is the same on both so I knew this was a lighting issue. I ended up adding a spotlight to add to the cookies to brighten them up a bit. Below is a comparison of last weeks comped in Shot 4 versus this weeks with the updated lighting and camera change.

I ended up with quite a few lights in Shot 4 to accomplish the look we wanted for everything. Below is my final lighting set up.

11/5/24

Today was our last session of feedback with the mentor's before turning in our final project next Tuesday! We had about 95% of the project done. Here is the feedback we got from the mentor's:

  • The lid of the pint in Shot 5 is looking too CG and the color is too light

  • The cookie scale from Shot 3 to Shot 4 is off, looks too small in Shot 4

  • The caramel trail is looking inconsistent - looks better in Shot 4, it is a bit too thin and too wild in Shot 3

  • For Shot 5, consider adjusting the FX so that it does go off screen as much

  • Possibly have the font appear on the jar mid way through the FX to help with the shot.


For the schedule this week, we decided to begin rendering everything Thursday night into Friday to account for any render issues we have as well as a busy render farm during finals week at SCAD. My deadlines are Thursday early evening to get shaders and lighting to Aaron and Min to render. We'll also be prepping this week for all of the press kit requirements

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