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04.26.2020 | Project 2 - Finishing Touches

Writer: Jeremy Moore
Jeremy Moore
Apr 26, 2020
3 min read

For my submission, I felt compelled to add more texture to my grey ball match in order to make it look more like my reference. I wanted to try to recreate the odd partnering that the ball in my reference had. I was able to do this by creating a circular ramp and then I adjusted the UV repetitions to that it stretched in the U axis. It resulted in something pretty close to the reference. Then I plugged this ramp into the displacement. Then to get the look of brushstrokes across the surface, I simply used a bump map I found online. However the quality of the map wasn't high resolution, but since I was only using it for subtlety, I made the decision to go forward with it. A part of me feels like could've possibly gotten a better result by working procedurally instead. But since this wasn't the focus of the project, I moved on to my model.


Before I rendered out my animation, I needed to make two more render layers. One for my fake caustic, which is where some of the refracted light reflects onto the ground, and then one specular reflection, because I felt like the true specular on the glass was lacking.


In my caustic layer, I assigned the ground plane an aiShadowMatte material and made the shadow color white. Then I assigned a new aiStandard to my model and made the transmission = 1. Then I adjusted the transmission color to what I felt like would be the correct color reflected on the ground. But when I made the transmission color a yellow-orange color, my shadow (which I made white) was blue? I'm not sure why, but it was inverting my color, so I just re-adjusted the transmission color until it appeared correct in the shadow.

Then in Nuke, I read in another file of my shadow layer combined that with a ramp node to become the mask for my caustic image. The ramp allowed me to have control over the fall-off of the caustic so that the full shadow wasn't glowing. I merged the ramp into my shadow mask and then merged in my caustic with the new shadow mask. Then I merged that over my existing shadow composite.

I realized however that once I rendered out my animation that I would also have to animate the ramp in Nuke, but I found that it wasn't that much of an extra hassle. This was the result.

  • Before Caustic
  • After Caustic

In my specular reflection layer, I removed the dome and the ground plane to isolate the keylight's influence. Then I assigned an aiStandard to the model. I turned the diffuse weight to zero and then adjusted my the specular IOR to be 200, so I would get strong reflections. Then in Nuke, I simply merged it over the existing result of my foreground composite. It really helped to shape my model and give it depth.

  • Before Extra Specularity
  • After Extra Specularity

Now with my final render layers setup, it was time to render out my animation. It was a pretty simple animation. I just wanted to make it seem like my angel model was ascending to heaven. Once I everything was rendered out, I plugged the individual sequences into Nuke. Additionally, the photoset that I was using (taken by Sarah Alstyne) also had a moving image plate. So I replaced my still of the clean plate with my video. Then I did some color correction and animated the ramp I used for my caustic. Once that was done I wrote out my final composite of a TIFF sequence, and read the sequence into after effects to be placed into my project breakdown.


Overall, this was a pretty fun project to do. It was really exciting seeing the look come together and I feel like I got pretty close to recreating the qualities of honey calcite. Below is the final project with a breakdown.



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©2020 by Jeremy Moore

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