Week 02 - Adjusting layout, and Effects and Lighting Test

13 - 19 Jan 2026

Week 3 Review

Mentors Feedback and Suggestions

  • Camera movement and pacing are too fast; slow moves down ~15% and avoid busy or dizzy shots

  • Clearly define what the product is meant to communicate and show what it can do, not just how it looks

  • Many shots end in similar product positions; vary compositions and push more macro detail, especially in shot 2

  • Lighting should make painterly colors pop against a black environment, with FX emitting light where helpful

  • Be very product-accurate, including small details like LEDs

  • Highlight specific functional and internal details, not just top surfaces

  • Completed

    Team Tasks

  • Shot 1-2: Fluid simulation test

  • Shot 3: Laser Test with compositing

  • Modeling

  • Gathering assets

  • Individual Tasks

  • Adjust layout according to the feedback

  • Shot 1 - Lighing test

  • Shot 6: Flying objects with particle simulation

  • Shot 6: Create mask for printed textures

  • To-Do Lists

    Team Tasks

  • Textures selection for printed textures

  • Shot 2: Polishing the fluid motion and refining particle-to-fluid conversion and viscosity

  • Shot 4-5: particle simulation test

  • Particle-to-image simulation test

  • Individual Tasks

  • Shot 4: Colorful smoke with pyro simulation

  • Shot 6: Create mask for emission

  • Shot 6: Refine mask for printed textures

  • FX Test

    Shot 06: Flying objects using particles

  • Draw a curve to define the path the objects will travel along and sweep the curve to create a mesh

  • Convert the tube into a VDB then use it to generate a velocity field

  • The velocity field guides and pushes particles smoothly along the path

  • Input 1
    Input 1
  • Copy objects to points generated from a particle simulation (POP Net)

  • Use Attribute Adjust Integer to control an integer index per point

  • This index determines which object is copied to each point

  • Set the max value to match the number of objects to ensure valid assignment

  • Set Randomization By to 'Custom Attribute' and choose 'id' to prevent randomly change of objects when the points from POP Net die

  • Inpt 1

    Change random seed in Attribute Adjust Integer

    Shot 06: Create mask for printed textures

    Change objects color when they reach a specific position

  • Use VEX code to turn color of the object in to red to create a mask for printed texture

  • Use Attribute blur on color attribute to smooth the transition between base and mask colors

  • Input 1