Week 03 - Vellum Grain Simulation | Refining Lighting and FX

20 - 26 Jan 2026

Week 4 Review

Mentors Feedback and Suggestions

  • Shot 1: Use emissive fluids as a main light source combining with back lighting

  • Fluid direction must match between Shot 1 and 2 - Change camera angle or direction of the fluids

  • Some transition between shots is too fast

  • Shot 5: Looks cool but might feel unrelated to the previous shots

  • Pick one direction for FX in shot 4 and 5

  • Shot 6: Emphasize volume and movement by making a tornado movement

  • Completed

    Team Tasks

  • Shot 1: Create 2 lighting options - dark and bright

  • Shot 2: Camera change

  • Refine modeling

  • Shader quilt

  • Individual Tasks

  • Shot 3: Vellum Grain simulation test

  • Set up AOV passes and do render test

  • Shot 6: Adjust path of the floating objects

  • Shot 6: Adjust camera and angle and slow down the transition

  • To-Do Lists

    Team Tasks

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

  • Shot 4-5: Refine particles simulation

  • UV unwrap objects

  • AI Generate designs to go on objects post-printing

  • Begin applying shaders to models

  • Individual Tasks

  • Shot 3: Refine vellum grain add material

  • Shot 6: Refine floating objects movement

  • Shot 6: Refine mask for printed textures

  • Grain FX Test

    Shot 03: Falling grain to show that the printer has started printing and to connect the shot with the next one

  • Animate the source of the grain using Mountain SOP

  • Scatter points and apply Vellum Configure Grain

  • Connect to Vellum Solver and add collision

  • Use attribute wrangle and attribute randomize SOP to control colors, scale and orientation

  • Shot 6 Troubleshooting

    Problem: Floating objects did not move properly and they created copy of themselves when exporting USD

    Problem

    Fix

    Problem: Floating objects did not move properly and they created copy of themselves when exporting USD

  • Use Attibute Delete SOP to remove unused attribute

  • In Attribute Create SOP, set attribute type to 'Integer' instead of Float

  • If you pack the geometry, in Sop Import, make sure to choose 'Create Native Instances' in Packed Primitives

  • In USD Rop node, enable 'Track Promitive Existence to Set Visibility'