Week 06 - Add Layers of Particles | Lighting and Particles Look Development

10 - 16 Feb 2026

Week 7 Review

Mentors Feedback and Suggestions

  • Shot 1: Less perfection on the particle trails.

  • Shot 1: Consider boosting color spill

  • Shot 1-2: Feels a bit too long.

  • Shots 3: Too dark at the beginning

  • Shots 3: Glowing particles should start earlier

  • Shots 3-4: Need more pscale variation in the particles.

  • Shots 3-4: Some particles should move slower than others

  • Shots 4: Specular might be too much

  • Shots 4: Lighting feels flat - needs better, more dynamic lighting.

  • Shots 4: Reveal ends too soon.

  • Shots 5: Background is blending too much with the product - should be darker.

  • Completed

    Team Tasks

  • Shot 1: Add another layer of particles

  • Shot 3: Add pyro and refine particles

  • Refined lighting for shot 1-2 and final shot

  • Custom height/displacement for the painting shot

  • Refined materials

  • shot 3: Render AOVS

  • Shot 2-3:Compositing

  • Individual Tasks

  • Shot 1: Add spill light from the particles

  • Shot 3: Adjust material and lighting on the particles

  • Shot 3-4: Lighting

  • Shot 4: Add particle from shot 4 at the beginning of the shot so it’ll look continue

  • To-Do Lists

    Team Tasks

  • Shot 1-2: Refine the particle flow and improve its smoothness.

  • Shot 3: Refine the look of particles

  • Shot 4: Printed materials for items in final shot

  • Render AOVs

  • Compositing

  • Individual Tasks

  • Shot 3-4: Refine particles

  • Shot 4: Add colorful particles floating together with the objects

  • Particles Around The Main One

    Add scattered particles around the main particle for more variation

    Create swirling effect using cross product in VEX

    Kill particles based on their position

    Added layer of particles

    All particles combined

    Manipulating Mesh Light to Create Spill Light

    Use mesh light to create a convincing spill light that would be more efficient than rely solely on emissive material

    Reshape and animate sphere to mimic moving light coming from the particles

    Add the same texture used for particles to the mesh

    Attach the position of the light source to the lowest part of the particles using VEX

    VEX Code

    Create Mask for Revealing Printed Texture

    Use VEX code to generate a mask for transforming wood texture to the printed texture

    Use distance function in Attibute Wrangle node to create black and white area based on the distance from the center to each points of the top face

    Add to the original global position attribute (@P)

    Problem: Printed texture has a significantly stronger bump value than the wood texture creating a gap between top face of the wood board and the rest of it when the white mask reach the edges

    Solution: Create black frame on the edges so white area will never touch the edges

    Create vertical stripes using sin() in VEX

    Create horizontal stripes using sin() in VEX

    Multiply the horizontal and vertical stripes to combine them creating a frame

    Animated mask without frame

    Animated mask with frame

    Printed Texture without frame

    Printed Texture with frame