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Week 2 - progress

  • Writer: Nhat Anh Phan
    Nhat Anh Phan
  • Sep 26, 2023
  • 2 min read

Lighting Rig & Shaders

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Brushed Metal Shader

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Reference

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I created this shader from a metallic base that is masked out using different stripes. I modified the roughness and metallic levels for the areas occupied by these masks and layer them on top of one another. Some stripes would consists of a slight noise to randomize the direction and length of the marks. White spots were also added.


This shader will be used for the main body of the train.



Black Iron Shader

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Reference

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This shader was created by layering a metallic base with a black matte surface and masking them out with a cloudy grunge map. Scratches were added through masks and varying roughness and metallic levels.


This shader will be used for machinery areas of the train.



Glass Shader

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Reference

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This glass shader was created through using masks on varying levels of opacity and roughness. I will be creating multiple shaders to have it look misty in the snow, and possibly a moving shader for the rain shot.



Car Paint Shader

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Reference

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I still have some work to do for this shader to have more natural scratches and adding some noise in the normal to have slightly distorted highlights.



Environment Set up & Camera


Shot 1

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I built the rough layout of the environment for shot 1 using assets from CGtrader and Ethan's terrains generated by Gaea. I was able to take advantage of packing to reduce iteration time and allow for early motion blur tests to be carried out.


I also worked on the camera with the goal of eliminating environment work in this shot.


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- CGTrader asset


Shot 4

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Me and Davis worked on the procedural train track that would allow us to generate a track from a curve. The train can then be constrained to the same path.


I wanted this shot to be an impactful reveal of the spring environment therefore I animated the camera to have a slight pullout as the train exits the tunnel. I am a little concerned with it feeling floaty.


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Because the environment for this shot is a little more specific, I used Houdini height fields to be able to control the noise and paint out a flatter foreground for foliage generation.




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