Mentor Comments
Kyle:
-Rotation of pedestal is too abrupt on Shot 1
-Shot 3, it is lingering too much in the hair, feels like it is caught in the flower, show it
gracefully fall down
-Shot 2, starting feels like a while surface, need a shadow
-Maybe values get darker when underwater, needs some shape
-The sudden drop from water to cloth is not working
-Maybe a match cut and then change of weight
-Cloth shot is lingering too long, make it snappier
-More work on the animation for the last shot
-Lighting on flower could be punchier, it is flat right now

Molly:
-Losing bevels on the ring for flower shot
-Keep the highlight close to the edges to improve lighting
-Try smaller light source
-Maybe 3 point light set up

Beck:
-Try light linking in karma for flower shot
-Flower looks like its made of paper
-Top surface of water
-Horizon is too hard, maybe depth haze, needs more surface detail

Stephen:
-Backgrounds are nice but make sure they are tracked correctly
-Add shadow

Billy:
-Are the water bubbles too heavy for the weight of the ring?
-10% longer on cloth shot to emphasize the boing
-Caustics in water shot

Hannah:
-Nailing lighting on macro shots, need z dimension
-Maybe add particles in background for water shot
To Do
Team:
-Shot 2(Hero Shot): priority this week for getting close to 100%
-Work on timing for ring in shots 1,3,5
-Rework shot 5 with new model
-Lighting focus: 3, then 2, then 1 & 5
-Figure out comp deadline with aovs

Schedule:
Thursday- files to Noelle for lighting for shot 3/2, night time FX get an exr to Wren
Saturday - 6 am render deadline for shot 1/5, lighting deadline to FX by 12 pm on Saturday
Sunday - 6 am render deadline for shot 2/3/4
Me:
-Implement Noelle's new ring model into shot 2
-Add emissive to ring sensor and send a test EXR to Wren with all AOVs
-Re-animate shot 5's exploded view animation
-Add depth to the underwater scene of shot 2 with environment additions
-Remove WW and lessen the bubbles on impact
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2/9/2026
Since Gracie has been super busy catching up on all of her FX work, I took some time to adjust her camera and ring animation so it can fit in more with the shots it is sandwiched between

Quick Flipbook of adjusted animations

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2/8/2026
Since I figured out a way to implement tonemaps without messing up the Nuke pipeline, I began experimenting to see what look would improve this scene the most

Tonemap applied in COPS after comp

No Tonemap applied

Tonemap applied

I was running into issues regarding my depth AOV.  it was coming out all fuzzy and clearly houdini was struggling to read the depth properly. I assumed it was having trouble due to the volume over the entire scene, so my solution was to just turn the volume off for the depth pass. This worked out perfectly!

Depth AOV with volume on

Depth AOV with volume off

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2/6/2026
Our Motion Media artist said they believed the logo would look better if our ring was further from the camera. While we agreed, our team also liked the exploded view being close up to the camera. This was my solution to achieve both desired results

Updated Shot 5 animation

One of my goals this week was to have a glow applied to the ring. I looked at Oura's own ring for reference as the ring glows different colors depending on it's current "mode"

The Green Glow represents Heart-rate and Respiratory tracking

 The Red Glow means the Blood Oxygen sensor is active
          Glow Iterations
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2/4/2026
One of the mentors main comments for shot 2 is that the underwater appeared flat and had 0 sense of depth. My solution was to increase the fog box's scattering phase, as well as adding smaller bubbles in the background. Me and Noelle are also looking into adding light rays in the back

Updated Shot 2

My depth AOV is currently having issues in Nuke so as of now I am experimenting with DOF in render. Below are a few tests
DOF Test Renders
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