Mentor Comments
Molly
-Comp vector aovs and then motion blur in comp
Hailey
-Softening alpha, smearing color to the edge, eroding alpha also works
Beck
-Is it between paper or real flower? Can’t tell right now, feels like paper
-Overall colors are a lot better
-Flower, add SSS, sim also should be more realistic, combination of lookdev and sim
-The defrosting can be more organic, rn it is very obviously defrosting from the y
axis
Hailey
-Purple silkiness is very beautiful
-Flower and leaves are missing SSS, everything looks very flat
-Even the environment feels flat
-Light bulb on ring in water shot is missing?
-Water shot- sky feels stormy- disconnect between water and sky
-Don’t like the background for shot 5
Kyle
-Backgrounds in Oura ring branding are a lot richer
-Richer gradients
-In flower shot, out of focus light shaft on the background
-Even flat color background looks interesting in the original oura ring reference
-The light should pick up the rim of the ring and it should be the brightest part of
each shot
-First shot, more earth tones in the background
-The frost is too white, right now it is overpowering the image- the white of the ring
should be the focus
-Flower shot, background is missing some shape
-Cloth shot, make the color a little more punchier
-Motion graphics looks great
Beck
-Maybe studio lighting in flower shot, maybe an actual environment will help this
shot, the light that is affecting the flower should hit the backgrounds
Kyle
-Think about how you would shoot flower shot in real life
Molly
-Too many little things in the middle of the flower, the ring is getting lost in it
-Maybe not have them at all? Or have them blend into the pink a little bit
Beck
Maybe smaller petals in the center of flower
To Do
Shot 1:
-Improve pedestal texture
-Improve lighting and background
Shot 3:
-Refine the flower motion and ring animation to work together (GS)
-Continue with frost effect, add back in with time (GS)
-Refine vellum on flower and leaves (GS)
Shot 2:
-Rerender with finalized settings for higher quality (MJ)
Shot 4:
-Fix small texture issues
-Change camera transition at end
-Improve colors, lighting, and motion as needed
Shot 5:
-Finalize lighting and background adjustments
LookDev/Lighting: (NR)
-Update any texture/Lighting after feedback,
-Implement bg integration for shot2
Compositing: (WP)
-Adjust shots as needed
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2/23/2026
Today Wren finalized our comp to show the mentors tomorrow. Below is this weeks finalized vis
Updated Vis Edited by Wren Pellant
Last Week
Quilt
This Week
Quilt
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2/22/2026
I was looking at more background iterations for shot 5, as a team we are still deciding what would fit best with the branding. Below are 3 difference versions I came up with
Shot 5 Backgrounds Iterations
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2/21/2026
Aside from Wren needing an altered aov, I did not have to re-render shot 2 this week. So instead I spent a majority of my time trying to figure out a certain issue this shot has had for some time now, revolving around the tonemapping
Current Flipbook
Something that has been hindering shot 2 is that the tonemap we are rendering with rebuilds incorrectly in nuke. What does this mean exactly? Feel free to check out Wren's blog(Wrendering.com) where he goes into a more detailed explanation. We figured out the issue thanks to our peers and once it was fixed it assisted greatly with some of our color issues
With Tonemapping error
Without Tonemapping error
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2/17/2026
This week the had continued critique about our overall colors, specifically for shots 1 and 5. While our lighter was busy with shot 3, I went ahead and relit shot 5 in order to fit this new aesthetic which follows more closely to Oura's branding
References provided by Kyle
Before After
Before After
Below is my updated render of shot 5, it still needs some reworking but I am happy with where it is at as of now