VFX Toolbox

Some of my favorite film/TV tittle sequence:

-Better Caul Saul (seasons 1 to 6) (2015-2022)

The title sequence of “Better Call Saul” features various images and shots that provide insight into the show’s themes and characters. It typically begins with fast-paced shots of everyday objects, legal documents, and urban landscapes, all set against a desert backdrop. As the sequence progresses, it delves into more symbolic imagery, including references to law, justice, and morality. The sequence concludes with the show’s title, rendered in a gritty, neon-lit style reminiscent of Saul Goodman’s flamboyant personality. Throughout, the music sets a tone that is both suspenseful and slightly off-kilter, reflecting the show’s blend of drama and dark comedy.

-Jessica Jones (2015-2018)

The title sequence of “Jessica Jones” is a dark and moody introduction to the show’s gritty world. It features close-up shots of various urban landscapes, focusing on the details of New York City streets, buildings, and alleyways. These shots are often distorted or obscured, reflecting Jessica’s fragmented psyche and troubled past. The sequence is accompanied by haunting, atmospheric music that adds to the sense of unease and mystery. Interspersed throughout are glimpses of Jessica herself, portrayed by Krysten Ritter, as she navigates the city with a sense of purpose and determination. The sequence concludes with the show’s title, presented in bold, block letters against a backdrop of swirling smoke and shadows, leaving viewers with a sense of foreboding and anticipation for what’s to come.

-Daredevil (2015-2018)

The title sequence of “Daredevil” sets a dark and atmospheric tone for the show. It features stylized shots of New York City, focusing on the gritty details of the urban landscape such as rain-soaked streets, flickering lights, and looming skyscrapers. These shots are interspersed with images that evoke the themes of justice, vigilance, and the blurred line between hero and villain. The sequence is accompanied by a haunting and intense score that builds suspense and anticipation. Throughout the sequence, glimpses of Daredevil’s iconic red costume and his radar senses are hinted at, adding to the sense of mystery and intrigue. The sequence concludes with the show’s title, presented in bold, red letters against a backdrop of swirling darkness, leaving viewers eager to dive into the world of Hell’s Kitchen.

-Luke Cage (2016-2018)

The title sequence of “Luke Cage” captures the essence of its titular character and setting. It features a blend of imagery that reflects the show’s themes of strength, resilience, and community. Set against the backdrop of Harlem, New York City, the sequence showcases urban landscapes, street art, and cultural landmarks that characterize the neighborhood. Interspersed with these visuals are shots of Luke Cage himself, portrayed by Mike Colter, exuding a sense of quiet power and determination. The sequence is accompanied by a soulful and rhythmic soundtrack, reflective of Harlem’s rich musical heritage. It concludes with the show’s title, presented in bold, impactful lettering, encapsulating the spirit of the series and drawing viewers into Luke Cage’s world.

-Iron Fist (2017-2018)

The title sequence of “Iron Fist” is a dynamic introduction to the show’s martial arts and mystical themes. It features a series of fast-paced shots depicting martial arts movements, ancient symbols, and modern cityscapes. These shots are overlaid with imagery of the Iron Fist’s glowing, mystical powers, hinting at the supernatural elements of the series. The sequence is accompanied by an energetic and suspenseful score that heightens the sense of action and adventure. Throughout the sequence, glimpses of the Iron Fist’s iconic green and gold costume are woven in, adding to the mystique surrounding the character. The sequence concludes with the show’s title, presented in bold, metallic lettering, leaving viewers intrigued and eager to delve into the world of Danny Rand and his quest for justice.

-The Girl with the Dragon Tattoo (2011)

The title sequence of “The Girl with the Dragon Tattoo” is a visually striking and thematically dense introduction to the film. It features a montage of dark and unsettling images, including close-up shots of industrial machinery, twisted metal, and disturbingly abstract forms. These images are intercut with glimpses of the film’s central characters and locations, hinting at the complex web of secrets and mysteries that will unfold. The sequence is accompanied by an eerie and atmospheric score that adds to the sense of tension and unease. Throughout, the imagery is overlaid with cryptic symbols and text, reflecting the film’s themes of corruption, conspiracy, and the search for truth. The sequence concludes with the film’s title, presented in bold, stark lettering, leaving viewers captivated and eager to unravel the story that lies ahead.

Week 1:

Adobe After Effects quick demo

During week 1 I learned the very basic functions of After Effects which were keyframes, here is what I did:

This is the asset I used: 

When adding a composition, these are the settings you can alter.

I imported my images and while they were selected, I dragged them top my new composition.

I added a solid layer of red to make my png image appear.

In the submenu of each image, you have the option to “transform” the properties of your image such as scale, position, rotation, opacity and anchor points. To make my image move, I keyframed its position by clicking on the stopwatch shown in the image above . To add another keyframe, click on the diamond icon near the stopwatch. The same could be applied to each transformation attribute of the image.

This is the rendering tab found in the “composition” window brought from the top bar menu.

 

Using the knowledge I gained from this activity, I tried it again and this was my outcome:

 

Vector Shapes Activity

I was tasked with creating a “Dr No” tittle sequence using After Effects shape layers. Here is what I did:

 

 

I started by making my first composition which was going to be my first circle animation.

I added a new shape layer.

I wanted to animate my circle while it was popping in and out by clicking on the scale’s tab stop watch to keyframe.

I foresaw that I was going to work with such little duration so I changed my timeline display to frames.

I did the same to add color to my circle

In the shape layer tab, I pressed on the arrow icon to pick which shape I wanted my layer to be which was the eclipse.

This where I placed my key frames. First one being the normal size and second the smaller one.

I added a new composition for it to act as my row of circles.

In my row composition, I dragged the circle composition to eventually duplicate it.

I positioned the circle on the left to stark my row.

To make my row I duplicated my circle my clicking on its layer and pressing Ctrl + D.

This is where I placed the duplicated circle

I duplicated the circle multiple times.

I chose my alignment option.

This is the setting I picked when picking the keyframe assistance.

To arrange my circles in the right order of appearance I used the keyframe assistance feature.

I dragged the rows composition to my new column composition.

This ix they keyframe assistance settings I picked for the rearrangement of my rows in the timeline.

This is the aligement option I picked.

This is where I placed each row (they are not played yet).

I duplicated my rows.

After using my newfound techniques I created this tittle sequence:

Using the techniques I learned throughout this activity I attempted it once more:

Attempt 3:

 

Week 2:

I attempted to create the James Bond “Live and Let Die” sequence. The skull part.

To do so, I first experimented and tested my ability to use alphas and lunas in Adobe Aftereffects. With some images of playing cards and Danial Craig, this was how I approached this composition:

These are my assets:

I opened After Effects and imported my assets.

These are my compositions settings.

To keep my assets organized, I stored them in a file.

I added the image of Danial Craig into the compostion and checked how different image Chanels would look on the asset. This shows me the different Chanels this image has in it so I can properly work with it.

I added a hue and saturation effect to the playing cards for a later on development.

I adjusted the black color to seem light on the left side. This will make the image of playing card match the light of the image behind it.

I added a curve effect to the playing cards for a later development.

I also added a Brightness Contrast effect.

I switched the Danial Craig image’s Chanel to the alpha of the playing card image.

I switched the type of alpha mode.

Now that I know how different image Channels look on an image, I am ready for the bigger task at hand.

I started by understanding how to separate a mask form its image:

I positioned my asset.

I added a mask and changed its shape to a circle to resemble the human head form.

I decreased the mask’s expansion which reduces how much exposure it causes.

The face had its seprate mask. I added a second one just for the eyes and altered the expansion so that the mask around the eyes could glow brighter than the face.

I picked the diffrince blending mode to separate my eye mask from the background.

I turned on the alpha view mode to observe the change.

Now I wanted to blend an image with another. I wanted to combine Danial Craig’s face with a skull so that his facial features show through that of the skulls.

These are my assets:

I created a new composition with the following settings: 1920×1080 25fps and with a length of 500 frames. I added the image of my skull. My goal was to bring the facial features of the Danial Craig asset asset to the skull and blend them together.

To distinguish the skull from its own background I traced and created a mask manually around its shape.

I made 2 more masks for the jaw area.

Each jaw mask’s blending mode was changed to subtract to show black giving the effect that there is nothing behind this skull or anything holding it in place.

I turned on alpha view and added my image of Danial Craig for the next step.

Now I knew where to position the head of my s3cond image so it can align with the skull.

To bring the 2nd image behind the skull’s outline so only the head will show, I changed its alpha chanenel to the skull image asset.

This was my work so far.

I duplicated the skull image.

The first one acted as my skull outline whereas the second is the visual itself that will blend with Danial Craig’s face.

I manually traced a mask around Craig’s hair because it looks uncanny on a skull.

This is how my work was looking so far. I duplicated Craig’s face.

With the duplicated I added two masks around his eyes which were going to be the more visible part of his face when it blends with the skull.

With the duplicated I added two masks around his eyes which were going to be the more visible part of his face when it blends with the skull.

I added 2 more masks one for the nose and one for the mouth and adjusted each one of their feathering and expansion to clearly appear through the skull whilst looking natural.

This is how my finished product looked like.

I wanted to make another attempt at this activety to further test my skills. This time I planed on adding more effects and have it animate. I picked the rapper “Eminem”‘s face this time.

These are the assets I used:

The song “My Darling” (explicit version) by Eminem

This was my final product:

Week 3 + 4

During this 2 week period I learned how to use green screen footage in Aftereffects. I came up with a James Bond Themed sequence.

In week 3 we as a class filmed the footage using the studio’s massive green screen, here is the footage I picked:

The clip above was the one I filmed, the rest were filmed by a variety of my classmates.

When filming, I had to coordinate an action/spy sequence hence I had to think how would 2 people who are somewhat trained spies fight. This activity improved my directing and critical thinking skills.

I imported the clips into AfterEffects and this is how I used them:

These were the settings of my initial composition.

I added my first clip to it and applied the “Key light 1.2” effect which recognizes any color and adjusts it to change based on the variation of light on it.

I eyedropped the green area in the green screen.

This is how the default black color looked like.

To adjust the color of my background, I added a blue solid.layer

I put the solid layer under my footage and this is what it resulted with.

I hid the solid so I can clearly see the noise in the background and get rid of it. Also, I changed the view to screen matte so the silhouettes would show.

This was my first glance at the silhouette. The problem was that it retained the noise and minor details from the original footage.

Besides the silhouette, I had to get rid of the background noise marked in the image above.

To do so, I slightly increased the screen’s grain and balance which did get rid of the background noise, but only increased the silhouette noise.

To fix this issue, I lowered the whites value and completely nullified the black values of my footage.

While filming, unwanted objects appeared in shot without realization. I masked them out with the pen tool and set the new mask to subtract.

I added more footage and applied the same steps to it in order to create a bigger video with a narrative.

I added a shape layer of an eclipse and filled it with red.

I duplicated it and used the align tool on it to create an organized layout.

For each of my videos I precomposed the original circles and after doing so, I annotated each pre-composition to its own video. After doing so, on my new pre-composites, I changed their matte layer to their adjacent clips.

This was my final timeline.

This is my final product at my first attempt.

This was my second attempt.

Audio:

gg

Week 5:

In today’s lecture, I learned how to track different types of footage in After Effects and alongside opening up my mind to the various ideas I can achieve with my new found knowledge of tracking.

This is the process of each type of track:

Note: tracking makes the process of manually animating certain aspects quicker and automatic.

General tracking:

These are my assets:

PNG

My goal was to animate the Pyramid sign to follow the pyramid in the scene while the camera was moving away and panning. Doing this manually would be counter productive, hence to why I will use tracking.

I imported my footage and these were the settings to my composition.

I re-located the PNG’s anchor point so it can move the way it is expected to which is not from the middle of the photo but from the circle. I then positioned it on the pyramid it was going to follow.

I opened Aftereffect’s “Tracker” menu and clicked on “Track Motion”.

A square otherwise known as a “Track point” spawned on my footage.

Upon holding down on tracking point, I was able to move it manually on to the point of the pyramid I wanted tracked.

I clicked play on the tracker menu, and it automatically keyframed the scene’s motion and matched it with the position keyframe of the PNG.

This was the PNG’s timeline.

I clicked on “Edit Target” and with my PNG selected, I clicked on [okay].

I clicked on apply and then selected “X and Y “and confirmed my options.

This allowed the PNG’s keyframes to respond to the footage’s motion in sync.

This was my final product:

 

Now that I understood the basics of tracking, the remaining types were going to come easier to me because of the techniques I picked up.

Face tracking:

This is my asset:

My goal was to blur out the child in the middle’s face throughout the whole video.

I imported my footage and gave it this compostion’s settings.

I duplicated my footage in the composition because I intended to add subtract mask in the next step.

I masked the child’s face.

I opened the tracker and selected the “Face tracking outline” mode.

I clicked play in the tracker. However, I discovered that the mask was not to binding. I planned on mending it.

I added an effect [Stylize]>”Mosaic” to the duplicated layer with the mask.

This was the effect’s hud.

I adjusted the mosaic’s horizontal and vertical blocks to set where the blur was going to be in my mask.

I made my original layer visible so the subtract mask would not be the only thing remaining . (return the background outside the mask).

This was my final product:

 

Text tracking:

My asset:

My goal was to maintain my text’s position with in the 3D space of my footage whilst having follow the scene’s camera’s motion.

I imported my footage and this was the composition I added them to.

I opened the tracker and tracked my footage’s camera so the text has a reference to follow in the video.

The camera tracking analyses my scene and placed different points in it so that it was recognized as 3D data like a viewport. I was able to navigate using this red cursor shown above. It also opened its own hud in the effects tab.

I held down the mouse and masked an area in the 3D tracking points and right clicked to create a text and camera with in the 3D space.

This is how the text was layer out in the 3D space.

This was the alternate 3D cursor which is birthed by holding down on the left click mouse.

This was my product so far.

Each of my tracked texts had their own layer.

I edited my texts using the type tool and the text tab. This was my result.

This 3D gizmo allowed me to move, rotate and scale my text in the 3D space of my scene. That way if my text was s too big for example, I can scale it in a way that it retain’s its 3D in sync aspect with my scene.

This is my final product.

Content aware tracking:

My asset:

My goal was to remove the sign on the right wall inside the video for each frame and replace it with AI.

I imported my footage and selected these composition settings for it.

I duplicated my footage.

I put a mask around the sign that I was going to remove.

I hid my original layer and set my mask to track using the perspective mode.

I set the mask to subtract so the scene behind it would show.

I clicked play and watched the mask keyframe its position in sync the video’s perspective.

I opened the content aware tab.

I selected the surface tracking option and generated a fill layer.

The previous step generated a fill image sequence which was every frame the sign was going to disappear. That way the system knew what to replace the frames with the sign with.

This was how the AI generated fill looked like in the mask.

My original layer remained hidden whilst my fill and duplicated layer.

This was my final result.

For a clearer demonstration of the content aware mask, watch my asset footage.

Perspective corner pin tracking:

My assets:

My goal is to put the Adidas logo onto the box in the video and have it move in sync to the box’s motion.

I imported my footage and picked these composition settings for it.

I added my logo into the scene and set it to track the scene’s motion in the tracker.

I played the video and set the track mode to “perspective corner pin”.

I played the video again and this quadruple tracking point system showed up on my compostion.

I separated the bigger square from the smaller ones.

I played the video so the tracking points can know where to move with the video.

In the edit layer tracker tab I set it to my video layer.

I applied my changes.

The tracker automatically set these keyframes in my timeline.

This was my product so far.

I set the blend mode to multiply and decreased the opacity of my logo so its background would vanish.

To make my logo tracker appear more believable, I turned on motion blur.

This was my product so far.

Pushing it further:

Corner pin tracking:

Removing the “CHoqechaka” sign

My asset:

The result:

My assets:

The result:

Corner pin + Content aware fill tracking:

My assets:

The result:

Week 6:

3D space with texts in Aftereffects + Shatter effect

I created a new composition.

I added a new solid.

I clicked on the 3D icon in the white solid layer which spawned a 3D gizmo just as the one used in 3D software’s. That way I can move my layers like 3D objects in a 3D viewport.

I rotated the solid on the Z-axis at a 90 degree angle.

I added another solid layer.

I set up my second solid as the background to my first plane which by now was the floor of my 3D scene.

I added my text using the “T” tool.

I added a generate grid effect.

This opened an axis that allows me to visualize my 3D environment.

I altered the settings of my floor and background.

I added a camera to my scene so I can view my 3D objects from a Z-axis perspective.

These were my camera’s initial settings.

I changed the view to my camera’s lens.

I also selected the 4 viewport options to observe my 3D space from different angles which each provide their own benefits.

I changed my camera’s settings.

I added a light to my scene to improve its sense of realism.

These were my light’s initial settings.

This was how my light looked like in the viewport.

These were the settings I picked for my light.

This is how I positioned my light.

I changed my camera’s focus distance because of the new way I set up my light. I also added some blur.

I added a “straight by character” effect to my text which automatically key-framed my 3D text and saved me a large sum of manual work. The following video was my product so far.

I changed the position of how far was my text going to be in the beginning of the animation.

I switched to Cinema 4D

The previous step offered more traditional 3D software features which I used.

I was able to make full fledged and detailed 3D shapes in Aftereffects.

I removed my previous effect and added the shatter.

I set the effect to render view.

This is my final product:

I changed the effect’s breaking method from bricks to glass.

These were the settings I picked.

I added a second shatter effect for a more slow and realistic break in a different area of my 3D text.

I picked these settings.

 

Render passes and AOVs:

AOVs (Arbitrary Output Variables) and render passes are integral components of the rendering process, particularly in more advanced workflows and when working with complex scenes.

AOVs (Arbitrary Output Variables): AOVs allow you to output specific elements of a scene separately during the rendering process. This can include things like diffuse color, specular highlights, reflections, ambient occlusion, depth information, or any other data you might want to isolate for compositing purposes. AOVs are useful for post-processing tasks in compositing software like Adobe After Effects or Nuke.

Render Passes: Render passes are essentially different layers of information that are rendered separately from the main render. Each pass represents a specific component of the scene, such as diffuse lighting, specular highlights, shadows, reflections, etc. By breaking down the rendering into passes, you have more control over each component during the compositing stage. For example, you can adjust the intensity of the shadows independently of other elements or apply effects to only certain parts of the image.

In Maya, you can set up AOVs and render passes using the Render Settings window. There, you can define which passes or AOVs you want to include in your render, as well as adjust settings specific to each one, such as sample rates, filtering options, etc.

Using AOVs and render passes can greatly enhance your workflow, as they allow for more flexibility and control over the final output, especially when it comes to creating complex visual effects or integrating CGI elements into live-action footage.

This was my initial scene in Autodesk Maya.

My seemed flat so i added this HDRI called “Art workshop”

I set my HDRI’s settings

My updated scene

I took a snapshot for future comparison with my other renders.

I set up my camera settings in the Arnold renderer

My result

I added my AOV’s which are individual assets of my image such as how bright my textures are. (Specular)

I can also add a costume AOV based on any factor I want to control in the future of my photo.

I added an Ambient Occlusion texture from Arnold.

I set my texture settings

I added these AOV’s

These were the different images Arnold generated for all my AOVs

I opened my image in Aftereffects

I duplicated my original image and added an extractor effect to register the diffuse AOV as a variable I can change

I repeated the process for all my AOVs. Added an adjustment layer with an exposure effect.

I duplicated my original image and added a “cryptomatte” effect and eye dropped different objects in my asset so I can individually change their AOVs

This is how my objects looked like when they were eye dropped.

There was an object option for the eye dropper.

I set each of my crypto matte layers to Matte only output

The crypto matte can also work on separate materials

crypto matte on separate materials

I pre composed my original image layers to create an individual combination of them to be used as a matte.

I set the matte layer to the newly precomposed layer

I added a hue and saturation layer to my layer to only change the background since now my objects were separated from my background in their own crypto matte effect.

I duplicated my pre-composition but this time I set its matte to the crypto matte layer of all my objects one by one

After re-applying the techniques I learned, this was my final result.

These were my layers at the end

After re-applying the techniques I learned, this was my final result.

Pushing it further:

My asset:

My AOVs:

Ambient Occlusion

Crypto asset

Crypto material

Crypto object

Diffuse

Direct

Indirect

Specular

Transmission

My final result:

I changed the color of the wine without effecting that of it’s glass. I also increased the saturation of the rose’s red color which gave it a more worn out ripped look. I did this because the skull and gun implied violence and death to me. Hence I intensified this implication by making the flower older and possibly dead.

Week 7:
This is my VFX Toolbox module’s showreel:
This includes:
-Shape Animation in After Effects

-Demonstrate the use of masks and alpha channels to compose images together

-Green screen workflow in After Effects

-The different types 2d and 3d Tracking

-Working with 3d space in After Effects

-Compositing 3d render passes (AOVs and EXRs) using both Maya and After Effects

The music I used:

Week 8:
Simulations in Autodesk Maya:

The “bullet system” in Autodesk Maya typically refers to the Bullet Physics Engine, which is a physics simulation engine integrated into Maya. The Bullet Physics Engine allows animators and designers to simulate various physical phenomena such as rigid body dynamics, soft body dynamics, and collisions within their Maya scenes.

Here are some key features and capabilities of the Bullet Physics Engine in Maya:

Rigid Body Dynamics: Users can create and simulate rigid bodies within Maya scenes. These rigid bodies can interact with each other and with other elements in the scene, such as forces and constraints.

Soft Body Dynamics: The Bullet Physics Engine also supports soft body dynamics, allowing users to simulate deformable objects like cloth, rubber, or foam. This feature is useful for creating realistic simulations of objects with flexible or elastic properties.

Constraints: Maya’s Bullet Physics Engine includes various types of constraints that can be used to control the movement and interactions of simulated objects. Examples of constraints include hinges, sliders, and point-to-point constraints.

Collisions: The engine accurately simulates collisions between objects, ensuring that they interact realistically when they come into contact with each other. This is essential for creating believable simulations of objects interacting in a virtual environment.

Integration: The Bullet Physics Engine is fully integrated into Maya’s interface, making it easy for users to set up and control physics simulations directly within the Maya environment. Users can interactively adjust simulation parameters and see the results in real-time.

Overall, the Bullet Physics Engine in Autodesk Maya provides animators and designers with powerful tools for creating dynamic and realistic simulations of physical phenomena within their 3D scenes.

Dominos:

To set up my dominos in Maya efficiently, I used the duplicate special feature.

I switched to the FX menu

In the bullet menu, I added a passive rigid body to my plane which enables it to react to real time physics.

For my dominos to also have real time physics, i added an active rigid body

This is what the bullet system looks like in the viewport

I added an active rigid body to my bullet system to let it create the simulation

I altered my timeline to fit my full simulation duration

I picked the first domino and deduced the direction it was going to fall to effect the other dominos would be the -XZ axis. I set its initial Z velocity to -1

My simulation looked quite uncanny.

I altered my frame rate for a more realistic simulation.

My asset

bullet system settings

I altered the initial velocity of multiple blocks which would allow them to move whilst effecting the balance of the remaining blocks in the tower.

I set my playback speed to “play every frame max real time” for a more realistic simulation.

I activated ground plane so the whole grid would react to the physical force inflicted upon it.

Chain:

This was my starting asset

My asset had an irregular shape hence the collider shape I selected for it in the bullet animation would be “auto compound”.

In my bullet solver attribute settings I activated ground plane which makes the whole grid physically ware of its surroundings.

My result so far

I eliminated the first chain’s mass so it can be suspended in the air and act as a handle for my mace.

My result so far

To step up my work, I added the previous simulation of Jenga for my wrecking ball to knock down in real time.

The bullet system I assigned to my Jenga

I increased the mass of my ball to increase its force upon colliding with the Jenga.

My final result.

Kinetic broom:

I set up my scene with a plane that had a passive rigid body bullet system

I applied an active rigid body bullet system to my matches which were going to be swept away by the broom.

I applied a bullet system to my broom but this time I set it to Kinematic to achieve the effect of having it push the matchsticks.

I manually keyframed my broom to move through the match sticks.

I activated initially sleeping to the match sticks so they would not move on their own because of their bullet system.

My result so far

I altered the gravity and frame rate of my bullet solver for a more realistic look.

After some tampering, this was my final result.

Week 9:
Cloth simulation:

“Ncloth” (short for “Nucleus Cloth”) is a specific cloth simulation system within Autodesk Maya, a popular 3D modeling and animation software. Ncloth provides advanced cloth simulation capabilities with a more sophisticated solver compared to the traditional cloth simulation tools in Maya.

Here are some key features and characteristics of Ncloth simulation:

Nucleus Physics Engine: Ncloth simulation is powered by the Nucleus physics engine in Maya, which is a robust and efficient solver capable of handling complex simulations accurately and in real-time.

Realistic Cloth Behavior: Ncloth allows for the creation of realistic cloth behavior, including accurate simulation of fabric stretching, bending, tearing, and collision with other objects. It can produce lifelike draping, folding, and wrinkling effects.

Interactive Dynamics: Ncloth simulation in Maya offers interactive controls and feedback, allowing artists to manipulate and interact with the cloth simulation in real-time. This makes it easier to achieve the desired look and behavior of the cloth.

Dynamic Properties: Artists can adjust various dynamic properties of the cloth, such as stiffness, stretchiness, friction, and damping, to control its behavior during simulation.

Collisions and Constraints: Ncloth supports collision detection with other objects in the scene, as well as the ability to set up constraints to restrict the movement of certain parts of the cloth or to attach it to other objects.

Tearable Cloth: Ncloth allows for the simulation of tearing and ripping effects, where the cloth can be torn apart dynamically based on specified parameters and interactions with other objects.

Efficient Workflow Integration: Ncloth simulation integrates seamlessly into Maya’s workflow, allowing artists to easily create, simulate, and refine cloth simulations alongside other elements of their 3D scenes.

Overall, Ncloth simulation in Maya is a powerful tool for creating realistic cloth effects in 3D animations and visual effects, offering advanced features and capabilities for achieving lifelike results.

The process:

Using ncloth to make a flag:

I set my [playback speed

I started out with a plane as such

how to add the ncloth simulation

the n cloth visual representation in the viewport

I increased my timeline’s duration to fit the simulation

Use plane: so my cloth plane reacts to my ground axis in real time

I experimented with different presets for my cloth simulation

The more subdivided the mesh is, the smoother it reacts with cloth

I modeled a pole for my flag simulation

To add constraints select the vertex of desire and shift click the mesh you want it attached to. This will connect the cloth to any model.

I altered my wind speed and experimented with it to get a good look for my flag

Another way to add wind to my scene is through a volume axis

These were my volume axis’s settings

My final products:

ncloth on characters:

I added a cylinder to be the skirt in my simulation

The lattice allows me to manipulate my mesh more smoothly.

I applied my ncloth simulation with the following settings to the skirt

Point to surface to tighten the skirt around the mesh of choice

My character was going through the skirt, to fix that I enabled it to collide with the skirt’s mesh.

I set the constraint method to wield to show the skirt as if it was hanging from within the character

I set the silk preset to the skirt

I altered the space scale to make the spirt hang more loosely and naturally from the character

My final product:

ncloth squishy ball:

applying the ncloth simulation

I picked the airbag preset which resembled my object the most

I set a passive collider to my stairs so it would act as a plane for my ball to bounce on in real time physics

I filled my ball with nparticales which were going to act as sand leaking out of it

I selected random edges in my ball which were going to be were it would get torn in the simulation

I altered my nparticale’s attributes

I changed the way my ball would get torn

My final product:

Trampoline:

My initial asset

applying ncloth

setting my constraints to make the trampoline hang from a support beam in real time physics

I created an emitter so I would test how multiple objects would react upon colliding with my trampoline

I set my particles to render as spheres for a clearer visual demonstration of the collision

I assigned the chainmail preset to my particles

This controls how far below my trampoline would stretch and how sensitive to the collision my particles would cause it

I added a tear constraint

My tear constraint settings

My final product:

Assignment 2: 
My plan:
This is my first attempt:
The techniques that were used and covered on this page:
-One point tracking
-Face tracking mask
-3D text environment (in After Effects)
-Content aware filter
-Silhouettes
-Bullet Jenga effect in Autodesk Maya
-Bullet domino effect in Autodesk Maya
-Dr No inspired shape layer sequence
-Transparency and alpha levels
The process of creating my costume “wanted James Bond” poster:
To accurately make my dominos I used a reference image in Autodesk Maya:
Assets:
 Individual renders that never made it to the final draft:
This is my second and final attempt:
In my sequence I used the following techniques which were covered on this page:
-Dr No inspired shape layer movement
-Silhouette mattes
-The 3D camera in Adobe Aftereffects
-Transparency and layering
-Keyframing animations in Autodesk Maya
-Bullet simulation of dominos in Autodesk Maya
-Bullet simulation of Jenga in Autodesk Maya
-Anchor point based tittle animation
-Rotoscoping

I paint around the subject in the scene so the roto brush can detect movement in that same subject after playing the video.

This is the process of how I created my stylized animated tittle using Adobe Illustrator and After Effects:

I opened Adobe Illustrator

I added my text with font. I used the align tool to place each word on the same Y-axis.

I aligned my texts on the X-axis such that there was a pattern of an empty line as shown above.

To make each shape within a letter its own layer:

I added my anchor points on each shape for later keyframing use in After Effects.

Each of my new shape layers:

Importing my Illustrator file in After Effects:

I converted my layers to vector shape so I can animate them.

Color coding helped me so much in identifying a group of shapes that form 1 letter.

I used the ruler tool to animate my letters using the proper alignments.

For an easier workflow, I lowered the opacity on the letters I was not using at the time.

I also locked layers not being used to avoid any accidents.

For a smoother animation, I used the “Easy Ease” option so I can access my animation curve.

I repeated the process for all my shape layers

Certain shape animation looked more appealing to the eye when animated from their center rather than their edges. I was able to animate them from any point using the anchor tool to set where their animation would start from.

My final product:

 

The assets I used:
Week 11:
Fluid simulation

Fluid simulation in Autodesk Maya is a powerful toolset used to create dynamic fluid effects, such as water, smoke, fire, and explosions. Maya’s fluid simulation capabilities allow artists and animators to achieve realistic fluid dynamics in their 3D scenes. Here’s a brief overview of how to work with fluid simulations in Maya:

Key Concepts
Fluids Container: The fluid simulation in Maya is usually done within a 3D container. This defines the spatial limits for the fluid and the grid resolution.
Fluid Attributes: These determine the behavior of the fluid, including its density, velocity, temperature, pressure, and more. You can control properties like buoyancy, turbulence, and diffusion.
Emitters: Emitters introduce fluid into the container. They can be adjusted to control the rate, shape, and behavior of fluid emission.
Forces and Fields: Forces like gravity or custom fields can be used to influence fluid dynamics. You can also add wind, vortex, or turbulence fields.
Solvers and Simulation Settings: Maya provides different solvers for fluids, allowing you to control how the fluid simulation is calculated. Simulation settings determine the accuracy and quality of the simulation.
Visualization and Rendering: Maya offers various methods to visualize fluid simulations, such as isosurfaces, volume rendering, or textures. This is where you can define how the fluid appears in the final render.
Basic Workflow
Create a Fluid Container: Go to Fluid Effects > Create 3D Container with Emitter. This sets up a basic fluid container with a default emitter.
Adjust Fluid Attributes: Select the fluid container and tweak its attributes to achieve the desired effect. You can change the base properties of the fluid, such as density, temperature, and more.
Configure Emitters: Modify the emitter’s position, shape, and emission rate to control where and how fluid is generated.
Add Forces or Fields: To create more dynamic effects, add forces like gravity or turbulence fields to manipulate fluid motion.
Simulate and Preview: Run the simulation to see how the fluid behaves. Adjust parameters to fine-tune the fluid dynamics.
Visualize and Render: Choose the best visualization method for your simulation, then render to see the final output.

2D fluid container set up:

The fluid menu in the “FX” workspace

visual representation of the 2D fluid container (it is not visible when rendered)

The same is said about this emitter found inside the container which I can separate from using [shift] + P

I set my emitter type to volume so it can have an adjustable scale.

I can alter how big I want my container to be and have its properties in sync with its own scaling system and not the default Maya one.

This is the rate at which my emitter releases particles.

The density defines how “thick” the particles are.

Fluid drop off defines how smoothly the fluids vanish.

The turbulence is how fast can the fluids move in a specific pattern.

In the end, I can adjust the base resolution also in the fluid system’s native meu to improve my fluid simulation’s quality.

My final product:

 

3D container setup:

The 3D container hud

To sync my emitter with the container=

Visual representation of the 3D container which can not be seen in a render.

Boundary draw allows me the view my container’s resolution from in terms of width, height and base all together.

The term boundary refers to an invisible barrier which forces the fluid to bounce off it or prevents it from crossing it.

I adjusted the color of my fluid in the fluid system’s native shading menu.

My final product:

3D fluid container object emitter:

Visual representation of the 3D container, just like the 2D one, it can not be seen in the render.

I wanted to emit the fluid from an object of my choice; I picked a torus and placed it with in the container.

This is how to make an object have emission properties.

I added a surface shader material so I can apply a noise look to it.

the noise holes were meant to be where the fluid emits from, I copied the material’s name.

I pasted the name in the density emission map which acts like a texture map to any texture. Hence, this texture map is recognized by the fluid system.

My final result:

3D fluid container with fire:

I added a 3D fluid container and picked the following content methods for it.

I made its base color darker so its fire by default like color would be the dominant color.

My selected density settings:

My selected fuel settings:

My selected velocity settings:

The look so far

My turbulence settings:

My final look:

My final result:

Fire and falling objects:

For this scene I wanted to practice my knowledge of simulation in Maya so far using both bullet and fluids:

My final result:

Week 13:

“Nuke” demo:

Nuke is a powerful node-based compositing software developed by Foundry, widely used in the visual effects and post-production industry. It is designed for creating high-quality visual effects, 3D compositing, and motion graphics.

Key features include:

  • Node-based Workflow: Users build visual effects by connecting nodes, providing flexibility and a clear visualization of the compositing process.
  • Advanced Tools: It offers a comprehensive suite of tools for keying, tracking, rotoscoping, color correction, and more.
  • 3D Compositing: Supports 3D environments, allowing users to integrate 2D and 3D elements seamlessly.
  • Collaboration: Offers features for team collaboration, including support for Python scripting and deep integration with other production software.
  • Industry Use: It’s widely used in film and television for creating complex visual effects and is a standard in many studios and post-production houses.

Overall, Nuke is a professional-grade software favored for its robustness, versatility, and ability to handle complex projects in the visual effects industry.

This is a workshop activity I completed to learn the very basics of the software:
My goal was to add green screen footage of a couple on top of a still image of church doors and give it a “vintage” effect.
My assets:
My process:

This is the Nuke workspace.
Red: Node editor for layering assets
Green: node properties
Blue: viewport/screen viewer

I clicked and dragged my image into the node editor from my desktop.
To view an image connect it with the “viewer1” node (the viewer 1 acts as a top layer.

This is what the properties panel looks like.
Right now it only has the data of where my image is located on my pc because I have not added any other node to my editor yet.

I added my green screen footage and combined it with my first image using a “merge” node which has “output a” which takes priority over “output B”, hence why my green screen footage is covering my original image.

An alternative way to add assets into my node editor is pressing the “R” key while hovering over the node editor with my mouse.

I can import a sequence of images that form a video which makes the timeline appear.

I set up my green screen footage to take priority over my image.

A key light node allows me to visualize how my green screen footage would blend with my image so I can remove the green space.

This tracking point is placed on a shade of green in my footage so the software knows how to adjust the footage’s background based on the color of the shade selected.

To view footage in “alpha mode” press the “A” key.

I adjusted my key light’s black and white levels to reduce some of the excess noise in the scene.

Now that I got rid of the green areas I combined both of my assets with a merge node.

Transform: positioning my asset
Invert: to reduce any remaining green traces
roto: to add properties exclusively to a masked area

My chosen properties

My chosen properties

A grade node adjusts the video/image’s colors.

I added a saturation node

I selected the inside area of the church with my roto node and applied a defocus node to it.

I applied a vintage effect by adding a mask that brightens the colors inside of it using another roto node.

My final product