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Bugs Buddy Lighting and Rendering

In this shot I was responsible for the welling up of tears in ladybugs' eyes, the actual tears coming off of them.

For this shot, I ended up asking for the previous scene which was completely mo-graph and added it to the screen material with an emission node. I also had to adjust the UV's to match.

For this scene, I used shape keys for the liquid coming out of the juice box. Though I find that shape keys can be messy it was a much easier solution than using simulation as mentioned for the reasons in the main description.

For this series of shorts, I worked on particle effects, water effects, lighting, and rendering.

We used HDRI's to give us a base and then lit it manually from there usually going with a sun and a couple of area lights to get the characters lit just right. I had a lot of fun lighting these shots as they came out great in render and looked even better when given to our amazing compositor!

The one difficulty with this project was water effects and simulations. Originally the bugs were going to be at scale for the sake of us using DOF within Blender for preview, however, we quickly scrapped that once in production so we were left with micro-scaled bugs and sets. The solution was to either create a scaled-up version of that effect, then instance it down (mostly used for fluid/fire simulations), and the other was to just fight it. Specifically, on the episode with the full ocean on it, I had to just keep tweaking it and push the proxy models used for the dynamic paint further and to more accurately follow the action.