FINAL RESULT
FINAL RESULT
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Enjoy! :)
seen from United States

seen from Malaysia
seen from United Kingdom
seen from United States
seen from United States

seen from Kyrgyzstan
seen from United States
seen from United States

seen from Germany
seen from China

seen from United States
seen from United States

seen from United States
seen from United States
seen from United States
seen from United States
seen from Malaysia
seen from Italy
seen from Russia
seen from United States
FINAL RESULT
FINAL RESULT
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Enjoy! :)
COMPOSITING
COMPOSITING
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I exported the TIFF sequence into Nuke to make the finishing touches. I slapped everything onto a card so I could place things within 3D space. First I animated 2 turbulent noises to act as fog along the water to give the shot more atmospherics. I placed the cards in front of one another so the camera would move through the haze. I originally animated the camera in Blender, but the movement is basically non-existent, so I just animated the camera in Nuke to mimic the movement I wanted. Next, I used a combination of glint, noise and sparks to make the stars; however the stars are barely blinking in the final output and had my render gone faster, I would have been able to edit that. Overall, the water simulation seems to work fine, but just more refinement was needed to really make this shot more interesting. But I did manage to achieve the aesthetic I wanted and I am glad that I was able to do this because I have already learnt a lot from this task which will help me in the future :)
MODELLING
MODELLING
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The modelling setup was way more simple than what I thought it would be I just used a plane, added an ocean modifier, keyframed the time, adjusted the scale and choppiness, added a material, set it to a dark blue grey with maximum transmission and 0 roughness. For the mountains I used the landscape generator and adjusted the noise height, frequency, and type until I got the shapes I wanted for the mountains. I duplicated the mountains and rotated them so they didn’t look the same. Next, to setup the materials I downloaded a rock and grass texture from textures.com and by using a mix shader, and colour ramp node, I was able to mix the textures together to create a somewhat realistic mountain from a distance.
The moon was super easy, I just found a moon texture map, UV unwrapped the sphere geometry, placed the texture, used RBG curves (toned up red) to make it pink, then plugged it in as an emission
Once I was happy with the setup, I exported it as a TIFF and comped it in Nuke.
MAJOR PRAC DESIGN BRIEF
MAJOR PRAC DESIGN BRIEF
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For the major prac, I decided that I wanted to explore water simulation a bit more, but Houdini was running way too slow on my computer and I wanted to try and comp it into an actual scene, so I decided to create the scene in Blender. This ended up being a Blend between a matte painting and water simulation.
I took inspo from some images I found online, and decided I wanted to create a short fantasy ocean that emulated the same feel as these images.