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VSFX 319/502

Late Work

Assignments are due before the START of class.
Late work will receive a 20% deduction.
Work not submitted within 48 hours after due date will be a 0.

All submissions will be through blackboard assignments.

If you have Accommodations:

You must email me before the due date.

Let me know what accommodation you are using.

Extra time accommodations are due 48 hours after the due date.

After that 48 hours the grade will be a 0.

Tutorials

 

Class 4   - Quiz 1 - 5%

Class 8   - Quiz 2 - 5%

Class 12 - Quiz 3 - 10% (Review Quiz)

Class 17 - Quiz 4 - 5%

Quizes

Assignments 1-4 : Custom Shaders

Total 60%

  • Mimic the examples below using Nodes and OSL.

  • This will test your understanding of procedural workflows and OSL.

  • The Houdini lighting file will be provided on blackboard. ---->

  • A reference image will be provided below for each assignment.

  • Your goal is to match the reference with both methods.

  • Submit under blackboard assignments:

    • a png of your final render.

    • Your Houdini File.

  • Post your pdf on blackboard discussions for review.

  • ex. SAV_2022Summer_VSFX_TimSteele_02.png (change # based on assignment)

  • ex. SAV_2022Summer_VSFX_TimSteele_02.hipnc (change # based on assignment)

Grading: 10pts

  • 3pt  -  Nodes:  All material properties match reference.

  • 3pt -   OSL: All material properties match reference.

  • 2pt  -  Controls are set to appropriate defaults and are intuitive to use for an artist.

  • 2pt  -  Instructions Followed / Comments Added / Participation

defualt.png
1 - Due Class 5
2 - Due Class 9
3 - Due Class 13
4 - Due Class 16
SN_metal.png
SN_cloth.png
Add Custom Sheen.
Details are below.
SN_wood.png
SAV_2022Spring_VSFX_NikithaAbraham_01.jpg
Collect your own high quality reference photos.
Composite your ref into a collage image. (1920x1080)
Post your reference on blackboard by class 14.
Custom Sheen Example Code:

vector i = normalize(I);

vector n = normalize(N);

float d = fabs(dot(-i, n));

d = smoothstep(rim_width, 1.0, d);

resultRGB = mix(rimcolor, basecolor, d);

dot.gif
Using the Viewing Vector and Surface Normal
Source : Malcolm Kesson

The following illustration shows how the angle between the surface normal and the line-of-sight of the camera ie. the viewing vector, changes from 0.0 degrees at the center of the object (location A) to 90.0 degrees at the rim (location B).

 

The angle is calculated using vector multiplication known as the dot product (also called the scalar or inner product). The OSL function dot( ) returns a value between 1.0 when the shading point is directly facing the camera, -1.0 when the shading point is directly facing away from the camera and 0.0 when the shading point at the the silhouette edge of a curved object.

In other words, the dot( ) function returns an angle measured not in degrees but as the cosine of the angle. The smoothstep( ) function is used to remap the values of the dot product so the artist can control the "width" of the edge effect.

Succulent Commercial

Class 19 - 15%

  • Create a commercial for your succulent plant.

  • Use the tutorial to the right as an example for camera moves and lighting.

  • You can leave out the shot 2 (fluid sim).

  • Post Progress constantly as you make progress.

  • Do a shot breakdown of the shot at the end of the video.

    • Masks for each material attribute should be highlighted. (color, spec, etc.)
    • Reference should be shown for each part of your succulent.
  • Document your shaders at the end of the commercial with a breakdown.
  • Submit your final movie using blackboard assignments.

  • Post your movie on blackboard discussions for review.

  • ex. SAV_2022Fall_VSFX_TimSteele_05.mp4

  • Resolution: 1920x1080

Grading: 10pts

  • 1pt - Plant or Vase is OSL, the rest is nodes.

  • 3pt - Overall material quality matches reference.

  • 3pt - Shader and attribute masks are well documented in video.

  • 3pt - Instructions Followed / Aesthetic / Participation

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