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Final Major Project MA Visual Effects

FMP Week: 10

This week I developed the final abstract particles, composited and edited the final video.

When researching different particle styles and techniques I finally found a tutorial that would serve as a good base for what I wanted.

This system works by creating a pyro simulation, then transfering the velocity field from the pyro onto the particles, allowing the

Abstract Particle Setup
Pyro Sim

To have the abstract particles be the same colour as the environment I imported the pointcloud into the network, then copied the colour values onto the nearest points of the sphere.

Transfered Colours
Abstract Particle Sim

During the final week I collected all my rendered clips and began comping and editing in Nuke and Premier.

Nuke Node Graph
Input, Grading And Glow

To make a glitch VHS effect I created a noise that was streched on one axis, this created lines varying in brightness, I then blurred it and graded the green channel to add variation in the distance certain colours get stretched. This was then copied to the forward u and v channels and used to distort the image. This not only helps to cover up some visual artifacts in the final render but also adds more to the effect of the data points being distored.

Glitch Effect, Camera Effects And Output

As I had to deviate from my storyboard when editing I tried to use what clips I had as efficiently as possible, trying to fit them to the initial music cues and cutting thr 2nd half of the music. When exporting the video I testesd H.264 and ProRes 422HQ. As the video consists of many moving points, when it is exported in H.264 there is a visibile loss in quality where the bitrate of the video is not enough to accurately show all the moving parts. 422HQ solves this issue but at the cost of almost 10x the file size and is not as widely supported as H.264.

Premiere Timeline

Overall

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