SCAD x The Mill





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    ① Week1


    Trail  Mix

    inspiration
    Rough storyboard, version 2
    Rough storyboard, version 1
                

    Team Member
    Wyatt Clark (PT Production)
    Duck Sandy (RT Textures)
    Soi Park (Fx)
    Yilin Zhao (Fx)


    Concept
    - Trail mix bag as a planet in space
    - Snack package as central planet with nuts orbiting
    - Product packaging shaped like a planet with ingredients around it
    - Playful space-themed snack commercial


    Fx  Reference 

    source:
    vimeo.com/317243347
    by Yinfinity
    source:
    www.youtube.com/watch?v=KTjV4ulyZUM
    by BlueZi

    source:
    https://yetimotion.com/project/pitatakia/
    by Yeti Pictures



    Camera Reference

    source:
    vimeo.com/72173325
    by Method Studio
    source:
    www.youtube.com/watch?v=BdL8G2huSPM
    by Hoegaardenkr
    source:
    https://arthurbaum.com/unreal/confrontation/
    by Arthur Baum





    Fx Test (Houdini & Unreal Engine)

    Shot 2 - Floating Ingredient





    Please slide the image below to view the process

    1. all nodes
    2.  Ingredient Blocking Objects (Switch Setup)
    3. Copy and Iterate Setup
    4. Randomize The 4 Values from 0-3
    5. Path Setup (Curve Path)
    6. DOPNET
    7. Delete Bottom Part
    8. Export as Naigara to Unreal Engine



    Unreal  Niagara  Import Test

    Import to Unreal Engine (Using Houdini  Niagara Plugin)







    Shot 4 & 5 - Magic Particle Trail

    Test 1
    Test 2

    Please slide the image below to view the process (For the Test 2)
    1. Overall Nodes
    2. Path Setup (Curve Path)
    3. Creating a velocity filed for advection
    4.  DOPNET
    Tutorial: youtube.com/watch?v=SiDmboMviS8 by Tim van Helsdingen



    Please slide the image below to view the process (For the Test 1)
    1. Overall Nodes
    2. Adding noise to particle source 
    3. DOPNET
    4.  Path Setup (Curve Path) + Pathdeform (Taper+Rotate)
     


    Unreal  Niagara Import Test 

    Soi and I tested the workflow between Houdini and Unreal Niagara this week. In the first test, the particle animation was very choppy and different from Houdini's mplay output. I then switched to a velocity field approach, abandoning the Pathdeform method. The second test resulted in fewer particles, significantly reducing simulation time. After importing into Unreal, the result of test2 closely matched the Houdini mplay output. 

    Test 1 (Tested by Soi Park)
    Test 2 







    Yilin Zhao / SANM560 / SCAD x The Mill