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Q3 W1 - 2

03.23.26 - 04.05.26

Completed

- Buildings basic lookdev

- Vine tower leaves

To Do

- Continue lighting and rendering setup

- Asset optimization, cull to camera / use clip node based on camera angle

Procedural Building Lookdev

Because the buildings will be shown in dim lighting with no sun or major keylight, the main role of the shaders will be to differentiate the various surfaces. The film is predominantly black and white, so the main differences between the shaders are in color and specular rough.

Updated vines

I first generate a series of branches, each with a name attribute, some with leaves and some without. I then use the curves from the vines to scatter points, which the first layer of branches is copied to. A second layer of branches is generated from points scattered throughout the first set of branches as well as the original curves. 

Test render with basic plastic materials

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