top of page

Tukuy - Senior Capstone

Updated: 5 days ago

Tukuy is a film centered around Argentinian culture, and the ideals of carnival that drive people to truly express themselves and embrace our world full of color, light, and art.


Our capstone, with a team of 20 student artists, is very tech heavy. As VFX, rendering, comp, and co-lighting lead, I have been working on ensuring our film can achieve its visuals technically, while also ensuring all of the technical aspects work harmoniously with the films artistic aspects and story.


Below are breakdowns of progress on:

VFX

Rendering / Optimization



VFX


Sacha’s Magic


Our character Sacha has a magic, nature-like effect.


Responsible for FX, lighting, & comp | Tree model by Ludovica Biscarini and Reilly Lamb

Sacha is at times weak, while others strong. Her magic reflects this, with her weaker magic having sharper, quicker, desperate lines. As well as more grainy, smaller noise in its pulsing, and a flickering in its glow as well.



Her healthy magic, on the contrary, is confident, thicker, and has swirls that demonstrate a lack of concern about losing small bits of it.


Responsible for procedural flowers & FX | Tree model by Ludovica Biscarini and Reilly Lamb

This effect is being created using an algorithmic growth system, allowing the artist to select end points and starting points, and automatically generate the magics path using the tool. It's animation speed is customizable by a keyframe-able slider, alongside the pulsing intensity.


There is also an option for artists to draw the magic using curves, with a tool set up to automate an easy-to-use animation slider similar to the procedural method.


vfx testing using procedural algorithmic growth system and flower vellum simulations



Diablitos Magic


Our other character, Diablito, contrasts Sacha. As a spirit of Carnival, he brings energy through throwing powder and confetti.

Responsible for lighting & comp + confetti & powder FX | Diablito Model & Textures by Ludovica Biscarini | Confetti models by Mia Laplanche | Animation by Peter Shanley | Character Designs by Cata Fierro

Diablito's powder is being created in different ways depending on the artist and the shot.


One method is a pop network, which is then converted into a volume and fed into a dopnet pyro solver setup to expand the gas further.


Another is feeding the pop network into a pyro solver.



powder explosion VFX testing using popnet, volumes, and pyro solver with gas expansion

The pop network is a preferred method to create the base layout of the powders animation, since it is easier to art direct and control its movements. We pay close attention to the shape language and movement of all effects, even if they are intended to be more natural or chaotic at times.





confetti test using pop network and curve-based forces to easily art direct simulated movement

Confetti is created using either a

vellum sim on scattered confetti, or through a pop net for more detailed movement.




The confetti and powder go together alongside Diablitos dancing, which means that the effects,

vellum sim confetti testing

lighting, camera movement, and character animation must all work harmoniously to create a choreographed and non-disorienting summation of each departments work.








RENDERING / OPTIMIZATION


Taking place mostly in a forest, our film is very heavy. With elements such as grass, trees, leaves, instanced sticks / flowers, plants, rocks, and character effects, there was a lot to juggle in optimizing our workflow and accomodate for any technical limitations.


Because of this, we opted to render out of Houdini Karma, as to avoid transferring heavy files between softwares. This also allowed us to utilize a USD workflow.

Pipeline & USD Workflow


MAYA -> HOUDINI (CFX) -> HOUDINI (LIGHTING & FX) -> NUKE (COMP)


In our pipeline, animators animate in Maya, then the CFX department brings the animated models into Houdini to create hair and cloth sims.


In the meantime, lighters and effect artists work in a separate file on lighting the set and creating simulations. Once CFX is completed, the CFX artist sends a USD of the characters to the lighters, where they combine everything and render the EXRs on the Render Farm for compositing.


Environment Creation

All of the plant models seen in the film were modeled by our team members. Since we were aiming for purposeful shapes, with swirls and confident, natural silhoutes, we wanted to have artists hand modeling and texturing any assets possible.


early layout of base forest set file
early layout of base forest set file


I had hand-placed the plants, trees, and rocks seen in the foreground, to create a more purposeful shape along the edge of the forest. While also scattering some smaller plants in between them as well. The grass is also procedural, using the hair system in Houdini.


All of the assets were packed accordingly to optimize geometry, as well as named, to be later pulled into LOPS.




Background Forest & Camera Culling

background forest procedural testing + usd organization
background forest procedural testing + usd organization

The background forest seen behind the hand-modeled assets is created procedurally. I had utilized the Houdini Labs Tree Generator system to create trees to fill the space, and make it feel truly like a crowded forest.


The trees also are able to be culled to the camera, allowing for less geometry when rendering out USD's to send to the Render Farm.



Solaris & Rendering


Here is the setup for the set lighting file, where characters are imported from CFX and the set is brought together.







CREDITS


Directors

Cata Fierro 

Anca Dubalaru


Producer

Carson Alverson


Leads

Mackenzie Bayless - Animation

Austin Bookman - Layout

Ludovica Biscarini - Tech / Co-Lighting / Production Assistant

Mia Laplanche - CFX


Team

Aakash Mandava

Alec Gold

Alexandra Murphy

Delphine Peck

Jessica Marcus

Kendrick Lam

Madison Jennings

Matthew Aureli

Max Wu

Peter Shanley

Reilly Lamb

Sania Khullar

Sanika Godbole

Nidhi Jallepally

Xiomara

Sydney Relkin


 
 
 

Comments


bottom of page