Jack Creaner // Major Project Portfolio

My role in the project was leaned more within the post/ fx side, so within this portfolio i’ll be showcasing my lighting in John Hannon’s environments along with the character Light Rig, my VFX, and the textured models I contributed.

I’ll start off with my lighting in order of appearance.

The Control Room

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I had a lot of fun with this environment, my job was to make it feel “home-y”. A safe place for our character and I feel that using soft and warm colours I got that feeling across well. This should be where the character feels most comfortable and when she leaves, the lighting will change dramatically.

 

The Hallways

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As for this environment, the team told me to try and “light but not light it”. The character will require a torch to proceed, so when I had all the lights placed, I dimmed the intensities until the hallways were barely lit. In terms of lighting, I followed the same colour palette I used for the control room as best I could in attempt to tie them together. Purple and Orange became a common theme across all the “sci-fi” environments.

 

The Airlock

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Following the hallway environment was the airlock. This was one of the first environments i received so this one was quite tough to light. I had to first establish the colour theme that would carry across all environments while also figuring out how the cavern lighting was going to interact with the scene without it looking too out of place.

While it was tough to light and took a while due to it being  one of the centre pieces of the animation, meaning it had to be perfect, i’m quite proud of this one.

 

The Caverns

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I had so much fun with this environment. With it being something Lovecraftian inspired, I deciced to go all out with this one. Realism wasn’t really ever taken into consideration aside from light being emitted from the sconces/braziers. Having lights come from seemingly nowhere, especially with them being odd colours like greens and yellows really added to that other worldly feel.

 

The Monster’s Lair

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A lot of the themes established in the caverns were carried over into this environment so this one was fairly straight forward when it came to lighting.  And we all agreed that this environment would be the darkest, so i had pops of light coming off the brazier’s, and then one volumetric light hanging over the scene. Therefore this required the character to explore the scene with her torch alone.

 

The Transition Area

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This was probably one of the most challenging environments for me to light, as unlike the Airlock, this environment features two scenes bleeding into one and other. My approach to this scene was to mimic the lighting from the hallways, and then light the cave-y transition area mainly through volumetric lights and ground fog to give the scene that eerie and ambient theme.

 

 

The Light Rigs

Given that our main character was in the dark quite a lot, the darker scenes required our character to have a lighting rig that would constantly be attached to her. When lighting her, i ensured that the lighting affecting her would be just about intense enough to subtly light her without making it appear that she’s fully lit in dark areas.

I also decided to give her a subtle blue and pink highlight on the left and right to make the character pop.

LightRig

 

VFX

Through the course of the project I was creating simulated particle effects that could be used and scattered throughout the project.

Ground Fog and Fire

The following video features the ground fog that would appear in most of the cavernous environments alongside the flames, embers and smoke for the sconces and braziers.

 

Screen Glitch and Switching

There is a shot in the control room that features the screens beginning to glitch and switch out to faulty warning signs. I managed to get the glitch material nodes setup that would allow me to glitch between two textures, but sadly due to time constraints I wasn’t able to have the glitch material switch from the glitched material to a regular screen material. So instead I had Jakub render out the shot six times with different screens, and I chopped and edited the footage so it appeared that the screens were doing as we intended.

I also set up and timed a blueprint that would have the control room lights begin to switch to red when the screens were timed to change.

 

Panner and Rotatory Nodes

In order to add some life to the control room and airlock, I set up rotatory nodes and panner nodes. These animate textures through rotation or panning them.

 

CO2: Test and Final

When the Airlock depressurises before revealing the endless caverns ahead, there’s a short burst of CO2. Bellow was my first attempt and after some helpful feedback from one of our lecturer’s Brian Coyle, we achieved what we were looking for. He recommended tampering with the velocity over life tab in Unreal’s particle effects editor, Cascade. Bellow is attempt one and just under that is the final version.

 

Dust

For the purposes of the showcase the dust has been highlighted as in the actual renders and playback, it’s a very subtle effect.

 

Waterfall

 

 

Blinking Torch and Ground Light

This effect was achieved simply by setting up a blueprint featuring an intensity node plugged into a timeline which allowed me to animate a lights intensity. The only difference being the type of light that was plugged in. For example, hall light was a rect light, where the flickering torch had a spot light.

The fire’s actually share the same setup, i just placed a point light over the top of the flames, this allowed me to animate the flames flicker.

 

Sparks

 

Props

At the beginning of the project in my down time, I was required to model some props for the control to get us a good head start on filling the scene out. The following are some of my contributions. Everything bellow was modelled by myself, however some of John Hannon’s textures are featured. The shot following after the image bellow are my own textures.

Props1

Props2

The Light Blink Blueprint

Early on in the project, I set up a flicker blue print for the fire when I was first learning how to use Unreal. The Blueprint featured a timeline that allowed us to key light sensitivity. This blueprint ended up being incredibly helpful and ended up being a base for almost every effect related to light. So rather than explain each one, im just going to explain the blue print and showcase each time its been used.

So, from left to right this is more a less saying, when Event Begin Play starts (play button), the timer is started. This timer is plugged into the Light Flicker (this is the time line). Update goes straight to Set Intensity. The light that is going to be animated goes into Set Intensities Target.

Double clicking Light Flicker opens it’s timeline.

Blink

Blink_2.PNG

And that’s the blueprint more a less set.

Through minor adjustments this blueprint was used in many other effects, such as flame flicker which has been seen earlier in the blog. In the torch flicker, and the blinking lights in the hallways.

VFX // Dust

My god… This one was a b*%#h… *cough* I had some trouble with this one. Sadly I couldn’t find any tutorials for this one bar a speed create… I had to watch it at 0.5 playback speed on youtube just to replicate the desired effect.

Quite like the fire, this one also went off a SubUV sheet, which would be animated. You first start off with a blank material.

Distance_Blend > Lerp- Alpha Node. Two material expression constants of 100 and 850 get plugged into A and B of the Distance_Blend.

Particle Colour-Alpha + Texture Sample > Multiply (1) >into Lerp (B)

Lerp goes into Opacity

The particle colour also gets multiplied with a scalar parameter that allows you to set the dusts brightness. This goes into base colour.

The material is then set to Translucent, and the Lighting Mode is changed to Volmetric NonDirectional

The Material is now set up, and a particle emitter is set up. First make sure its set to GPU Sprites. Set the material to the one just set up. The Bounds in the Spawn Tab are set to -10000 across x,y, z. The SubUV index is then set up so the dust particle’s are randomly emitted. They’re still all spawning from one point though, so a cylinder node is plugged into the emitter. This has them all emitting randomly within a cylinder radius. Setting the Cylinder radius to 300 will do the trick.

A drag and const acceleration node also adds some more randomised movement, the drag node helps with slowing the particles down and making it appear that they’re drifting through the air.

Jesus this one gave me a headache.

 

YouTube. (2016). [UE4] -Dust Particle- Luos’s A Particle A Day For A Year! 31/356 – Speedcreate. [online] Available at: https://www.youtube.com/watch?v=HEfs0y1avQo [Accessed 14 Apr. 2019].

 

 

 

Caverns and Lairs Lighting

To begin with, when I first received the test model for the caverns off john, I got stuck straight into lighting tests. I knew right away what references I had in mind for this environment.

134.pngRyan Love: https://www.artstation.com/artwork/486Eq

inquisition

Dragon Age: Inquisition Environment Concept Art

I started right away by looking at Dragon Age: Inquisition (2014). More specifically, The Fade. I loved the way these environments are lit through the use of volumetric light and I feel replicating the colour within these could really make the cavern/ lair environments look great.

So like the hallways I got stuck straight into light and volumetric light tests within the cavern doing my best to recreate what I tested in the early concept.

Early Concept

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Cavern Tests

 

While I knew I would be sticking exclusively to the green/orange/ yellow lights, I decided to experiment with different colours anyway. Just incase there was one of these the team ended up liking. We ended up sticking with the green base. We eventually decided that the render test bellow would be a base for the final render.

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Shortly after these were made up, John began updating the model along with the textures and additional assets.  And as stated, I began building the lights around the test above.

 

Final Renders

When lighting The Cavern’s, I found that I could really have fun with this one. I could hide lights in the ceiling tunnels and up the volumetric scattering so that there would be green and yellow god rays coming from all sorts of direction. I didn’t have to worry too much about realism either because of how unnatural and warped this space is. The yellow under lighting helped convey some sort of hell like eerie unnatural space. And the constant use of fog helps isolate the character.

Cavern_2Cavern_3Cavern_4

 

Shortly after completing this environment, John provided the models for The Lair. Seeing as I already established a light base, I was easily able to transfer the theme’s established in this environment.

The Lair

Aside from the brazier’s in the scene, there wasn’t really much natural light sources in this scene. Not to say there were many in the Cavern’s either. But the team made it clear, this environment would need to be the darkest as we will be hiding the monster/ alien in the shadows. The Monster would be revealed via the character’s flash light. So I needed to make sure I lit the environment just about enough o things could be seen, but not enough in a sense that there needed to be dark corners/ areas. I’m quite pleased with how this one turned out.

Lair_2Lair_1Lair_3

Lighting // Hallways and the Transition Corridors

Based off Jakub’s early concepts of the Hallways, John got stuck into the hallway environment. And as soon as I got those I did my best at replicating what he originally sent.

Jakub’s Concepts

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Early Render Tests

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The team were a big fan of the purple and orange right away as this would mean that it was consistent with the control room. While I liked the colour test, I toned the colours right done and began looking for references.

At first I found this image of of the Bord Gáis Ebergy Theatre in Dublin. I loved the lighting here and as much as I love the lighting here, im going to try and replicate it but mute the colours a little.

Bord GGais Energy Theatre.jpg

Aedas. (2019). Bord Gáis Energy Theatre. [online] Available at: https://www.aedas.com/en/what-we-do/arts-team/dance/multipurpose/bord-gais-energy-theatre [Accessed 29 Apr. 2019].

I also found this photograph from the Melon SciFi Conference (2019), and like mentioned above, this will be a base for me. However my lights will be much more subtle.

MelonSciFi.jpgPhoto Credit: Xiaomei Chen

Final Renders

Hall_1Hall_2Hall_3

The next step was to replicate this lighting in The Transition area of the animation. The struggle was to tie to environments together, make them feel like part of the same scene while also creating a dramatic contrast between the two. Utilising the ground fog I made before and going for the volumetric lights that are prominent in both the cavern and lair, I was able to showcase the best of the lighting from all the environments in one scene.

Trans_5Trans_3Trans_2

 

Lighting // Control Room

Before getting stuck into commenting on the lighting in the control room, im first going to run through its development.  While the Airlock was first environment completed and handed over, the Control Room was the first model started and it took quite a while to finish as we were still figuring out what kind of style we were going for with it.

We also first started off in Unity rather than Unreal.

So my lighting began in Unity and right off the bat I was really struggling to get a hang off it. At first I blamed my doubt on there just not being enough in the scene for it to look good, but as I continued I started realising I was really just strugling with Unity’s lighting in general. It was quite hard for me to get lights to work together. I found while Unity had a really nice Post Processing Stack, the software really relied on it. We decided to move forward in Unreal shortly after.

LightTest1LightTest2LightTest3LightTest4

 

Shortly after switching to Unreal, the lighting results were much better and the Unreal interface seemed so much more straight forward and beginner friendly. Some day after the projects done I might re-try unity, but for now, im sticking to Unreal.

After some time, the Control Room started developing and I started trying out some light tests. 076.png

The team established that this was going to be a safe and home like environment for the character. Therefore it feel that way, warm and safe. The team liked the image above so this is the lighting style I stuck to.

The control room really started taking shape, and Phoebe started colour grading the Animatic to fit this lighting scheme. For the Sci Fi environments, this was going to be the colour palette we’d be sticking to.

085.png086.png088.png

When I first started lighting this environment, I communicated with Phoebe a whole lot and we both were huge fans of these references.

These are two stills from BlackPanther (2018) (Left) and Trainspotting (1996) (Right). We really liked how the lights affected the character so I decided to build a light rig that would constantly be attached to the character so she would constantly pop in her environments. I also based the control room lighting off these.

I was also told by the team to try and limit the use of green lights exclusively to the Cavern Environments.

 

Final Renders

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VFX // Glitch Material Setup

There’s a scene in our short which requires the screens to jitter and glitch out as the character leaves the control room.

After browsing the internet for a while, I came across Leon Gerteis’s UV distortion material node setup.

To summarise this node, through many… many multiply, addition and subtraction and lerp nodes, the material takes two textures and cycles between the two while distorting the uv’s for a broken glitchy looking effect.

Having the same texture in both tiles just deforms the one texture and its uvs, but having a different texture in each tiles jitters between both and you can get some real nice effects. After reading up on it and following his set up, here’s my recreation and the nodes in Unreal Engine.

60622012_2276643279267364_4908665367515103232_n.png

I decided to have some fun with it and play around a little, I found that placing 1 texture in the top space, and a totally different one led to some fun effects. The two textures switch in and out of eachother through the small UV distortions. See bellow for an example.

The top left screen and the one to its right being the example. The top left featured two different textures, where the one on its right had the same texture in each texture sample box.

Leon Gerteis, Arstation, https://www.artstation.com/artwork/XBeRey

Accessed 12th April 2019

VFX // Fire and Volumetric Fog

When the character reaches the cavernous environments, the lighting starts coming from sconces and braziers that are littered through these scenes. To be honest, I think the fire FX where what I struggled the most with, mainly because there wasn’t very many tutorials. The tutorials I did come across weren’t all that great. (Not to swing dig’s at someone’s work or anything), it’s more just that we were aiming for realism and the results I found weren’t ideal.

At first i followed this tutorial anyway, to see how it would look in the scene, but long story short, like i mentioned above, it just wasn’t what we were looking for. I did however like the way this guy tackled embers and smoke so I hid the flame sprites and kept the embers and smoke.

Gerteis, L. (2018). Unreal Engine 4 – Glitch Effect. [online] Art Station. Available at: https://www.artstation.com/artwork/XBeRey [Accessed 04 April 2019].

Results below

As stated earlier, I quite liked his ember and smoke setup, however I wasn’t a big fan of the sprite based fire. So i decided to delete the sprites and save the sparks embers and smokes for later.

Fire_Test01.PNG

 

I then stumbled onto another tutorial where the fire animation was based on SubUVs. The SubUV featured a 4×4 grid with individual fire sprites. And through a simple node setup, the SubUV sheet was cycled through a flipbook node that created a fire animation. The results were already ten times better and more to the point, exactly what we were looking for. The following youtube channel ended up being very useful and after this video I ended up sticking to the channel quite closely.

YouTube. (2018). UE4 Tutorial: Fire Effect. [online] Available at: https://www.youtube.com/watch?v=B8Gya38KkJY&t=2s [Accessed 4 Apr. 2019].

 

After following this setup and ending up with a flame I was happy enough with, I combined it with the embers and smoke from the failed attempt.

 

Fire

This material also features a material instance that allows you to increase or decrease the speed, opacity and light intensity of the flames.

Fire_Inst

 

Further Experimentation in a test cavern scene

I also constructed a test cavern scene and began to play around with volumetric fog. The process was fairly simple, it just required me to have Exponential Height Fog in the scene. And then from there, checking the volumetric fog box and then dropping a light into the scene.

By default, the lights won’t interact with the volumetric fog without first increasing the volumetric scatter.

I quite liked the coloured flames but the team encouraged that we keep the flames a regular colour so there’s a nice contrast against the already unnatural looking lights. I

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Final Result

I’m happy with how the following turned out, I’ll be using this image as reference when lighting the caverns.

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VFX // Ground Fog (Volumetric)

This is another particle effect I had quite some trouble with. The downside of using a game engine to make an animated short is that some tutorials are specifically geared toward game creators. So there was quite a lot of tampering involved with this one.

This one first require’s you to setup the following material node setup. And then on top of that an instance which will allow you to tamper the particles emitted from the particle emitter.

Setting up a Material Instance from the following setup gives you a two parameters that allow you to affect the fogs Hardness and Extinction rate.

Fog_Mat.PNG

In order for this one to work, I had the following Cascade Settings

Required > Material = Plug in Material Instance

Spawn > Distribution_Constant = 500 

Lifetime > Distribution_Min= 0 / Max = 20

Initial Size > x/ 100, y/0, z/0

Initial Velocity > All Zero

Cylinder > Constant = 300

At first, you won’t be able to see any results by default. You need to enable Volumetric Fog under Exponential Height Fog in order to see the particles.

Final Result

Fog.PNG

VFX // Water Fall

This was a fairly straight forward particle effect to pull off. Carefully following this tutorial I achieved the desired effect.

Creating a water texture first through the use of particle and vertex colours getting multiplied together and then multiplied again, these get put through a scalar parameter. These then are plugged into the emissive node.

Then a texture sample is multiplied through another scalar parameter, then plugged into the opacity node. This gives control over the waterfalls colour, emission and opacity.

The material is then plugged into Cascade’s required material tab. Within spawn, the max and min is both 20, therefore creating an steady spawn rate. The initial size stays 50 across all parameters. To give the waterfall direction there is some tampering to be done in the Initial Velocity tab.

Waterfall.PNG

To make it appear that the waterfall was expanding outward the further the water falls, the tutorial recommended that you tamper with the Size by Life tab.

At 0, the InVal will be 0, and the OutVal will be 0,5 accross the x,y,z.

At 1, the Inval will be 1, and the Outval will be 2.0 across the x,y,z.

 

At this rate, given that it was just a background prop that we wouldn’t see very much of I decided to leave it there as I was happy enough with the result. Due to time constraints I needed to get back to lighting environments, so should time allow it I will probably pick this one back up again.

 

YouTube. (2017). Request | Waterfall | Unreal engine 4. [online] Available at: https://www.youtube.com/watch?v=iC6CjIMm8ao [Accessed 11 Apr. 2019].

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