Company Project
2030 Busan Expo - We Wish
Media panels
My rolls were

Content Planning 100%
Content Production 80%
Team Management (three members)
Project for promoting Busan EXPO
 The concept was that small lights come together to create a big miracle.
I chose jellyfish as the glowing entity and designed it with an SD (scaled-down) form for a more likable image. In production, instead of focusing on details, I concentrated on the mystery of the glowing silhouette in the sea.

 I was immediately assigned as the team leader after joining the company. The project timeline was just under two months, including planning. I planned the content according to the client's request and took charge of overall production and actual creation.

 The project was challenging because I had to weave together three screens of different ratios and placements into one cohesive story within a 1-minute runtime. It was a project that required a lot of consideration.
 Because there aren't many times given,
I made above assets by using 'geometry nodes'.
This method is not difficult to modify because it is a procedural modeling method similar to 'houdini'
It can produce a similar effect in Visual while minimizing existing sculpting or modeling.
 Then, I test fake caustics. Caustics took so long when render, so I made fake undersea shader by using light path. Sometimes this causes problems in composing.
So I rendered the layer separately, but nevertheless it takes much less time to render the actual Caustics.

The movement of the jellyfish expressed a cute hopping. However, because it is under the sea, it was slightly slowed down according to the environment. After that, I added squeezing motions and delayed skins for showing 'Jelly'fish.
 Middle screen's ratio was horror. Even it is split. So actually two screens.
I emptied the gap just solid black for rendering. And used 'this screen' as tunnel for jellyfishes. 
Main one is transformed in this tunnel and other things follow the same route of main one.
 Tunnel's lighting and waves were made by using simple dynamic paints with shrink modifier. I wanted jellyfishes' movement to interact with the tunnel's atomosphere.

 Content's last text animation with FX was made by after effects & flip fluids. I tested flip fluids and made it to alembic, made to many instances, arrayed them.
 Right screen's main was growing tree. One of my team members was FX Artist, he could make growing tree effect and also some particle animation. But making tree growing FX spent a lot of time for him. We didn't have much time for FX, so I asked him to make some part of FX. After that, I customized them in Blender. Some array, accumulated rotation, scaling, because I was not math person I needed to mix many parameters.
 Particle Animation worked in the same way. 
It was relatively free to modify the outputs created through 'houdini' than I thought in Blender.
 Blender ocean modifier & geometry nodes
The foams when wave heat the cliff was challenge for me. Proximity was fine but little cracked waves were problem. Output was not that realistic. Maybe need more research. 
Cliff, procedural modeling using geometry node, Busan bridge also but humble.
I usually don't use volume cloud for background purpose. They are animated png source. 
HDRI animation is Physical Starlight and Atmosphere addon. Simple but powerful.



In summary

Almost Two months project (include planning & rendering & field test)
Completed by Two members (other one was working on AR things)

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