top of page

Week 7: Composition Changes, Lighting & Shader Iterations

2/17/25 - 2/23/25

Mentor Feedback

This week, our group presented a new iteration of our commercial, this time with sound! From the previous weeks we as a group made some great strides in progress, and with some new notes from the mentors, it should continue to improve. Here were the notes that I will be addressing this week:

Hailey:

- Shot 5 HDRI behind the bottle is not moving realistically, the horizon line is sliding across the bottle.

​

Molly:

- Shot 4.5 composition is too tight, give the frame more 'breathing room' by adjusting the camera and objects in the scene

- Shot 4 has too much contrast in the liquid (HDRI and ray depth issue!)

​

Vi:

- Shot 5 composition needs adjustment, less space in the water and more space above the bottle

Composition Adjustment - Shot 4.5 & 5

Shot 4.5 Old

Shot 4.5 New - Decreased focal length, adjusted flower placement

Shot 5 Old

Shot 5 New - Adjusted camera tilt

Cap Shader

One of the main issues I struggled to solve was the look of the perfume cap. Being a solid block of glass, there were issues with the IOR causing unrealistic refractions. To solve the issue, as demonstrated in the pictures below, the professors and I created a new shader that relies less on the transmission and moreso on coat and specular properties. This allows the cap of the bottle to feel see-through near the nozzle but without the warped refraction.

Shot 4 old cap & old lighting

Shot 4 new cap shader

blog_capshader_old.png
blog_capshader_new1.png
blog_capshader_new2.png

I would like to address the frosty look of the cap, as it should be somewhere in the middle of the two versions; not as see-through as the old version but not as rough as the new.

Updated Renders

Shot 4.5 Update - lowered focal length of camera, adjusted flower positions, lightened HDRI, adjusted keylights

Shot 5 Update - adjusted ray depth, tilt of the camera, lightened HDRI, added white card for darker reflections

bottom of page