FX Artist & 3D Motion Designer
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SK CES 2022

 During my gap year, I had the opportunity to participate in this big project, CES 2022, held in Las Vegas.

Huge space, projection mapped on two walls (8012x2160), floor (6232x3788), and tree( 4 1920x1080s)

This is the description of the show I found on the net ;

SK Group was recognized for its efforts by one of America's biggest trade show marketers, a company called the Exhibitor. SK and six of its affiliates, including chipmaker SK hynix, joined together to create the exhibition called "Green Forest Pavilion," highlighting the company's Net Zero policy. On its website, the Exhibitor praised the SK pavilion's use of immersive activities to inform visitors about eco-friendly technologies.

(This is the preview of the final output projected on one of the walls)

As a motion graphics intern, I did many R&Ds on this project. Not every effect I created were used in the final output (actually only one of them was used haha), but I had fun building them. Let me share a few of the process below!

We needed some disintegration effect (you can see from the first video 01:30~) for the disappearing animals. I could achieve the effect through vellum grains in houdini with customizable disintegration direction. I kinda liked the output, but for the production our team decided to go with Cinema4D’s X-particles instead.

Another fun experiment on disintegration!

This was meant to be used on one of the close-up scenes but got dropped along the way.

I made a growth solver to create customizable disintegration starting points.

I needed to create abstract embers, so a little experiment on that.

1st one I created with pop curve force on a hand drawn curves, 2nd one is pop advect by volumes.

This is the one that I got approved for the final production!

When viewers inside the show press yes on the question “Would you like to join us on our net zero journey?” this particle trail effect comes in.

Particles needed to stick on the walls, flowing down from the top, disappearing on the center of the floor (destination point). I achieved this by adding a popwrangle inside the popnet, “@P = minpos(1,@P);”

It was originally more curly, stringy look but changed over during the lookdev process(left image).

Thanks for reading!