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ADVANCE & EXPERIMENTAL COLLABORATIVE

MODEL: PUMPKIN CART

As the theme of this project is ” Cinderella”, we decided that the vehicle has to be a Cinderella’s Pumpkin Cart. This model would be much more effective and creative for the theme of our project. For reference we had this real life model that was created by ‘Beneath the Ferns’. Beneath the Ferns specializes in the making of Fairy houses, fairy gardens, miniatures and more. they never fail to depict and copy the cartoons and their concepts in real life. Miniature fairy gardens and the houses and accessories that go in them have always been fascinating to me! Hence, we decided that we can take this reference and build a model through this.

To begin with, I modeled the basic shape of the pumpkin. For this, I took into consideration the tools that were taught to us in term 1, for the project Balloon Festival. Starting with, I took a sphere and with the help of a brush tool I deformed it in various places so that it doesn’t look like a sphere. After the brushing process, I grabbed the vertical edges of the pumpkin, and with the help of the “Creases tool,” I obtained these sharp edges which you can see in the bottom image. Creasing is a powerful and non-destructive way to create SubD edges. It works by applying a creasing value (creasing parameter) to the edges and this parameter controls at which subdivision this edge will start to have a sharper look.

After this step, I added noise to the geometry so that I can get the “Bumps” on the surface similar to that in the reference. For getting this, we have to use the Transform surface and increase its ‘randomness’ in its settings. The only drawback of adding bumps to the geometry is that in order to get a lot of bumps or noise the geometry has to be high poly, which results in making the file extremely heavy.

Coming next to the window designs, I created them in the software of Houdini. It was much more effective and also I had a lot of control over the parameters while working with Houdini compared to that Maya. Firstly, I had to get a black-and-white design, by taking into consideration the design and the requirements.

After this step, I gave the grid which was extremely high poly, this black and white color of the texture. Houdini comes in handy with the next step, where we can delete any face, or geometry by its attribute. So for this instance, I deleted the attribute ‘Color’ or ‘CD’ to get the design. The vex (coding language for Houdini) that I used for this was “$CD>0.1”, which depicts that delete the color if its value is greater than 0.1. And later on, I extruded these remaining faces and got the following results of the Door Frame as well as the foot stand. Later, exported it in the format of ‘.abc’ which is an alembic format that can be imported into Maya as well.

Along with this step, I also created a door by taking some torus and a circle, and manipulated its faces by adding extrude to some of the faces as required.

Door Frame
Foot stand
Added Door

Coming to the wheels of the cart. I started by taking a Torus polygon and by extruding alternate faces I got the desired geometry, simple and effective. For the rims, I took a tube object which also is connected to the wheels. Then by doing the same technique, i.e. extrusion, I was able to get the rims for the wheels along with the chassis for the carriage.

For the Circular chassis, I drew a curve that would be the shape of a curve. After this step, I selected a face of a disk geometry, and the curve I extruded it. When I added more divisions to this extrude I got this geometry of the chassis.

Comin to the last step, i.e. Texturing and rendering. For the pumpkin, I took a ‘phone-e’ texture. I specifically used this texture because of its adaptability to reflection. In the color section of this texture, I created a “Ramp” which would give me a mixture of the colors that are needed. The colors were the gradient of orange and dark yellow. After giving this color gradient, I also applied a noise effect to this texture so that I get an uneven color texture as an output. And by doing the same technique I textured the Stem of the pumpkin.

With the help of Arnold Surface Shader’s Gold preset, I textured the Door frames, foot stand, chassis, and Rims. Along with this I gace a Lamber to the wheels and gave it an additional of roughness so that I get the rubber feel to it.

After all the process this is the Geometry that I modeled.

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ADVANCE & EXPERIMENTAL COLLABORATIVE

MODEL: THERMOMETER

Coming to the Fourth medical equipment, i.e., The Thermometer. A thermometer is an instrument that measures temperature. It can measure the temperature of a solid such as food, a liquid such as water, or a gas such as air. The three most common units of measurement for temperature are Celsius, Fahrenheit, and Kelvin.

To begin with, I thought of modelling thermometer with basic shapes and surfaces. For which, I started by using a box to create the main body of the thermometer. I wanted to keep this model low poly and as simple as possible. Hence, i started by aligning the shape of the vertices and edge so that it resembles more and more to the real one. After that I beveled the outer edges so that I can get a ‘smooth’ effect. Beveling edge is a really effective technique to make sharp edges rounder.

After the main body, I started to model the components of the thermometer. As the screen of a thermometer is slightly inside, with the help of the beveled edges of a cube I got a smooth and easier void where the screen or the dial on which the temperature would be seen. Similarly, for the buttons, I took a cylinder and beveled it with the box so that the buttons can be allotted over there.

For buttons, I took a circle and beveled it along with the same beveled cube that I took for creating a dial, modified its scale, and created the gap in the circular handle. Following this, I used a copy of this beveled box to make the button.

For the end part, i.e., the Cap, I created a curve and extruded it to form a polygon. After that, I again beveled the sharp edges of the cap to get this desired shape.

For the frontal tip of the thermometer, I used a polygon sphere and manipulated its scale, and transformed a few of its faces so that I could get this smoother Tip.

tip of the thermometer

Final geometry

For texturing, I used a Phong-e Material. It was much more simple for getting this rough but elegant texture. I used the same material for all the parts of this thermometer and it gave me an amazing result.

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ADVANCE & EXPERIMENTAL COLLABORATIVE

MODEL: STETHOSCOPE

The third medical equipment had to be modeled as the “Stethoscope”. This is an instrument that is used by Doctors in determining and studying the heartbeats of a patient. A stethoscope can be used to listen to the sounds made by the heart, lungs, or intestines, as well as blood flow in arteries and veins. This was the reference image that was been allocated to me for modeling purposes.

To begin with, a stethoscope has various parts which include Ear piece, ear tube, Binaural spring, tubing, stem, and chest piece.

To begin with, I started modeling the earpiece also called an ear bud. I modeled it by taking a curve that depicts the piece of that earbud, followed by revolving it 360 degrees to get a circular shape.

After the earpiece, it was time for the ear tube. For modeling the ear tube, I took a Poly Tube object and added the tool “Bend” to it. What the tool bend does is, that it circularly deforms the object as per needed by the user. So for this reason I gave the tube a bit of bend and formed the ear tube.

Then coming to the Tubing, which was one of the trickiest parts of this process. I took a poly Torus for the start and deleted the unwanted part of it. After that just like the of ear tube, I took another tube and deformed it by giving it a bend. But specifically for this tube, I made the bend a bit more to get the spiral effect to it.

Now here comes the trickiest part, where we have to join the upper torus to the deformed tube. Firstly, as the torus was not in a shape that would join the tube, with the help of sculpt tool, that I used in the IV bag project, I pulled the faces and surfaces of that tube and made it so that it aligns perfectly with the end of the tube. Later on, I merged the vertices of the tube to this deformed surface which helped me in getting a combined model. But after doing that, I still got some jaggy edges to the combined geometry. Hence, I again used the sculpt tool to make it look like it! object.

And coming to the final modeling part i.e. The chest piece. To start with I took a circle cut in half and filled the hole init. Along with it, I gave it a lot of segments so that I can manually do the changes that are needed. I selected a few center faces of this filled part and with the help of smooth editing (when the points are selected press ‘B’), and pressed in down. Thanks to the smooth tool I can bend the faces systematically.

Later I grabbed the bottom face that is in a line and extruded it to I can get a tube-like thing on it, and carried the same technique for getting the desired chest piece shape. After this a grabbed an edge on the side and gave it proper extrusion which would resemble the Tube which connects to the Main tube of the stethoscope.

Coming to the final part: Rendering and Texturing.

For tube and ear bud: Arnold Standard material’s Rubber preset.

For the Chest piece and ear tube: I used the metallic preset of Arnold material.

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ADVANCE & EXPERIMENTAL COLLABORATIVE

MODEL: IV BAG

The Second Medical equipment that was needed for modeling was the IV BAG. IV bags are the equipment that acts as a container for the medicines and fluids which are injected into the patients from time to time.

For this model, I took a cube and gave it various segments. Later on, I joined its top by selecting parallel vertices and merging them. The next step was to give it a shape that would roughly depict the shape of an IV Bag. This was done by editing the edges, faces, and vertices from various places.

The technique that helped me make it look like a bag was the “Sculpting Tool”. The Sculpting tools play an extremely important role in the field of Modeling in MAYA. The sculpting tool is an excellent starting point for most sculpting operations. The Sculpt Geometry Tool lets you manually sculpt NURBS quickly with the stroke of a brush. You simply paint the surface mesh using the Sculpt Geometry Tool to push or pull CVs to achieve the shape you want.

This tool helped me a lot in manipulating the surfaces of my model by stroking it win resulted into getting me this final structure of the IV Bag.

For the bottom part, I took a tube and extruded the top faces to get the cap of the pipe. After doing this for the second tube is applied the ‘Bend tool’ which gave the tube a bit of curve. Bend tool specializes in giving any geometry a smooth curve which we use according to our need.

Finally, for rendering, I used the Arnold Standard Surface texture. The preset of glass was used for this. But, as the glass surface texture gives us an 100% transparent look, I increased its metalness slightly and increased its roughness. And finally, this was the model that I modeled.

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ADVANCE & EXPERIMENTAL COLLABORATIVE

MODEL: CELL AFFECTED BY VIRUS

For this theme Cells getting affected by the virus were also needed, as the patient is in a hospital and is on his deathbed. This cell is going to be copied multiple times in the animation so that is why I had to keep it low poly and less dense when compared to high poly models.

Hence for this concept i took a sphere as the base upon which all the other stems would setup upon.

Followed by this I created the steams and buttons in Maya. For the stem, I took into consideration the same technique by which I created the Fountain in the Musical box project. I drew a curve that would resemble an outline of a mushroom-type figure. After that, I revolved around this curve which resulted in me getting this desired result.

After this steam was created, I exported it into an FBX object so that I could import it into Houdini for further processing. Instancing objects onto points and particles is really good in the software of Houdini. It is much more reliable and we also have much more control over all the settings which we would want.

To begin I imported the steam cell in Houdini. While doing this, I also scattered points onto the surface of a sphere with the help of a sphere node. Along with this, I gave it a noise pattern so that I get the ‘unevenness’ of the points on which we have to instance the steam. After giving these points, I gave normals to the points so that all the steam pointed outward of the circle. Normals play a crucial role in making this happen, or else the stem would be pointing in any random direction. And after this, I copied the geometry onto the points with the help of copy to points node and went to the final step of texturing.

For texturing, I have used the principle shader that is available in Houdini. Principle shader in Houdini has the same physics and same techniques of that as Lambert in Maya. Both are very similar to each other. Hence, I gave it a basic red color which depicts the cell, and a white color to a few stems which depicts that the cell is affected by the virus.

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ADVANCE & EXPERIMENTAL COLLABORATIVE

MODEL: SYRINGE

To start with the reference, this was the image given to me by our project lead. This is a typical syringe that doctors use in their day-to-day errands. To open out this model, the components that I had to build are the barrel, the needle, the pipe attached with a rubber which helps in pushing out the meds in it which is also called the plunger, the hub ,and last the plunger flange. The information given to me was that the syringe that would be modeled should have a bit of a cartoony taste.

Reference

To begin with, I started by modeling the plunger flange. But to give it a bit cartoony look, I went with modeling a circular syringe, where I reduced the usage of sharp shapes like squares or rods which we can see in the main reference. Usually, for getting a cartoony look we do use a bit smooth circular shapes as it looks much more calming. For example, kids are used to playing along with balls, ropes, and plushies. These shapes are also preferable as they are safe and is children friendly. So taking into consideration these attributes, I went to make the syringe and all of its components circular.

For the finger handles, I took together torus of various sizes. For creating the handles that join this torus, I selected the tangent faces and extruded them to create a rod tube feel.

Coming to the other end of this plunger, I took a cylinder and gave it a few segments of 6. Then by selecting rows of faces alternatively, I extruded them into a negative value which helped me in getting a step like effect.

After the plunger, I decided to model the Hub. For this Hub, the extrude tool made the work simple. Basically, I took a sphere at first and deleted the faces so that I just get half of the sphere. Later on, I selected the center faces of the edited sphere and extruded it to get the mountain-type ascending slope. And for the Hub not being hollow, I grabbed the edge and fill the hole, so that it would be a complete object.

The final part of modeling was the Syringe. for this, I took a tube and reduce its radius to 0.001, which is an extremely minute value but needed for the syringe. And for getting the sharp end, I took a box and aligned it at an angle where I can get a perfectly sharp edge. And after assigning the box, I used the Boolean tool and subtracted the intersection between the box and the tube. This is how I obtained the syringe needle.

This is the wire frame mode of the Syringe with all the components included.

After the step modeling, the main step was texturing. “Arnold Standard Surface” is my go-to shader for texturing purposes. It is extremely handy and because of the presets that are included in it, makes it user-friendly. For Most of the body, as I needed the metallic texture, I reduces the roughness and increased the metallic setting for it. And for the main body, I took the preset of Glass as it resembles it the most. But the Glass texture gives it a 100% transparent look. For which I added a bit of metallic so that is becomes less see-through.

After adding the texture this is my final 3D model:

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ADVANCE & EXPERIMENTAL COLLABORATIVE

MODEL: MUSICAL BOX

The First Model of the collaborative unit was the Musical box. This is one of the models that will be integrated with Virtual Reality. This box represents the traditional box, which is typically used in animated movies nowadays. Along with this, as the story depicts the theme of Cinderella, the box is made a bit in cartoony way.

This was the box Reference given to me by the group leader of our project. The main task was to make a model that would be similar to the reference. Doing the character was not necessary. but other things such as, the base of the fountain, the handles and the design should be similar.

Reference for the musical box

Modeling the main body was simple straight forward. I was able to model it with the help of the basic tool set, which are Extrude, Insert edge loop tool, Boolean.

Extrude tool:  It allows you to extend a selected Face or Edge from the selected 3D object by defining various parameters. We can also use the same tool of shrinking or narrowing it down. I used the extrude especially for obtaining the following pattern. For doing it I selected the face and extruded it as per needed.

top Lid

Boolean:

In 3D Modeling, by Boolean operations, we mean creating intersections and unions of objects, as well as subtracting objects from each other. I typically used Boolean to create a block pattern. The way we use this tool is that we select 2 objects, the first being the one we have to create an intersection into and the other the shape (3D object) or pattern that we need to create.

For this model, I used this tool to obtain the hooks where the lid would fit.

The trickiest part of this model was its design. The main problem I had was making the ‘leaf-like pattern’, for which I tried various techniques such as revolving or making a surface with the help of curves. But the main problem was that I was not able to obtain the curve nature of it.

So to solve this problem I did the simplest and the most effective way, manipulating the tube polygons tool. What I had to do was to grab a few of the vertices and edit with the help of smooth edit, by which I could get the sharp yet soft corners, which resemble that of a leaf. For the rest, I did the same thing and copied it in accordance with obtaining the design.

After the design was added to the model this is what it looked like.

The other important element of this project was the Fountain. For the shape of this fountain, I created a 2D curve in the shape needed. After creating this shape, with the help of the ‘Revolve tool’ i could obtain the shape. The revolve tool helps in creating a revolved surface with the help of the curve. Basically, it wraps the curve in 360 degrees; and creates a circular shape. For obtaining this circular shape we have to give it more segments; so that we do not get a jaggy surface.

The disc shape that you can see on the fountain was created simply by scaling down a sphere and making slight changes to the vertices to get the upward bending structure.

Along with this, the base was one object which took quite a time, with the help of the extrude tool, I extruded the faces of a cylinder. Cylinder was the shape that fitted perfectly to get the desired shape as shown in the reference. Then i individually grabbed the faces and gave it a noisy extrude so that I get the unevenness in the extrude and obtain the brick type structure.

The Final step was applying texture to the model. For texturing, I used the ‘ Arnold Surface shader ‘. for the main body I simply added basic colors of grey & brown. But for strips, I used the “Gold'” preset that we get along with the Arnold standard surface. The Arnold shader gets along with various sets of presets out of which I used the ‘Gold’ and the ‘Glass’ preset specifically. Even though the presets are good, we have to make some changes to get the desired shape.

After doing all the changes and needed texturing this is the Final model of the MUSICAL BOX. :

Final render of the Model.
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ADVANCE & EXPERIMENTAL RESEARCH

RESEARCH: VFX CAREERS

FX ARTIST

3D Special Effects also known as FX used in films and television, is the making of 3D elements through CGI to add more realistic elements to the scene. Special effects are usually based on how to create smoke fields, pyrotechnics, destruction, particle effects, and many other elements. The most used software for these effects is Houdini, Maya, Blender, etc.

FX Artist or FX TD is an artist who has a deep understanding of dynamics, 3D effects, as well as compositing. The FX artist ensures that the FX is thoroughly created while considering the physical and natural physics while creating CGI. Having good knowledge of particles, dynamics, fluids, etc., is a must for an FX Artist. In this role, the artist also has to create an effects library by doing various types of research and dev. for the production.

SHOWREEL FOR HOUDINI FX

I started in the industry as an FX Artist a year ago while working with Technicolor India Pvt. Ltd. While in Technicolor, I worked on series such as The Witcher, where I created effects such as Pyro as well as Lightning. Along with this, there were other projects where I created Fluid simulation, ripples, and smoke effects. The field of FX is vast and I would want to learn more and more about it so that my skills would be boosted.

I want to pursue this field in the future and polish my skills to the level that we see in modern-day cinema. ‘The Transformer: The Revenge of The Fallen’ (2009) was a movie which had surprised me with the VFX field and made me want to get into the field of Special Effects Artist. While at it practicing this role will give me an immense boost to my skills of FX and would reflect immensely on my career as well as my goal of becoming an FX TD.

SHOWREEL FOR MAYA FX

Fitzgerald, R. (2022) What does an FX artist do?: Job role, salary & FX tips: CG Spectrum, What Does An FX Artist Do? | Job Role, Salary & FX Tips | CG Spectrum. CG Spectrum. Available at: https://www.cgspectrum.com/blog/what-does-an-fx-artist-do.

MODELLING ARTIST

Modeling plays a special part in the field of VFX. Modeling is a part of Pre–production as well as Production. It is the backbone of the VFX field as all the concepts are interlinked along with it. Modeling is thoroughly used for creating terrains, 3D objects such as cars, concept arts, swords, tablets, etc., and architectural designs. Modeling art is a very wide field that is only limited to your imagination. This is why Modeling is the base of all the 3D concepts in the field.

Modeling artists produce 3D art as per the references or briefs given by the concept artists. Usually, 3D modelers require an eye for detail, where they need to take natural concepts into mind. This skill is the most important as they have to create each model with precision as well as proper proportions. When a modeling artist chooses to only create a specific type of modeling concept for example Characters, they are referred to as a character modeling artist.

I would also want to pursue this field as it is an extremely versatile field. The 3D models are not only restricted to films and television but also used in games and design as well as Virtual reality. Due to its enormous variety of capabilities, where an artist can build almost every design that a person can see or think of, makes me want to learn in detail about the field and pursue the career of modeling artist. 

FACE MODELING
HOT AIR BALOON MODELLING
TESLA CYBERTRUCK MODELLING

Production Manager

The production manager is a role in the VFX Industry where the role is to carry on tasks as per the decisions made by a Visual Effects Producer. Looking after the budget as well as creating a proper and detailed schedule for various scenes/shots for the project is the work of the production manager.

Simultaneously, they participate in hiring artists, and casts, and drafting contracts. They are in touch with the VFX artists and technical directors to look up their work’s progress and ensure the given tasks are completed before the deadlines. The production manager makes sure to link the work of artists to the VFX Producer while taking note of the changes to be made and assigning new tasks to them (if needed).

At first, the role of Production manager was unknown to me. But after working for Technicolor India Pvt. Ltd. As an FX artist, I learned how the VFX field works and how crucial the role of the Production Manager is. I was impressed by how the production managers ensure that the manufacturing process runs reliably and efficiently. Taking into consideration how this role has to think about the management of work, and dealing with production targets that are to be achieved, makes me want to explore more about the field.

VFX Production manager Spin VFX. Available at: https://www.spinvfx.com/vfx-production-manager/

https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/production-management/production-manager-visual-effects-vfx/#:~:text=Production%20managers%20act%20on%20the,hiring%20artists%20and%20drafting%20contracts.

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ADVANCE & EXPERIMENTAL Compositing

NUKE: Week 6: GREEN SCREEN

Green Screen is a Nuke workflow tool that creates a virtual background that can be used in any field of production. IT is great for photo-realistic visuals or as a simpler alternative to painting effects and other techniques. It is a powerful Nuke template used in computer graphics fields, such as film and TV. Green Screen is a popular choice for you to create stunning background scenes quickly and easily

Changing or extracting the green screen can be done in various ways. The technique differs according to the plate or the result that is needed. Sometimes, instead of extracting the color, what an artist needs to do is suppress or de-saturate a specific color according to the reference.

Suppressing a color refers to reducing the amount of green that is used in a specific plate. It increases the range of areas that are color suppressed. If the color you want to suppress is still evident, increase this value. Along with this, we also have to de-saturate the color, where we completely remove the color or. For example, we completely remove the respective color value. For example:-

Here we can see, different techniques gives us various output. when we suppress the green value, we just remove the value of green but the value of other colors stay intact. Where as if we de-saturate the color, we totally remove the value of the colors, making it ‘De-colored’.

HUE (Green Muted)
Green Supressed
Green De-saturated

here we can see another reference for the color suppression and color de-saturating. For 1st instance we just play with the value of the color green, where the other color values are untouched, where as for de-saturating, we completely de-color which gives results into a gray scale.

The other technique for extracting a specific color, is by using the “keyer” node. With the help of this node we can extract the primary colors, i.e. green, blue and red. But this node is not only restricted to the colors, we can also play with the luminance and the saturation of the plate.

In the below example, we can see how i have extracted the white (luminance), as i wanted to see how the node works. I extracted the sky, eve though its not perfect, we can clearly see how powerful this node is, in which we can play even with the slightest part or color as per needed. In here we have to select the keyer that we have to do the changes. After this we have to manipulate the bars or handles where we can get the result that we need, i.e. extracting the color.

After extracting the luminance, I color graded the alpha and changed the color to get a clear view of the setting ad changes that i have done in the keyer.
color changed

Here is an another technique, where we can get an alpha from the color which we need. For example, over here I extracted the color red, and subtracted it with the rest of the plate, which resulted into giving me the blacks and whites of the plate. These blacks and white represented the alpha, white being 1 and black being 0. And with the help of the we get our alpha on which we can color grade the plate as per the alpha.

plate

So we’ll do a shift command or control sample of a large area of the green screen in order to identify the hue of green we want to spill suppress. And I’m going to use a combination of Saturation and Green Suppression Curves with the help of the Keylight node. So I pick the color, so I can move their control points to be right centered on my target color. Because as I make adjustments it’s going to move the darkened thing off the spot. So, we’ll start by taking the Saturation down. That gets rid of some of my green spill. Then we’ll merge the difference and color correct the plate. And through this step we can color correct the plate and reduce a bit of spill.

Reduction of the spill

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ADVANCE & EXPERIMENTAL Compositing

NUKE: COLOR GRADE

Creating the mood and coherent sensibility by using the color palette is known as color grading. Colour grading is adjusting the image in specific ways to create a stylistic effect. For example ‘crushing’ the blacks of an image to make it feel contemporary, or taking the matched shots from a camera and tracking and lightening main characters face so that they stand out.

Grading of the plate is a process where the film scans are color graded to the look
wanted by the movie directors for their projects. Usually, these color grades are finished
by using a LUT which is used in order to enhance the mood of the videos. For example,
for getting a look of danger or horror a Dark LUT is used, where as that used for a happy
occasion is usually brighter. After the process of color grading the output is used for
plate preparation i.e., main look of the shot which is going to be carried forward in
Compositing.

object
background

The Main task of this was to color grade the dragon in such a way that it will match the background and merge it together. ‘As if it was one’ was the motive for this project. In this area, usually the best technique that we can use is, gaining the information of the color (blacks and the whites). Through analyzing this, we can match the color the object by grading it according to the background.

In the grade node we have to match the blacks and white. For doing this we have to do the following:

  1. Pick the darkest color of the Dragon so that we can change it accordingly.
  2. After picking the dark point, we have to lift it up according to that of the back ground. For doing this we have to pick the dark color of the background. (It has to be done the the lift setting)
  3. Similarly, we have to pick color for white point and gain, but over here we have to get the brightest part of both. As this is going too set the overall mood/theme of the Dragon.

(Please refer to the node below)

Final Merge After Grading

I have done similar technique for other project (Refer to the images below). This techniques work the best for getting faster result and correcting the colors to get the best result.

Before color grading
After Grading
After Color Grading