Peasant Village, Visual effects in live action
Peasant Village - Rendering, compositing, shading and fluids
So what’s going on? Me and Martin has been working together a lot, mostly discussing rendering, compositing and shading. Here’s some pics. ![]()
Comp test. No color correction at the moment, this will be done in the final stage to make sure all the shots work together. The gamma is a bit messed up because I got lazy and just hit “print scrn”, hehe…

Early comp test.

We created a “proximity shader” that can be rendered separately and used as a mask when compositing. It works great. By using the lightinfo node and a ramp we’ll get a nice mask with soft edges just where the bulging part is. The collider/locator is connected to the network so that when scaling the bulge effect, the mask scales as well.

Did a quick test with a 2D fluid to simulate blood. I’m emitting density to the fluid from the surface of the snake. Turning up the Z-value of the fluid makes it look like the blood slowly sinks down in the “snow”. Pretty neat! ![]()

Next entry: Done with modeling and sculpturing!
Previous entry: Connection setup

















