Feature Film: Aeroah Eterna - The Visual Album Project by ONELVXE Studios

This will serve as a work in progress thread for progress renders, content updates, and tests related to our studio’s feature film release, Aeroah Eterna.

Project Details —
Length: 60-90 minutes
Format: 12 Chapters, split evenly between 3D visualizations and live-action footage
Score/Soundtrack: Studio Album - Genre: Neo-Classical Luxury Trap
Art Style: Luxism

Plot: Aeroah Eterna is an allegorical story of God as told through two characters, Aeroah and J. In our story, Aeroah assumes the allegorical role of God, while J assumes the allegorical role of Jesus/The Word. The film is split to reflect a distinct dichotomy between the two characters

Purpose: To explore the meaning of life, the process of creation, and visualize music.

Our Team —
Creative Director: Jared Webber
Modeler: Daniel Ocean
Lighting: Lorenzo Argentieri
Storyboarding, Writing, and Concept Art: Taeke Keuning
Animation: Luciano A. Munoz Sessarego
Programming, Scripting, and Animation Nodes: Jacques Lucke
Soundtrack, Score and Foley: Justin Webber
Post-Production and Editing: Jeffrey Irokwe

Completed Targets: Concept, Screenplay
Current Phase: In Production

If you are interested in learning how you can get involved with this project and join our production team, follow this link here: www.onelvxe.com/apply

Attachments


Test: Soundstage

Description: An open-GL rendered sequence of the soundstage set to be featured in our movie project.

How it was made:
The soundstage was created by importing multiple audio wav files (each pertaining to a different instrument) and modulating the scale of the individual hexagon tiles with the strength of the sound data. This effect was made possible by Animation Nodes. After bringing in the sound data and baking it into Blender, the sound strength data was routed into a loop in AN that evaluates the strength of the sound and then scales an object up and down on the Z axis.

You will also see a colored tile ontop of each moving pillar. Each colored tile represents a different material. This material has also been modulated to respond to sound input data. Essentially, when rendered, the emitted color of the tile changes in response to the strength of the data. This effect was achieved using Animation Nodes as well. The Sound data strength from an Evaluate Sound node was routed to a Cycles Material, set to effect the fac value of a colorramp node. By setting different color ramp values on a color ramp node, when the sound strength changes, so does the color.