REN ZHENG
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REN ZHENG

  • CG Environments & VAD
  • Narrative Cinema
  • Color Grading
VIEW WORKS

Ren Zheng

Work

CG Environments / VAD01 / 05WIP

Cave Temple

Type
Unreal Engine 5 Scene
Year
2026
Role
Environment Artist
Software
Unreal Engine 5, Substance 3D Painter, 3ds Max, RizomUV, World Creator, ZBrush
Cave Temple, still from the videoWatch on Vimeo

Overview

Project overview to be added.

Cave Temple: carved arches and a waterfall beside a wooden walkway
Cave Temple: a carved stone platform on the water between cliffsCave Temple: a bridge and a row of carved towers above a waterfall
Cave Temple: carved statues and towers on a terrace in backlight

Breakdown

How the scene was built, from the first blockout to the modular assets and the terrain.

Blockout

Gray-box shapes and mannequins set the layout and scale. The main structures go in next, then the first textured assets.

Blockout in four stages, from gray boxes and mannequins to the first textured assets

Trim Sheet

A carved trim, modeled in 3ds Max and sculpted in ZBrush, then baked into a trim sheet with Base Color, Normal and ORM maps and set up as a material in Unreal Engine.

Trim sheet: high and low poly trim, ZBrush sculpt, Base Color, Normal and ORM maps, and the Unreal Engine material

Column

Modeled in 3ds Max and textured in Substance 3D Painter, with Base Color, Normal and ORM maps.

Column: wireframe models, textured column and UV layout, Base Color, Normal and ORM maps

Stone Slab and Supports

Low poly, high poly and a ZBrush sculpt, then two texture sets in Substance 3D Painter, one for the slab and one for the supports.

Stone slab and supports: low poly, high poly, ZBrush sculpt and two texture sets

Arches

Arch and vault pieces, modeled in 3ds Max, sculpted in ZBrush and textured in Substance 3D Painter.

Arches: textured stone and wooden arch pieces with their UV layoutsArches and vault: low and high poly models, ZBrush sculpts and a textured vault

Terrain

The terrain comes from World Creator, shown here with its height map and four texture-layer masks.

Terrain: World Creator terrain rendersTerrain height map and four texture-layer masks

05 studies

Lab

Technical exploration, experiments, and ongoing studies.

Materials & Shaders

Icicle Material

Oct 2026, Unreal Engine

A study of an icicle and ice-surface material for mid- to far-distance snow and ice scenes, built step by step in the Unreal Engine Material Editor and tuned through a material instance. Screenshots follow the order of the original notes.

Engine
Unreal Engine
Focus
SSS, Fresnel, refraction, WPO
Use
Mid- to far-distance ice and snow

Base Material

A four-vector parameter drives Base Color, white to start and later a pale blue. Specular is set to 1.0, Roughness to 0.1 and Metallic to 0.0 for now, so the surface can first be shaped to read as snow-dusted ice.

Roughness comes from the engine’s high-frequency noise texture. Only its red channel carries data, so R alone feeds Roughness (white is rough, black is smooth), multiplied by a Roughness scalar for overall control.

TexCoord × UV Scale feeds the texture’s UVs: a higher scale tiles more and makes the pattern smaller. At a UV Scale of 50 in the material instance, the texture becomes a barely-there surface detail. A texture is also cheaper than a procedural noise node, which is a long chain of instructions.

Base material, screenshot 1Base material, screenshot 2Base material, screenshot 3Base material, screenshot 4Base material, screenshot 5Base material, screenshot 6Base material, screenshot 7Base material, screenshot 8Base material, screenshot 9Base material, screenshot 10Base material, screenshot 11Base material, screenshot 12Base material, screenshot 13

Subsurface Scattering

To track down jagged shadows, the first test is raising the directional light’s Shadow Resolution Scale. If that helps, the shadow map is the cause; if not, check polygon count, silhouette, normals, topology and shadow bias.

Shading Model is set to Subsurface, and Subsurface Color is promoted to a parameter with a brighter blue. Strongly contrasting Base and Subsurface colors in the instance make the lit and shadowed areas easy to read.

The jagged shading was fixed with the SSS opacity (Opacity Override, promoted to a parameter, set to 1 and then lowered). The sphere on the right uses denser geometry from Modeling Mode, so it shades more smoothly under the light.

Subsurface scattering, screenshot 1Subsurface scattering, screenshot 2Subsurface scattering, screenshot 3Subsurface scattering, screenshot 4Subsurface scattering, screenshot 5Subsurface scattering, screenshot 6Subsurface scattering, screenshot 7Subsurface scattering, screenshot 8Subsurface scattering, screenshot 9

Fresnel Edge

Fresnel builds a mask from the angle between the camera’s view direction and the surface normal: low where the surface faces the camera, high at grazing angles along the edges.

ExponentIn sets the falloff (higher gives a thinner, sharper edge; 5.0 here), and BaseReflectFractionIn how much remains facing the camera (about 0.03–0.04). Fresnel × emissive_intensity × emissive_tint drives Emissive Color for an adjustable edge glow, all exposed in the material instance.

Fresnel edge, screenshot 1Fresnel edge, screenshot 2Fresnel edge, screenshot 3Fresnel edge, screenshot 4Fresnel edge, screenshot 5Fresnel edge, screenshot 6

Parameter Groups

Parameters are grouped for the material instance: base_control (metallic, specular, SSS opacity, UV scale, roughness), sss (subsurface color) and Fresnel (ExponentIn, BaseReflectFractionIn, emissive_intensity, emissive_tint), then tuned until the surface shows clear shadow, mid-tone and highlight separation.

Parameter groups, screenshot 1Parameter groups, screenshot 2Parameter groups, screenshot 3Parameter groups, screenshot 4Parameter groups, screenshot 5Parameter groups, screenshot 6Parameter groups, screenshot 7

Color Blend with Lerp

The same Fresnel mask also drives a Lerp between basecolor and basecolor2, pushed toward cyan in the instance, so the color shifts smoothly from face to edge. One Fresnel, two branches: base color blending and emissive edge glow.

Fresnel and Lerp in Base Color and Emissive

Refraction

Blend Mode changes from Opaque to TranslucentGreyTransmittance so light can pass through, and Refraction Method is set to Index of Refraction so it bends. Translucency decides whether light gets through; IOR decides how it bends. Lighting Mode is Surface TranslucencyVolume.

Fresnel masks the IOR through a Lerp (IOR 2 on the B input), which gives the look of a solid glass sphere.

Translucency costs more than Fresnel because of extra blending, sorting, lighting and overdraw. Where true transparency isn’t needed, Fresnel can fake glass-like edges more cheaply; the two complement each other rather than replace each other.

Refraction, screenshot 1Refraction, screenshot 2Refraction, screenshot 3Refraction, screenshot 4Refraction, screenshot 5Refraction, screenshot 6Refraction, screenshot 7Refraction, screenshot 8

Icicle Displacement (WPO)

World Position Offset moves the mesh’s vertices in world space from inside the material. With Blend Mode back on Opaque and Shading Model on Default Lit, VertexNormalWS gives each part of the surface its own direction.

Used directly it reads every normal on the sphere and looks noisy. A MaskComponent node keeps only the B channel (up and down), and multiplying by −1 flips it, giving a clean top/bottom mask that pushes the vertices into icicle shapes.

Icicle displacement, screenshot 1Icicle displacement, screenshot 2Icicle displacement, screenshot 3Icicle displacement, screenshot 4Icicle displacement, screenshot 5Icicle displacement, screenshot 6Icicle displacement, screenshot 7Icicle displacement, screenshot 8Icicle displacement, screenshot 9Icicle displacement, screenshot 10Icicle displacement, screenshot 11Icicle displacement, screenshot 12Icicle displacement, screenshot 13Icicle displacement, screenshot 14Icicle displacement, screenshot 15Icicle displacement, screenshot 16Icicle displacement, screenshot 17Icicle displacement, screenshot 18

Fresnel, On Set and In Shaders

The name comes from the physicist Augustin-Jean Fresnel. On set, a Fresnel lens shapes a light between spot and flood; in CG, the Fresnel effect is how reflection grows at grazing angles. The same optics, two applications.

Back to the Lab

AI Workflows

Unreal MCP × Codex CLI

Sep 2026, Unreal Engine

A first test of directing Unreal Engine from a terminal AI agent: OpenAI’s Codex CLI working in the editor through Epic’s experimental Unreal MCP plugin. It covers installing Codex and setting up the plugin’s server, then read-only checks and two small test edits, then a chess scene with a marble board and a full set of pieces. Screenshots follow the order of the session.

Agent
Codex CLI 0.155.1
Bridge
Unreal MCP plugin (experimental)
Engine
Unreal Engine

Installing Codex CLI

It starts at the Codex download page. In Windows PowerShell, codex isn’t recognized yet, and the install script stops with an error. PowerShell 7 (7.6.6, which winget shows is already installed) runs the same script cleanly: Codex CLI 0.155.1 installs and opens in the terminal.

Unreal MCP × Codex CLI: The Codex download pageUnreal MCP × Codex CLI: Windows PowerShell: codex not recognized, and the install script stopping with an errorUnreal MCP × Codex CLI: Searching the Start menu for PowerShell 7Unreal MCP × Codex CLI: PowerShell 7.6.6, with winget reporting it already installedUnreal MCP × Codex CLI: PowerShell 7 installing Codex CLI 0.155.1Unreal MCP × Codex CLI: Codex CLI open in the terminal

Setting Up Unreal MCP

In the editor, the Unreal MCP plugin (Epic Games, marked experimental) is switched on, which needs a restart. Afterwards the editor warns that the Asset Manager has no entry for GameFeatureData assets, which game feature plugins need, so that entry is added to Primary Asset Types to Scan.

In the Model Context Protocol settings the server sits at /mcp on port 8000, set to start automatically, with tool search on. From the editor console, ModelContextProtocol.StartServer 8000 starts the server and ModelContextProtocol.GenerateClientConfig Codex writes a Codex config file into the project folder.

Unreal MCP × Codex CLI: Unreal Engine plugin browser with the Unreal MCP plugin enabled and a restart promptUnreal MCP × Codex CLI: Editor warning that the Asset Manager has no GameFeatureData entryUnreal MCP × Codex CLI: Asset Manager settings with GameFeatureData added to Primary Asset Types to ScanUnreal MCP × Codex CLI: Editor settings filtered for MCP, showing the /mcp server pathUnreal MCP × Codex CLI: Model Context Protocol settings: /mcp, port 8000, auto start, tool searchUnreal MCP × Codex CLI: The Unreal editor console inputUnreal MCP × Codex CLI: Console starting the MCP server on port 8000Unreal MCP × Codex CLI: Console writing the Codex client config to .codex/config.toml

Connect, and Look Without Touching

Started in the project folder, /mcp shows unreal-mcp as connected with 3 tools. The first prompt is read-only: which actor is selected, without modifying anything. Codex asks for approval before each tool call, then calls GetSelectedActors and get_label and answers DirectionalLight.

Unreal MCP × Codex CLI: Codex starting in the project folder, with /mcp listing unreal-mcp as connected (3 tools)Unreal MCP × Codex CLI: The first read-only prompt, and Codex listing the Unreal MCP toolsetsUnreal MCP × Codex CLI: Codex asking for approval before calling GetSelectedActorsUnreal MCP × Codex CLI: Codex calling GetSelectedActors and get_label, answering DirectionalLight

Test Edits

Two small changes that are easy to check: move MCP_TestCube to X 300, Y 0, Z 100 and read the transform back, then delete the cube and confirm it’s gone. The scene has its own level, L_Chess_Main.

Unreal MCP × Codex CLI: Codex moving MCP_TestCube to X 300, Y 0, Z 100 and reading the transform backUnreal MCP × Codex CLI: Content Browser showing the L_Chess_Main level and its HLOD layerUnreal MCP × Codex CLI: Codex deleting MCP_TestCube and verifying it was removed

The Board

Longer instructions, including explicit rules about what not to change, are written ahead of time and pasted in as one prompt. The first builds the board: 64 ChessTile actors labeled A1 to H8 on a 100 cm grid, checked for count, unique labels and transforms, with no materials, pieces or gameplay yet (2 min 27 s).

Unreal MCP × Codex CLI: A long prompt pasted into CodexUnreal MCP × Codex CLI: Codex verifying exactly 64 ChessTile actors with unique labels and correct transforms

Materials

Before making any materials, a read-only pass maps what the material tools can do: create materials, add and connect nodes, set Base Color, Roughness, Metallic and Normal, make material instances, and assign them through a mesh’s overrideMaterials.

Next comes M_Marble_Master, built from two scales of procedural noise with softened veins and no texture images, exposing BaseColor, VeinColor, Roughness, VeinScale and VeinStrength, plus two instances of it. Codex recompiles the master and checks its 30 graph connections before anything touches the tiles (5 min 23 s).

Then MI_Marble_Dark and MI_Marble_Light go onto all 64 tiles, 32 of each, alternating like a real board and verified tile by tile (4 min 34 s).

Unreal MCP × Codex CLI: Table of the material tools Codex found, read-onlyUnreal MCP × Codex CLI: Codex reporting the marble master material, its exposed parameters and verificationUnreal MCP × Codex CLI: Codex verifying the marble materials tile by tileUnreal MCP × Codex CLI: The 8 by 8 board in the viewport with dark and light marble tiles

Pieces

The pieces are placed and named by color, type and square, such as White_Pawn_H2 and Black_Pawn_H7, with the tiles, board materials, lighting and camera left as they were (9 min 59 s).

Unreal MCP × Codex CLI: Codex listing the placed pieces by squareUnreal MCP × Codex CLI: The full set of pieces on the marble board, seen from aboveUnreal MCP × Codex CLI: The finished chess set on the board in the desert scene

Usage

/status after the pieces: about 10% of the five-hour limit left. The session then ends with exit.

Unreal MCP × Codex CLI: Codex /status showing usage after the sessionUnreal MCP × Codex CLI: The end of the Codex session

Back to the Lab

Lighting, Texturing

Light Function & Gobo Texture

Aug 2026, Substance Designer, Unreal Engine

A Light Function uses a black-and-white texture as a mask on a light, controlling where it is bright and where it is dark. White lets light through, black blocks it, and gray lets part of it through. Common uses include light through blinds, fence shadows, gobo lights, cloud shadows and striped light effects. Here, a striped mask made in Substance Designer is projected through a Spot Light in Unreal Engine.

Mask
Substance Designer
Engine
Unreal Engine 5.8
Light
Spot Light

Texture in Substance Designer

The node chain is Stripe + Disc → Blend → Blur HQ Grayscale. Stripe generates the stripes, Disc sets the round area, Blend combines the two, and Blur HQ Grayscale softens the edges.

The result is exported as a PNG.

Light Function: the striped disc mask exported from Substance Designer

Material in Unreal Engine

The PNG is imported into Unreal Engine and a new material is created. Its Material Domain is switched from Surface to Light Function, the texture goes into a Texture Sample node, and Texture Sample RGB connects to Emissive Color. Then the material is saved.

Light Function: Material Domain menu in the Material Editor, set to Surface by defaultLight Function: Material Domain set to Light Function, with Texture Sample RGB connected to Emissive ColorLight Function: Texture Sample node using the striped lighting_texture

Spot Light

Back in the level, a Spot Light is added and the new material is picked as its Light Function Material. The black-and-white mask is projected through the light and controls the bright and dark areas inside it, for a striped projection like light through blinds, a fence or a gobo.

Light Function: Spot Light details with lighting_texture_Mat as its Light Function MaterialLight Function: Striped light from the Spot Light falling on grass at nightLight Function: The striped Spot Light beside a plain one in the night scene

A Note on UE 5.8

A Light Function material may not preview correctly: the pattern can be missing from both the material preview sphere and the Texture Sample node. This doesn’t affect the actual light.

Light Function: The Light Function material in UE 5.8, its preview sphere and Texture Sample node showing no pattern

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CG Environments / VAD

BSYNC

Type
Unreal Engine 5 Scene
Software
Unreal Engine 5, P4V
Year
2026
Role
VAD

Process

The original model was brought into Unreal Engine and lit only with the built-in Environment Light Mixer for basic environment lighting, with no further adjustments to the lights, materials or scene assets.

BSYNC, early lighting pass on the atrium, dark and low-key, light gizmos visible in the viewport
The original scene: imported model, Environment Light Mixer only.
BSYNC, final frame, the pink marble atrium under the glass skylight with chandeliers
The revised and optimized scene.

Adjustments

Starting from the original scene, the work covered four areas:

  1. Lighting tuning. Adjusting the intensity, position, color and direction of the lights to fix the flat, even lighting and lack of contrast in the original, so the space reads with clearer layers of light and shadow.
  2. Asset replacement. Replacing some of the original models and assets, and adjusting their position, scale and arrangement to the overall layout, so the details and the look of the scene sit together more coherently.
  3. Relighting. Re-planning the lighting layout on top of the base environment light, balancing the key and fill lights, strengthening the lighting in the focal areas, and using the play of light and shadow to bring out the structure of the space and its visual focus.
  4. Material adjustment and replacement. Replacing and refining the original materials on some objects, adjusting color, roughness, metallic and texture, so each surface reads as intended and looks right under the new lighting.

Process Record

The screenshots below follow the order of the work: an initial lighting test, the asset replacement, the relighting, and the final material adjustments.

BSYNC, brighter pass on the same view, light gizmos still visible
Initial lighting test.
BSYNC, directional light switched on, warm sun cutting across the marble columns and red carpet
Relighting: the directional light switched on.
BSYNC, warm sunset light on an overgrown version of the atrium, grass covering the floor
Asset replacement, with the lighting still in progress.
BSYNC, view from the upper balcony toward the stained-glass skylight and tiered chandelier, bright and even
Relighting from the upper balcony, before the final material adjustments.

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CG Environments / VADWIP

Gear Shop

Type
Unreal Engine 5 Scene
Software
Unreal Engine 5
Year
2027
Role
VAD
Gear Shop, front view at sunset, the lit interior with wall gears and the gear-shaped counter
Gear Shop, exterior at sunset through the curved glass wall, in warm orange lightGear Shop, the same exterior view in deep red light
Gear Shop, the same exterior view in daylight, in cool blue tones
Gear Shop, interior with the gear-shaped counter and stools, red light on the left wallGear Shop, the same interior view in warm brown light
Gear Shop, interior toward the wall of gears, a sunset sky through the open sideGear Shop, the same view toward the wall of gears in brighter warm light

Reference

Edward Hopper’s Nighthawks: a lit interior seen from outside through a wall of glass.

Reference: Edward Hopper, Nighthawks, 1942, a lit diner seen through its glass front at night
Edward Hopper, Nighthawks, 1942

Blockout

Gray-box layout of the shop: the gear-shaped counter and stools, the wall of gears and the shelves.

Gear Shop blockout: gray gear-shaped counter and stools, a wall of gears and shelves

Assets

The gear models come from a free asset pack.

The free gear asset pack: rows of spur, bevel and helical gears, rings and shafts

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CG Environments / VAD

FIREKEEPER

Type
Unreal Engine 4 Scene
Software
Unreal Engine 4
Year
2024
Role
VAD

Overview

Four layers of virtual art department design for FIREKEEPER, built in Unreal Engine 4.

FIREKEEPER, VAD design: a lone boat on a frozen lake scattered with ice floes, snowy mountains beyond
FIREKEEPER, VAD design: a weathered wooden boat on dark water among ice, snow-capped peaks behind
FIREKEEPER, VAD design: rock towers rising from still dark water, mirrored on the surface
FIREKEEPER, VAD design: the boat heading up a snowy channel toward two rock towers in the mist

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CG Environments / VAD

Bar Set 604 Redesign

Type
Digital Set Design
Software
Vectorworks
Year
To be added
Role
To be added

A digital set design, not presented as physically built or used on set.

Overview

A redesign of the SVA bar set, drafted in Vectorworks. The original Studio Bar layout (room 604) comes first, followed by the redesign: a dimensioned floor plan, isometric views of the full set, and an elevation of the entrance wall, with a figure and a camera on a tripod placed in the scene.

Original Studio Bar layout, room 604, isometric view with dimensions
Original layout: Studio Bar, room 604.
SVA bar set redesign, floor plan with dimensions
Redesign: floor plan.
SVA bar set redesign, isometric view from the entranceSVA bar set redesign, isometric view from the booths
Redesign: isometric views.
SVA bar set redesign, entrance wall elevation
Redesign: entrance wall elevation.

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CG Environments / VAD

Haunted House Set Design

Type
Digital Set Design
Software
Vectorworks
Year
To be added
Role
To be added

A digital set design, not presented as physically built or used on set.

Overview

A haunted house set design inspired by Edgar Allan Poe’s “The Black Cat,” based on Oheka Castle on Long Island. Drafted in Vectorworks: front and rear elevations, exterior isometric views, the floor plan as a dimensioned drawing and as a render, and isometric views of the furnished interior.

Haunted house set, front elevation of the stone castle with two steep tower roofsHaunted house set, rear elevation
Front and rear elevations.
Haunted house set, isometric view of the exterior from the front courtyardHaunted house set, isometric view of the exterior from the other side
Exterior isometric views.
Haunted house set, floor plan with dimensions
Floor plan.
Haunted house set, rendered floor plan with furniture
Floor plan, rendered.
Haunted house set, isometric cutaway of the furnished interiorHaunted house set, isometric view of the interior from above
Isometric views of the interior.

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CG Environments / VAD

The Painted Veil Set Redesign

Type
Digital Set Design
Software
Vectorworks
Year
To be added
Role
To be added

A digital set design, not presented as physically built or used on set.

Overview

A redesign of two sets from The Painted Veil, a love story set in the 1920s. Walter and Kitty, a young English couple who marry for the wrong reasons, move to Shanghai, where Kitty falls in love with someone else. When Walter finds out, he threatens to divorce her for adultery unless she goes with him to Mei-tan-fu, a remote village in China where he has volunteered to treat victims of a cholera epidemic. Each set goes from research and a color scheme to a 3D model, a floor plan, and camera positions and actor blocking for its scene.

Scene 1: The Opera Stage

Kitty and Walter go to see a Chinese opera, where they meet the Townsend couple. Charlie flirts with Kitty while they watch the performance.

Research board: Chinese opera stages on a lake, Shaoxing, Zhejiang
Research: opera stages on a lake, Shaoxing, Zhejiang.
Research board: carved wooden chairs, a tea table, a dressing table and a boat on a lakeResearch board: red lanterns in a lane and an oil lamp, practical lights
Research: furniture and boats; practical lights.
Color scheme board: film stills with warm red, brown and amber swatches
Color scheme.
Opera set redesign, 3D model of the full set: a walled lake with a covered walkway and the stage pavilion
Redesign: 3D model of the full set.
Opera set redesign, the covered walkway with tables, and boats on the lakeOpera set redesign, tables along the walkway and boats moored below
Redesign: the covered walkway, its tables, and boats on the lake.
Opera set redesign, the wooden stage pavilionOpera set redesign, the stage pavilion from above with its furnished rooms
Redesign: the stage pavilion, outside and from above.
Opera set redesign, floor plan of the full set
Floor plan.
Opera set redesign, floor plan detail of the stage pavilionOpera set redesign, floor plan detail of the walkway
Floor plan details: the stage pavilion and the walkway.
Opera scene, camera positions and actor blocking along the walkwayOpera scene, camera position facing the stage pavilion
Opera scene, camera moves and actor paths along the walkway
Camera positions and actor blocking.

Scene 2: The Warlord’s Quadrangle

Dr. Fane and the Colonel go to the warlord’s quadrangle to negotiate, asking him to let his soldiers go to Mei-tan-fu to help.

Research board: a labeled siheyuan diagram and photos of quadrangle courtyards
Research: Chinese quadrangle houses (siheyuan).
Research board: furniture and set dressing in traditional Chinese interiorsResearch board: hanging lamps, a beaded table lamp and lanterns, practical lights
Research: furniture and set dressing; practical lights.
Color scheme board: film stills with dark brown, amber and cream swatches
Color scheme.
Quadrangle set redesign, 3D model of the full quadrangle with dimensions
Redesign: 3D model of the quadrangle.
Quadrangle set redesign, the main courtyard and hallsQuadrangle set redesign, closer view of the courtyard and hall doors
Redesign: the courtyard and its halls.
Quadrangle set redesign, a side courtyard with dimensionsQuadrangle set redesign, side courtyards and halls with dimensions
Redesign: the side courtyards, with dimensions.
Quadrangle set redesign, furnished interior of the halls with dimensions
Redesign: the interior.
Quadrangle set redesign, interior rooms from above with dimensionsQuadrangle set redesign, interior of a side wing with dimensions
Redesign: interior rooms, with dimensions.
Quadrangle set redesign, floor plan
Floor plan.
Quadrangle scene, camera positions and actor blocking in the hall and courtyard
Quadrangle scene, camera positions and actor blocking in a passage
Camera positions and actor blocking.

Back to Work

Color Grading

Sniff & Scratch

Type
Color Grading
Role
Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from Sniff & Scratch.

Sniff & Scratch, graded still 1Sniff & Scratch, graded still 2Sniff & Scratch, graded still 3Sniff & Scratch, graded still 4Sniff & Scratch, graded still 5Sniff & Scratch, graded still 6Sniff & Scratch, graded still 7Sniff & Scratch, graded still 8
Graded stills.

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Color Grading

The Park Hour

Type
Color Grading
Role
Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from The Park Hour.

The Park Hour, graded still 1The Park Hour, graded still 2The Park Hour, graded still 3The Park Hour, graded still 4The Park Hour, graded still 5The Park Hour, graded still 6
Graded stills.

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Color Grading

Delete This Number

Type
Color Grading
Role
Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from the music video Delete This Number.

Delete This Number music video, graded still 1Delete This Number music video, graded still 2Delete This Number music video, graded still 3Delete This Number music video, graded still 4Delete This Number music video, graded still 5Delete This Number music video, graded still 6Delete This Number music video, graded still 7Delete This Number music video, graded still 8Delete This Number music video, graded still 9Delete This Number music video, graded still 10Delete This Number music video, graded still 11Delete This Number music video, graded still 12Delete This Number music video, graded still 13
Graded stills.

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Color Grading

Lao Lou

Type
Color Grading
Role
Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from Lao Lou.

Lao Lou, graded still 1Lao Lou, graded still 2Lao Lou, graded still 3Lao Lou, graded still 4Lao Lou, graded still 5Lao Lou, graded still 6Lao Lou, graded still 7Lao Lou, graded still 8Lao Lou, graded still 9Lao Lou, graded still 10Lao Lou, graded still 11Lao Lou, graded still 12
Graded stills.

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Color Grading

Peter Stark Project

Type
Color Grading
Role
Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from the Peter Stark Project.

Color grading still 1Color grading still 2Color grading still 3Color grading still 4Color grading still 5Color grading still 6Color grading still 7Color grading still 8
Graded stills.

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Color Grading

Querida

Type
Color Grading
Role
DP / Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from Querida.

Querida, graded still 1Querida, graded still 2Querida, graded still 3Querida, graded still 4
Graded stills.

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Color Grading

Don’t Tell Auntie Cici

Type
Color Grading
Role
Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from Don’t Tell Auntie Cici.

Don’t Tell Auntie Cici, graded still 1Don’t Tell Auntie Cici, graded still 2Don’t Tell Auntie Cici, graded still 3Don’t Tell Auntie Cici, graded still 4Don’t Tell Auntie Cici, graded still 5Don’t Tell Auntie Cici, graded still 6Don’t Tell Auntie Cici, graded still 7
Graded stills.

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Color Grading

Little Chapel

Type
Color Grading
Role
Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from Little Chapel.

Little Chapel, graded still 1Little Chapel, graded still 2Little Chapel, graded still 3
Graded stills.

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Color Grading

Diamond Heist

Type
Color Grading
Role
Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from Diamond Heist.

Diamond Heist, graded still 1Diamond Heist, graded still 2Diamond Heist, graded still 3
Graded stills.

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Color Grading

Sweet Begonias

Type
Color Grading
Role
Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from Sweet Begonias.

Sweet Begonias, graded still 1Sweet Begonias, graded still 2Sweet Begonias, graded still 3Sweet Begonias, graded still 4Sweet Begonias, graded still 5Sweet Begonias, graded still 6Sweet Begonias, graded still 7
Graded stills.

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Color Grading

Rooftop

Type
Color Grading
Role
Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from Rooftop.

Rooftop, graded still 1Rooftop, graded still 2Rooftop, graded still 3Rooftop, graded still 4Rooftop, graded still 5
Graded stills.

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Color Grading

New York – Myko

Type
Color Grading
Role
Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from New York – Myko.

New York – Myko, graded still 1New York – Myko, graded still 2New York – Myko, graded still 3New York – Myko, graded still 4New York – Myko, graded still 5New York – Myko, graded still 6
Graded stills.

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Color Grading

My Little Grandma

Type
Color Grading
Role
Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from My Little Grandma.

My Little Grandma, graded still 1My Little Grandma, graded still 2My Little Grandma, graded still 3
Graded stills.

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Color Grading

Missing at the Sea

Type
Color Grading
Role
Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from Missing at the Sea.

Missing at the Sea, graded still 1Missing at the Sea, graded still 2Missing at the Sea, graded still 3Missing at the Sea, graded still 4Missing at the Sea, graded still 5Missing at the Sea, graded still 6Missing at the Sea, graded still 7Missing at the Sea, graded still 8Missing at the Sea, graded still 9Missing at the Sea, graded still 10Missing at the Sea, graded still 11Missing at the Sea, graded still 12Missing at the Sea, graded still 13
Graded stills.

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Color Grading

I Heard a Fly Buzz

Type
Color Grading
Role
Colorist
Year
To be added
Software
DaVinci Resolve Studio

Overview

Color grading stills from I Heard a Fly Buzz.

I Heard a Fly Buzz, graded still 1I Heard a Fly Buzz, graded still 2I Heard a Fly Buzz, graded still 3I Heard a Fly Buzz, graded still 4I Heard a Fly Buzz, graded still 5I Heard a Fly Buzz, graded still 6I Heard a Fly Buzz, graded still 7I Heard a Fly Buzz, graded still 8I Heard a Fly Buzz, graded still 9
Graded stills.

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About

Portrait of Ren Zheng

Ren Zheng is a versatile cinematic technician with a broad understanding of the film industry ecosystem and particular experience in color grading. Her work bridges live action and real-time CG filmmaking, focusing on CG environments and Virtual Art Department (VAD) work. She combines a cinematic eye with technical agility to translate creative vision into practical execution.

Education

  • New York University Tisch School of the ArtsM.P.S. in Virtual Production In progress
  • School of Visual ArtsB.F.A. in Film

Software

  • Unreal Engine 5
  • P4V
  • 3ds Max
  • Maya
  • ZBrush
  • Vectorworks
  • World Creator
  • Substance 3D Painter
  • Substance 3D Designer
  • Quixel Mixer
  • RizomUV
  • Adobe Photoshop
  • Adobe Lightroom
  • DaVinci Resolve
  • Avid Media Composer

Contact

Cinematic language, in any medium.