Saturday, March 20, 2010

cgnews

computer graphics news

Archive for August, 2007

Mill LA Stimulate Senses for Wrigley

Posted by cgnews On August - 29 - 2007

The Mill LA and long-time collaborator, Director Dante Ariola, showcase their talents for an epic branding campaign for Wrigley’s 5, via three extreme adventures. Appealing to the teen demographic, the groundbreaking spots, feel almost like trailers for the next action-packed blockbuster film of the summer. The effects are equally impressive and cinematic, surpassing anything seen before for the Wrigley’s brand.

Mill LA Stimulate Senses for Wrigley mill wrigleys 01

Promising a gum which stimulates the senses, the spots are set in sci-fi like fantasy worlds, each with characters who seek an experience out of the ordinary. Created under The Mill LA roof by a team of well-established Mill stafff, the campaign was sled by flame Artist/Supervisor Chris Knight and CG Artist/Supervisor Rob Petrie, who were both instrumental in evoking the thrill-seeking attitude throughout the spots.

The visual effects highlight of the campaign is a spot entitled “Cobalt” for the same-named cooling peppermint flavor. This elaborate and time-consuming spot relied on an entirely CG environment for a percentage of the shots. Referencing the original design of the set, Rob and his team replicated the environment in its entirety, maintaining authentic lighting and texturing. The 3D team met the challenges of modeling both the tubing and the gyroscope, to compensate for the fact that a handful of the moves were, in fact, physically impossible to capture in camera. In addition to seamlessly integrating the CG elements, Chris gave the spot its chilly feel, enhancing the main character’s goose bumps, inserting ice throughout the fans and adding cold frosty air.

Mill LA Stimulate Senses for Wrigley mill wrigleys 02

Another larger-than-life spot in the campaign is “Rain”, in which a man bathes in a pulsating sea of ball bearings to promote the tingling spearmint flavor. For this spot set designers consulted with The Mill supervisors, Chris and Rob, to fashion a miniature model of the platform that was fifteen times smaller than the finished version. From there, Chris and Rob calculated a mathematical formula to generate an exact distance between the camera and the model. First crafting a set measuring one quarter of the full-scale set and then lining it up perfectly with the miniature set, the Mil LA team was able to generate a final composite with dimensions completely equivalent to human scale.

Also of interest was the creation of the weathered speakers that generate the energetic beat in the spot. Chris and Rob worked with Designer Christopher Glass, whose character design can be seen on the award-winning Johnny Walker ‘Human’ (VFX: The Mill, Director: Dante Ariola) and whose storyboard art blueprinted the design of ‘Spiderman 3’. From 2D drawings, the set design team modeled a live speaker, which was then rendered by Rob and his team in 3D. The 3D renders then went back to Christopher who worked drawings back over the speakers. Using stained concrete and rusted metal reference, the effects team achieved an industrial feel through a unique process. Chris then enhanced the filmic style of the spot with set extension, rig removal and detailed compositing of 3D elements, such as the animated speakers timed perfectly to match the beat of the audio.

Mill LA Stimulate Senses for Wrigley mill wrigleys 03

The final spot for the warming cinnamon flavor, “Flare”, is an unusual take on the intensity of heat. The spot demonstrates the ambitious fall from a rip cord, as a woman is suddenly held mid-air by countless hairdryers. From a hundred hairdryers, the Mill 3D team recreated the scene to include thousands, which were then composited by the 2D team back into the live action shots. Moreover, Chris and his team added atmospheric heat haze and intensified the red force of the hairdryers.

The sugarless gum differs from other Wrigley products, promising a brief intense, oral stimulation. The packaging, a thin cardboard box which features etching that glows under black light, alongside this powerful ad launch gives the gum the momentum be a stylish brand.

Mill LA Stimulate Senses for Wrigley mill wrigleys 04

Click here to view commercial.

The Mill

London
40-41 Great Marlborough St.
Soho, London W1F 7JQ
+44 20 7287 4041

New York
451 Broadway 5th floor
New York NY 10013
+1 212 337 3210

www.the-mill.com

Popularity: 3% [?]

View Slideshow PicLens

KromA Gets Wet and Wild With Rihanna

Posted by cgnews On August - 28 - 2007

KromA added a splash of visual effects magic to both a new music video and a new Cover Girl commercial featuring sultry Bahamian chanteuse Rihanna. The chart-topping video, Umbrella, directed by Reactor Film’s Chris Applebaum, features the singer and co-star Jay-Z, in a series of scenarios involving water.

The related Cover Girl spot, also directed by Applebaum, is packed with similarly sensual visuals in promoting the brand’s new Wetstick Fruit Spritzers.

KromA Gets Wet and Wild With Rihanna rihanna01

A key part of the video is a 24-second visual effects sequence in which Rihanna is surrounded by silvery strands of liquid that crisscross the frame in graceful arcs in response to her movements. Water elements were recorded on a special effects stage using a high-speed 35mm camera. KromA Visual Effects Supervisor Bert Yukich then composited them into the scene with the singer.

“Because water cannot be precisely controlled, it required digital manipulation to make it flick off her arms and conform to the contour of her head,” recalled Yukich. “We painted the footage frame by frame, in essence, choreorgraphing the movement of the liquid through the frame while retaining its organic quality and feel.”

KromA Gets Wet and Wild With Rihanna rihanna13

Yukich added lighting effects to the practical water elements to give them the mirror-like texture of mercury. He also mapped imagery onto the surface of the liquid. At one point, the singer’s face floats on the surface like a reflection in a rippling pool. “I used stock imagery of clouds as a reflection map on the surface of the liquid,” Yukich said. “When it splashed onto the screen, we transitioned from the reflection map to the close up of her face.”

Umbrella is the first video from Rihanna’s new album Good Girl Gone Bad on Island Def Jam. The clip, which debuted at 41 on Billboard’s Hot Videoclip Tracks chart, leapt to number one a week later, the third biggest jump in history. It has since spent four weeks in the peak position.

KromA Gets Wet and Wild With Rihanna covergirl03

Created by Grey Worldwide, the television spot follows Rihanna’s recent signing with Cover Girl and was timed to coincide with the release of Umbrella and the Good Girl Gone Bad album. The spot is visually in keeping with the video and includes an effects sequence with Rihanna sending off sprays of water while dancing in a moody environment. KromA also created an effect that appears at the end of the spot where a splash of liquid is used to reveal the cover of the Good Girl Gone Bad CD.

KromA Gets Wet and Wild With Rihanna covergirl04

www.kroma.biz.

Credits

“Umbrella” Video

Label: Island Def Jam
Artist: Rihanna
Production: Reactor Films. Chris Applebaum, director; John Hardin, producer; Pierre Rouger.
Editorial: Nabil Menchi, editor.
VFX: KromA, Los Angeles. Bert Yukich, VFX Supervisor; Amy Yukich, executive producer.

Cover Girl “Umbrella” Commercial
Client: Cover Girl
Agency: Grey Worldwide, New York.

Production: Reactor Films. Chris Applebaum, director; John Hardin, producer; Pierre Rouger.
VFX: KromA, Los Angeles. Bert Yukich, VFX Supervisor; Amy Yukich, executive producer.

Popularity: 3% [?]

View Slideshow PicLens

VFXTalk Interviews CafeFX on Spiderman 3!

Posted by cgnews On August - 20 - 2007

Spiderman 3 is coming hot out of the theaters and VFXTalk is pleased to announce this awesome interview with the Visual Effects Wizards at CafeFx who helped to make the amazing visual effects a reality! CafeFX created the vertigo-inducing crane disaster sequence for SPIDER-MAN™ 3, setting the stage for a classic Spidey rescue. The 46-shot sequence, along with 35 additional shots, was awarded to CafeFX by Sony Pictures Imageworks, lead effects facility for SPIDER-MAN 3, the latest in the multimillion-dollar franchise.

VFXTalk Interviews CafeFX on Spiderman 3! cafefx spiderman3 header 650x328

Cafe Fx
CafeFX is an award-winning feature film visual effects facility offering visual effects production and supervision, CG character creation, and 3D animation. Founded in 1993 by Jeff Barnes and David Ebner, CafeFX is located in a 36,000-square-foot studio on an eight-acre campus in the heart of Santa Barbara County. The company’s credits include Spider-Man™ 3, Ghost Rider, Pan’s Labyrinth, The Departed, Eragon, Sin city, King Kong, Memoirs Of A Geisha and The Aviator.
www.cafefx.com

Spiderman 3
Spiderman 3 is the third installation in the highly successful Spiderman series, and is a visual effects extravaganza! As Peter gets to grips with his new-found personal life with Mary Jane he meets a powerfull shape-shifting villan known as the ‘Sandman.’ At the same time a strange black substance bonds with his Spidersuit, giving it new powers and at the same time causing inner turmoil as he contends with new villains, temptations and revenge.

Official Website: http://spiderman3.sonypictures.com/
Theatrical Trailer: http://www.ifilm.com/presents/spiderman3/

The Crane Scene
The scene opens as a steel beam, suspended from an out-of-control construction crane, spins toward a glass-encased skyscraper. From her photo shoot inside, Gwen Stacy (Bryce Dallas Howard) reacts to the impending disaster and the audience sees her dawning horror in the reflection of the windows. She dives for cover as the beam slices through the space, shattering windows and shearing off support columns. The off-balance crane then swings in a wild arc and takes out the floor below, causing the floor that Gwen is on to collapse and tilt at a perilous angle. CafeFX integrated hundreds of animated CG elements with live action cinematography, models and miniatures, digital doubles and photographic backgrounds of New York in the hybrid production of this signature sequence, which is also seen from multiple angles and triple takes.

Backgrounds and feature effects
Among those were backgrounds for the climactic final battle between Spider-Man and Sandman and the addition of a matte painting of the city square for the key to the city sequence. CafeFX also used Massive software to populate the large crowd that has gathered for the ceremony. Other shots crafted by CafeFX included the rivets that burst from a subway water tank; burning butter and beaten eggs in a skillet; a foggy field; eye shield extensions for the villain Venom; and tears in Sandman’s eyes to enhance emotion.

In this interview we speak with Scott Gordon, visual effects supervisor at CafeFX, VFX producer Richard Ivan Mann, CG supervisor Akira Orikasa, lead FX TD Rif Dagher and Edwardo Mendez, Compositing Supervisor. The company’s production pipeline is configured with Autodesk Maya, cebas Thinking Particles, Sitrisati Fume FX, eyeon Digital Fusion, Autodesk Combustion, Massive, Autodesk Mental Ray, cebas finalRender Stage-2, 2d3 Boujou, Adobe After Effects and Apple Shake

The team at CafeFX must have been very excited to work on Spiderman 3, what was the mood/vibe like at the facility before you started?

Scott: We were very excited. We have a lot of genuine Spider-Man fans amongst our crew. The first two Spider-Man films were so well received within the visual effects community that an opportunity to contribute to the third, for many of us, was a dream come true. We always want to do exceptional work, even when the project is limited by time and/or budget, and here we would have an opportunity to truly show what we are capable of.

How many shots were required for completion of your work on the film, and how long did the entire project take?

Scott: There were 81 shots, with about half in the Crane Disaster sequence. We began R&D and asset construction in late July 2006, and completed work at the end of March 2007.

How large is your visual effects team and how is it divided? Do the vfx artists do the compositing work as well?

Scott: The number fluctuates, but CafeFX typically employs about a hundred artists and has the capacity for twice that amount. We usually have several projects going in-house simultaneously, which gives us tremendous flexibility with staffing. For Spider-Man 3 the team consisted of about 40 people total, although the average amount on the project at any given time was closer to 25. For Spider-Man 3 all of the compositing was done by the compositors under Ed Mendez’s supervision, but here at CafeFX it is not unheard of 3D artists to composite their own shots. We have several “generalists” and we really value artists who can bring more than one skill to the table.

What was the ‘pre production to final stage’ planning process you used to come up with the vfx shots for the film? What sort of freedom are you given in creating the looks for the sequences you are in charge of?

Scott: For Spider-Man 3 we were given an animatic which had most of the shots previsualized in some form. That was a solid template to start with, and while some shots were added and others were omitted, for the most part the look and feel of it never changed. Regarding creative freedom, my experience on this show, as on most shows, is usually to have complete freedom, but at the end of the day we have to meet the goals of our clients, in this case visual effects supervisor Scott Stokdyk and director Sam Raimi. We always began by simulating “reality,” and then took license where needed to make things more interesting or exciting, always keeping in mind the storytelling purpose of the shot. Our clients guided us along the way with their requests, like “make the debris fly right at camera” or “minimize the smoke,” and so on. It was always collaborative, and I think that we delivered shots that exceeded their expectations; when we didn’t, they told us why and we addressed it.

The Crane Sequence

VFXTalk Interviews CafeFX on Spiderman 3! cafefx sm3 crane1 650x373

VFXTalk Interviews CafeFX on Spiderman 3! cafefx sm3 crane1plate 650x373

Scott Gordon, visual effects supervisor for CafeFX, said “The crane disaster sequence challenged us on all levels. In order for the action to work, it had to play out against the ultimate choreography, integration and interaction of countless practical and CG elements.”

The Crane Sequence was awesome! Was it the biggest challenge in term of visual effects in the film? How did you get it done, was there a different treatment or new technique that you used?

Scott: The Crane Disaster was by far our most difficult sequence, and the hardest shots within that were the ones that utilized a 1/6-scale miniature of the crane tip ripping through the side of a glassless building with full-scale shots of the building exterior or interior set with actors reacting to having the floor fall out from under them. To that we added our CG elements: the surrounding buildings, breaking glass, building debris, falling furniture, office supplies, papers, dust and smoke. The miniature was particularly difficult to deal with because it needed to be shot at (high) scale speed and the motion-control rigs couldn’t reliably achieve those speeds.

The exterior shots had already been photographed at high speed with a slow-moving camera since frames could easily be dropped. In addition to the timing discrepancies there were physical differences between the (real) building exterior, the full-scale interior set and the 1/6-scale miniature that made combining them difficult. Our solution to these issues was to re-time and re-project everything onto a fresh scene which contained the desired camera move. Then it became a straightforward process to clean up the discrepancies and add all of our CG elements.

How many people worked on the shot of Gwen Stacy running from the crane, and what was most challenging aspect of this shot?

Scott: One artist built and texured the crane. Another animated and lit it for the scene. A third created the building environment, and fourth tracked the camera that they all used. A compositor and a roto/paint artist rounded out the crew for that specific shot. But there was also a big team supporting those artists: the supervisors (VFX, CG, Comp), a producer, coordinator, PA, VFX editor, render-wranglers, IT dept., etc.

In the crane sequence, were you asked to retime many plates and determine the timing of shots in post for more dramatic purposes, or was the director comfortable hitting those marks in camera?

Scott: For the most part those marks were hit in camera. In the miniature shots and in some of the shots at the end of our sequence where Gwen is falling, the cameras were overcranked to allow for some creative wiggle-room. A lot of time was spent on pre-viz though, which helped.

What tools and workflows were used to composite the actors into the scene, after the crane took the floor out and the entire office was hanging out of the building? were you forced to use a mixture of traditional techniques such as miniatures and sideways sets or was it all 3d and compositing?

ED: There were a series of shots for this part of the sequence, and they all used similar techniques. The interior sets with the actors were obviously full scale, but we also shot a 1/6 scale of the building being destroyed. We would take these plates, matchmove and in one case, project them onto each other. We would then add our CG buildings, glass, debris, desks, papers, and explosions, all on top of the plates. All of the actors were live action with the exception of a digital Gwen supplied by Sony on the shot where the crane cuts into the building vertically. The miniatures and actors being live-action meant we had a lot of bluescreen removal and rotoscoping to do. All this was done in Fusion. There we also a bunch of wire removals as well, which were painted out in Combustion

VFXTalk Interviews CafeFX on Spiderman 3! cafefx sm3 crane4 650x373

VFXTalk Interviews CafeFX on Spiderman 3! cafefx sm3 crane4plate 650x373

Gordon observed, “We are seeing a greater trend toward the use of visual effects to heighten a dramatic moment and to provide a greater range of editorial choices.”

We were fascinated by the explosions and debris and the ripped metal pieces when the crane tears through the building – Either the outdoor one, the indoor one and the shot where we see the ripped pieces from a low angle. Which is miniature work, cg, and live action? How was this done?

Scott: The actors were shot on a stage that was rigged to have the floor drop, and in the shots where you see them up close everything that was not shot on that stage is CG. The building exteriors are a combination of live-action (Spyder-Cam in New York) building exteriors and CG. The miniature had no glass since the building is so reflective and it would have been impossible to make those reflections realistic, so it appears in only a few shots where we see the crane tip physically ripping through columns or floors. Even in those shots, most of the destruction you see is CG.

For the Crane raking up the side of the building destruction shot : Did you create a procedural rig which “broke” the building structurally and window panes based on a voronoi pattern, based on the crane motion ? (much like the recent siggraph paper by Pixar, how they did the “road” break-up in the small town)…. or did you just cover “in-comp” the crane and building connection with layers of particle glass, debris, and dust ?

RIF: For the crane destruction sequence, the method was pretty simple, but required some mesh preparation. Pre-breaking cement beams and glass panels and then re-attaching them as one object per breaking mesh was the delicate part. Once we had some clever methods to randomize the tessellations and the volume pre-breaking, it was then easy to use variances of the same mesh for building walls, ground cement, debris and glass panels. Based on some shape collision detection rules, we then broke those pieces and spread the impact based on pressure transfer of the material through the “destruction path” for creating the desired dynamic.

When your team is faced with the challenge of creating their effects what are the typical work patterns you follow? Is the final result always as you originally envisioned it, or does the process often change and adapt as new ideas or challenges arise?

Scott: There are typical work patterns, but one of the great things about this business is that no two shots are alike. There’s always something new or something unexpected. Our basic methodology is fairly straightforward: We build assets and perform R&D early on. When plates are ready, our matchmovers create camera-tracks and also matchmove anything that will be needed for physical interaction, shadows or reflections.

Meanwhile, the paint and roto artists perform any necessary rig removals, cleanup or roto. Next we’re animating characters and/or effects, lighting and rendering them (usually in layers to give more control to the compositors) and compositing. The cycle of animating-lighting-rendering-compositing gets repeated until we run out of time or ideas. But as mentioned earlier, every shot is different, so within the details of that main process we do whatever we need to in order to create the best results in the most efficient way possible. We are ALWAYS open to great ideas, and they can come from anywhere.

Did you have any shots you had to redo, fx wise cause the models\shaders were revised? How much were you relied on other departments than fx?

AKIRA: Fortunately, we didn’t have many redos because of models/shaders revision, although coming up with a satisfying look for breaking glass was a continuous trial and error. When the three elements of transparency, reflection and refraction were balanced properly, our glass started look like glass. We relied heavily on the modeling / texturing department for the CG crane. Texture maps and shading were continuously updated while we were lighting and rendering.

Sandman

VFXTalk Interviews CafeFX on Spiderman 3! cafefx sandman 650x333

How did you create the tears for sandman and what did it take to composite them into the scene? did you use 3d compositing or was it all 2d?

ED: These series of shots used a combination of 3D and 2D effects. Our goal was to make Sandman’s eyes appear to be tearing up by adding specular highlights. To achieve this, our team started with a 3D matchmove of Sandman’s head. From that track, we added a couple of spheres in 3D space to represent the eyes.

To replicate the look of real specular highlights, we added multiple hdr spheres with bright specular reflections. Then, with the help of an in-house script, we were able to get the speculars in the correct position on the eyes. This script basically created a locator on the surface and created another locator representing the reflection direction.

Using the second locator, you can see in 3D space where exactly the reflections are coming from. Once reflections were in place we kicked out a render pass of black spheres with reflections. That element was then taken into Fusion and some additional 2D tracking was added to lock it. Color correction was used to set the look to sit in the scene, and to match surrounding shots. Lastly the roto was applied to set the element correctly in the eye and to remove parts we didn’t need or want to see.

There were additional shots where we had to remove tears from Sandman’s face. These were done in 2D with multiple techniques: color correction of the tears, tracking in patches over other tears, and some traditional frame by frame painting. We also had a shot where we needed to replace Sandman’s head with the head from another shot. Both heads were in similar positions, but the body’s actions were different. We needed to track, grid warp and paint fix the head in place. All of these effects were added to get the correct timing and pace of tears welling up in Sandman’s eyes to sell his emotional transformation within the scene.

Perfect Eggs

VFXTalk Interviews CafeFX on Spiderman 3! cafefx spiderman3 eggs 1 650x330

VFXTalk Interviews CafeFX on Spiderman 3! cafefx spiderman3 eggs 2 650x328

I would also like to hear more about how you got the burning butter and eggs in the skillet – sometimes the effects you don’t see are the hardest and most difficult to pull off and this is one that i could have never guessed!

ED/TOM WILLIAMSON: Yeah, these shots were cool. In the original scans from Sony, there were eggs in the skillet, but they were not burning. To get the desired look we had Tom, our in house chef , DP, and fellow compositing supervisor burn some eggs for us. We found a matching skillet, and had some breakfast. We shot the burning eggs at approximately the same angles of the shots in the film. We then roto’d out the hands and the non-burning eggs in the pan. We replaced them with our burning eggs and color corrected to taste. To complete the meal, we added some CG smoke rendered out in fume.

How do you decide which technique to use on specific shots? Do you feel you could accomplish an easier, cleaner solution to any specific shot/fx yet didn’t change the technique due to time constraints?

Scott: Experience is the best guide, but it usually comes down to quality vs. cost. If we can shoot something, we usually do. It’s often easier to manipulate reality than to create something from nothing. Within the digital realm there are many techniques too, and deciding amongst them is again based on experience. At the lowest level, we try to let the artists use the tools and techniques they feel most comfortable with, but with bigger issues we have to take a more global approach. It’s a collaborative effort though, and the best solution usually rises to the surface.

Tools and Workflow

VFXTalk Interviews CafeFX on Spiderman 3! cafefx spiderman3 crowdbrea 650x387

VFXTalk Interviews CafeFX on Spiderman 3! cafefx spiderman3 crowd 650x298

Did you use your own pipeline or the Sony imageworks pipeline? Can you elaborate a bit on your pipeline?

AKIRA: We used our own pipeline. It was a great experience to work with Imageworks for this show. They were very helpful and provided us models, images, references, anything that would help us to get the job done. There were times we provided them with textures or rendered elements. In that case, we did our best to follow Imageworks’ naming convention or file format so our assets could be adopted into their pipeline smoothly.

I’ve read that for Ghost Rider you accomplished better results by driving most of the shader work in houdini and wrote a plugin for houdini which exported that information to fluid fx in maya. Did you have any solutions like this in Spiderman 3?

RIF: That was Sony’s approach for their effects on Ghost Rider. CafeFX used a combination of tools including Maya, Thinking Particles and Fume FX. For my shots, I used Thinking Particles driven with Fume Fx operators, positioning particles on meshes and controlling the fuel\smoke\temperature amounts and variations with some clever switch groups to propagate the desired mixture to make the smoke rise at the proper moment. I did reuse the same methods for the work on Spider-Man 3 but we added some important new components in the pipeline, such as “on the fly” meshes influencing the fluid solution, which was a really important part of the dynamics of the smoke and debris in our Spider-Man 3 work.

How much time do you have for pre-production on a feature like this and how large is your RND team?

AKIRA: At CafeFX, a few key artists are usually assigned to figure out the techniques and methodologies that are going to be used for the show during our pre-production / R&D period. Pre-production / R&D usually happens between the day we have the job awarded until the day we get plates. For Spider-Man 3, we had about 6 weeks to R&D our techniques for fluid sim, rigid-body dynamics, and cloth sim for the papers.

Could you elaborate on your in-house tools and how they help to make your life easier?

AKIRA: A lot of our tools are designed to do specific things that make some task easier or to make the results better. The tools we use most often though, are the ones that allow us to translate data between software packages. For example, all of our broken glass, small debris and dust were animated using 3dsMax, even though our primary animation package is Maya. Our translation tools would not only convert the data but also check and prepare assets specifically for simulation.

CafeSync is a tool that we developed to interactively share movie files between any remote location in the world and CafeFX. We usually have phone conference calls with clients or remote artists with CafeSync. You can toggle through the movie in real time, draw marks on still images and so on. This tool allows us to communicate with clients and artists as if they are gathered around the same table.

VFXTalk Interviews CafeFX on Spiderman 3! cafefx sm3 crane5 650x339

You mention that Fusion is your main compositing application. Which parts or scenes did you use Fusion in and how was it used ?

ED: Fusion was our main compositing package on Spider-Man 3. We used Fusion to pull blue screens with the Primatte plugin, tracked plates, import 3D cameras, added backgrounds, and paint fixed plates and elements. We used it to integrate our CG and live action plates together. Fusion has an extensive set of color correction and layering tools that allow us to integrate all of the CG elements seamlessly.

To give you a better idea of how we pushed Fusion, CafeFX Compositor Robin Graham explains how he used Fusion on one of our larger shots (where the crane arm vertically slices up the building).

“Fusion was used as the main compositing program as well as a tool to augment animated textures for the CG cityscape. The ground of the city was actually an animated 8k texture. Unwanted items were cloned out and the traffic was keyframed inside Fusion to show moving taxis and driving buses. The main building also had an augmented, animating 8k texture that was warped in Fusion because the original baked out texture was sliding slowly over the surface of the model. Fusion’s grid-warp tool was used to warp each window over time to prevent slipping and position the windows precisely over certain polygons in the model.”

VFXTalk Interviews CafeFX on Spiderman 3! cafefx spiderman filmstrip 650x106

You also have access to Combustion, AE, and Shake. Did you use all or only some in this film?

ED: CafeFX has several tools at hand for the artists. In production you will find certain packages will give you an effect or look others can’t or would take too long. In general, we used Combustion for paint, AE was used for its vast plugins and grain match. Shake we used for its tracking and smooth move plate stabilization. Fusion was our main compositing package where we put the shots all together.

How do all of those packages fit into your pipeline? For instance, is Combustion used more as a paint package and Shake or Fusion used as the main compositor?

ED: Yeah you got it, Combustion is our main paint package, but some artists paint in Fusion. Shake and AE we mostly just used for their plug-ins, and Fusion is our main compositing package.

Which parts or scenes did you use After Effects in and how was it used ??

ED: We had a hard time matching film grain in Fusion. So, we used AE’s grain match to supply us with a grain sequence that we could use in Fusion. AE was used in the shots where Gwen was falling, as well as the wide shots where the crane arm takes out the second floor. AE was used for its retimer for motion blur, grain match feature, to create 2D explosions and shatter effects, as well as Trapcode Particular Plugin to create some smoke to add to our other practical and CG elements.

Is shake a large part of your pipeline? How are you planning to move on now that it has been discontinued by apple?

ED: Shake really isn’t in our pipeline as a compositing package. Shake is mostly used as a tool for stabilizing some of our plates. We do get a lot of Shake artists here though, and they tend to pick up Fusion quickly. We also use a set of Shake-like tools written for Fusion by Duiker Research. These tools help the transition a lot. As for Shake’s future, we are just sitting back and waiting for Apple’s next-gen application.

Did you have any shots you knew the result will look better in fluid fx yet due to time constrains you used particles instead?

RIF: Not really. CFD computations are embedded in the foundations of our effects pipeline and workflow so it was really easy and fast to use them in any shot that needed it. Of course, everything can be better with more time.

VFXTalk Interviews CafeFX on Spiderman 3! cafefx sm3 crane6 650x348

Did you use any 2d particles? If so for which shots and how were they used?

ED: We added 2D particles to fill in some holes on a couple shots where the second floor was taken out. We added some smoke and dust to the cracking floor. These were layered on top of the practical and CG smoke and destruction. They were created in AE Trapcode Particular Plugin.

How often do your clients visit your studio to see the shots in progress and are there any tools or procedures you use to make remote collaboration a smoother process?

Scott: During Spider-Man 3 there were no client visits to our studio, although we did visit Imageworks a couple of times. For remote collaboration we usually use CafeSync, a remote collaboration tool we developed in-house. Sony was accustomed to CineSync and so we used that.

How do you work with the graders on the picture in order to get the final comp to fit in seamlessly with the film?

ED: Sony was very specific about color. The studio either sent us color correction numbers to go with every plate or they sent us color corrected plates. In most cases we would match our CG elements to the plates and that would be sufficient. We did work with some custom LUTs and a color system developed by Duiker Research. These LUTs really helped us view the skies, and highlights in our monitor space. Typically values over 1 get clipped, which make it hard to see details in bright images. These LUTs allowed us to easily see these details to assure that we were delivering the best possible product.

What render engine did you use for final rendering of the shots that you worked on in the film? Was it mentalray, renderman or something else? Also, What’s the size of your renderfarm and what software do you use to manage your renders

AKIRA: We used a combination of different renderers for this show.

FinalRender Stage-1 for 3dsMax was used to render out Glass, dust, smoke, and debris. FinalRender Stage-2 for Maya was used to render out Papers, office debris and miscellaneous objects. MentalRay was used for the Crane and building, and some falling glass and debris.

We have over 1000 Intel-based nodes for our renderfarm. We use Deadline from Frantic Films to manage our renders.

General Questions

To Edwardo Mendez, as a compositor what’s more satisfying to do, the big flashy effects or making butter and eggs in a skillet so seamless that no one is the wiser?

ED: To be honest, I’m going to be greedy and say I like them both. The effects that you can integrate without the audience noticing are always a great thing. It is especially cool when critics write about how well your shot was filmed, and you know that it was completely artificial. On the other hand, having that killer huge effect shot and being able to make it work, have the director approve it, and audience love it is great. I love going to see a film and watching the reaction of people to your work, especially when it’s a good reaction. And typically it is those “big flashy effects” that get the biggest reactions.

How do you work with the guys on-set? Do you have on-set high-speed compositing artists or is all your post work done in house?

Scott: On-set we’re providing the expertise to ensure that the plates being shot will do the job they’re intended for, effects-wise. If any high-speed compositing is needed, it’s usually done with playback off disk, the camera’s video tap and a switcher. We do perform a lot of pre-viz though, before going on set, and that almost always helps to make sure things go smoothly.

When starting work on a really difficult shot, do you approach it as just another shot, or do you prefer to really understand the context and emotional state of it first?

Scott: Every shot has a purpose, and we always serve that purpose far better when we understand the context and emotional state of it.

Does it ever happen your live footage for a specific shot just doesn’t match the effect you’re trying to make? In this case, can you ask to shoot again?

Scott: That does happen, but it’s pretty rare. We go on set specifically to prevent those types of problems from occurring, but sometimes it’s unavoidable due to creative changes as the film goes through the editorial process. Re-shooting is extremely expensive though, and we have such huge capabilities. So we can often make whatever footage we have work either by re-timing, re-projecting or set extension.

Have you made any wish lists for shots the director asked to fix but you just couldn’t fit it in the schedule? If so, how many of these were done and how many weren’t?

Scott: There are always “CBB’s” (Could-Be-Better), both from the client and internal. Our highest priorities were the client’s CBB’s, and for Spider-Man we addressed every one of them.

How often you were in contact with the director? At which stages you showed him shots for review?

Scott: Rarely! We were a subcontractor to Imageworks, and generally presented our work to Scott Stokdyk, who presented it to Sam Raimi.

Any tips or tricks for new and upcoming visual effects artists?

Scott: Hang in there. Be patient and methodical in your approach. Learn from the people around you, especially those with years of experience. Don’t be afraid to offer up your ideas, but always present whatever you were asked to do first.

RIF: Give it your best. Dedicate yourself to understanding what you are trying to achieve and understand the “insides” of the tools you are choosing. Too many talented artists get “choked” by the possibilities of the software, while the limitation should become the human brain only. Create your own personal standards, facing the deadlines given. After delivering, especially if completion was successful, go on and improve on your own time and come up with more accentuated and elaborated setups. Always attack the shots you have with the most pipeline-driven mentality. Try to build a setup that will not only allow your effects goal to be reached but will also make the next 100 shots achieve the same homogenic quality. At first it will take more time to determine rules to drive your particles versus animated keys and events. But in the long run, it will allow you to grow your workflow and capability to reach higher grounds.

What cool, mega feature films are in the pipeline next for CafeFX now?

MARY: The Kite Runner, The Mist, and John Adams are currently in production at CafeFX. And there are several other projects that we’ll be announcing in the next few months. Stay tuned!

A Big Thanks to everyone at CafeFx for the Awesome Interview!
VFXTalk.com

Popularity: 19% [?]

View Slideshow PicLens

All Will Become Clear at Sea

Posted by cgnews On August - 20 - 2007

The first scene of Sea, the new Smirnoff spot created by J Walter Thompson and directed by Daniel Kleinman, sets the tone perfectly for one of the most spectacular commercials to hit our screens in a long time. Reminiscent of Close Encounters-era Spielberg, Sea presents the viewer with a series of brief shots and tableaux both bizarre and awe-inspiring. The spot’s breathtaking post production was created by Framestore CFC.

A Russian fishing trawler trudges through a foggy, mill-pond flat sea. A work-stained fisherman on a break takes a last swig of his drink and reflexively crushes the can and hurls it into the sea. He turns and starts to walk away when the can flies back out of the water, hitting him. He peers into a now roiling ocean, and sees mysterious objects glittering and moving beneath the surface.

All Will Become Clear at Sea framestore smirnoff sea 1

To the accompaniment of a brooding Kalinka-esque soundtrack, we move from the trawler to the sight of countless coins unearthing themselves from the seabed, flying out of the water and showering down onto beaches. As the scale of the events we are witnessing notches up, we see aircraft lifting themselves out of the water, joined by shipping containers and ancient monumental statuary, all of them spinning into the sky and crashing into shoreline heaps of deep-sea detritus.

As the spot reaches its climax, enormous sea vessels – including a gigantic modern battleship – are ejected from the sea. The camera then pans across and traverses a newly cleansed, unbelievably crystalline ocean, and the words ‘Extraordinary Purification’ appear over the shot. As we dip down below the surface and skim over the laundered sea floor, the words ‘Ten Times Filtered’ and ‘Triple Distilled’ follow, with ‘Clearly Smirnoff’ flashing up as we reach a bottle of Smirnoff.

With Daniel Kleinman in the director’s seat, his long time Framestore CFC associate, William Bartlett, was the natural choice for VFX Supervisor on Sea. “The shoot took place over a couple of weeks in February 2007,” recalls Bartlett, “Mostly on the Coromandel Peninsula, close by Auckland, New Zealand. It’s a great area for this sort of project, where you’re trying to give the impression of numerous global locations – it’s like a Hollywood lot for the world.” Further shooting also took place in the UK, most obviously for the shots of the White Cliffs of Dover.

All Will Become Clear at Sea framestore smirnoff sea 2

The 3D team, led by Dan Seddon, had already started work on the numerous models that would be needed, including the battleship, Spitfires, a Lancaster bomber, Spanish galleons, a Viking longship, and countless other bits and pieces. “Because a lot of the animation was basically static objects spinning around,” Bartlett continues, “For a lot of it we set up the cameras in Flame, pre-vizzed lots of things in there and then exported the set-up to 3D.

This was done on even very complex shots, such as the end one, where we go past the cliff and then dive under water to where the bottle lies. For that one we had a live action plate of the cliff, which we tracked. We then made a rough model and re-projected the live action footage onto that in order to change the camera move. We made all the bits for the undersea section out of helicopter footage taken over beaches at low tide projected onto a rocky surface. We rendered all that and gave it to 3D in the set-up, so that they knew where the sea was supposed to be. They then created the sea surface through which our stuff could be refracted, as well as adding any 3D model elements such as the battleship. This was then put back into Flame, where I reassembled it. It was a very complicated process, but the result is beautifully clean and – funnily enough – quite simple looking.”

As is often the case, the fact that Framestore CFC works on many projects in multiple media came in handy – this time on a sequence set on and by a North Sea oil rig. “The rig itself was a 2D collage I created using plausible elements I’d shot in Auckland Harbour using a still cam – which was very economical, as well as neatly side-stepping possible permissions issues. But despite having had two goes at it,” recalls Bartlett ruefully, “Too clement weather meant that I couldn’t capture sea activity that was as fierce looking as we wanted. Luckily for us, we’d worked on some beautiful and dramatic rough high seas for Superman Returns last year.”

All Will Become Clear at Sea framestore smirnoff sea 3

Dan Seddon takes up the story. “We restored the Houdini-based system that was used on Superman to do the sea,” he says, “Initially thinking we’d just pick it up and run with it. But it was quite a complex system – and a little unwieldy for the quick turnaround our shots demanded. So we ended up using their methodology, but in a simplified form involving tools sourced off the internet to give us the waves. I’m really pleased to say that our work – created within a commercial’s punishing schedule – can stand comparison with the Superman shots.”

It was an interesting job for 3D,” Seddon continues, “Because it was a mixture of everything: traditional VFX stuff – sea, splashes, large volumes of stuff raining out of the air; a strong lighting component; modelling; and a little animation. One of the things I liked most about Sea is that it was a real opportunity for team members to develop the broad skill base that helps makes us such an industry powerhouse.”

And one of the things Will Bartlett is obviously tickled about on Sea was the serendipitous chance it gave him to smuggle one of his own holiday snaps into a sequence. “The shot where the ancient human statue is rising from the sea wasn’t quite working,” he laughs, “The background needed to be overtly Hellenic, to complement the statue, and what we had just didn’t say ‘Greece’. Then I remembered a still I’d taken with a little digital camera on holiday a couple of years ago. It turned out to have perfect looking combination of architecture, trees and clouds – how lucky is that?”

Click here to view commercial.

Credits for Sea
Client Diago
Agency JWT
General Creative Directors Jonathan Budds, Anita Davis
Copywriter Adam Griffin
Art Director Rob Spicer
Agency Producer Sarah Patterson
Production Company Rattling Stick
Director Daniel Kleinman
Producer Johnnie Frankel

For Framestore CFC
VFX Supervisor William Bartlett
VFX CG Supervisor Dan Seddon
Technical Directors David Mellor, Guillaume Fradin, Alex Doyle, Michelle Fabbro, Daniel Stern
Modelling Kate Hood, Mary Swinnerton.
Animators Dale Newton
Junior TD Paul Jones, Jabed Khan
Matte Painters Paul Chandler, Sam Osborne
Inferno Artists William Bartlett, Marcelo Pasquillino
Roto Artists Savneet Nagi, Laura Ingram
Telecine Colourist Matt Turner
VFX Producer Scott Griffin

www.framestore-cfc.com

Popularity: 3% [?]

View Slideshow PicLens

PostWorks Extends Collaboration with Michael Moore

Posted by cgnews On August - 20 - 2007

PostWorks, New York’s EVP of Technology Joe Beirne’s long history of collaborating with Academy Award winning filmmaker Michael Moore recently added a new chapter, when Beirne and his PostWorks’ colleagues completed the Digital Intermediate (DI) for Moore’s latest feature documentary, “SiCKO.”

First released in the U.S. on June 22, “SiCKO” is already the fourth highest grossing documentary in history, as well as being one of the most talked about films of the year. “SiCKO” was produced by Dog Eat Dog Films and The Weinstein Company, and is being distributed by Lionsgate.

PostWorks Extends Collaboration with Michael Moore postworks sicko 2m

Beirne first met Moore during a “Bowling For Columbine” screening at the Telluride Film Festival, and has served since then as the technical supervisor on Moore’s feature projects.
Additionally, PostWorks’ EVP Joe Caterini was the supervising sound editor on “Bowling For Columbine.”

“As a Michael Moore film veteran, I regard ‘Fahrenheit 9/11′ as a true singularity in both the political and documentary universes, but ‘SiCKO’ in some ways surpasses ‘Fahrenheit 9/11′ in its ambitions,” Beirne explained. “Michael holds himself to a very high standard, and this film challenged us on almost every level; technically, logistically and creatively. We at Postworks are proud to have been part of ‘SiCKO’ and are thrilled for Michael and The Weinstein Company on its broad success.”

PostWorks Extends Collaboration with Michael Moore postworks sicko 3m

Working with various cinematographers, writer, director and producer Moore captured much of the film’s original source footage on HDCam using Sony’s HDW-F900 24p camera, while also using stock and archival footage from a variety of sources, including film as well as HD footage in both PAL and NTSC standards. After providing processing and cross- converting to archival footage, PostWorks’ Ben Murray conformed the film using one of the company’s four Avid DS Nitris systems. Colorist Scot Olive then performed digital color-correction using Pogle.

When you consider how complicated the conform for SiCKO turned out to be – there were over 3,500 events, hundreds of tapes of source material ranging from every possible format, moving graphics, subtitles, multiple languages – it is safe to say that we were fortunate to have Ben Murray as our editor,” said Jennifer Latham, the project’s line producer.
“He has the knowledge and proficiency to produce results of the highest technical standard combined with that elusive quality of being able to perform gracefully under pressure.

“Scot Olive did a fantastic job on the film as well,” Latham added. “He had the unenviable job of making all the footage flow seamlessly together in the color correct.”

Looking ahead, Beirne and his PostWorks colleagues are also supporting Moore’s upcoming documentary projects, “Captain Mike Across America” and “Michael Moore: Live in London.”

More information on “SiCKO” is available online at www.sicko-themovie.com .

About PostWorks, New York and Orbit Digital
Since its founding in 1995, PostWorks, New York has emerged as the region’s most comprehensive digital motion picture and HD post-production facility, employing a world-class team of artists, engineers and producers to serve its clients. In 2006, PostWorks merged with Orbit Digital, a leading global provider of mobile post production systems and support services, to broaden its collaboration with the feature film and television communities from locations in Los Angeles, London and New York. Together, PostWorks and Orbit offer one complete source for every post-production requirement, including film processing, telecine/scanning, non-linear editorial and HD picture finishing, digital intermediate and film recording, as well as comprehensive sound services. The company’s clients include Academy Award-winning filmmakers, cutting-edge independents and virtually every major film studio and broadcaster. For more information, please call 212-894-4000, or visit www.pwny.com.

Popularity: 4% [?]

View Slideshow PicLens

Guerilla Creates for Nike Zoom’s “Quick Is Deadly”

Posted by cgnews On August - 20 - 2007

Guerilla FX Shoots, Posts and Creates Effects for Nike Zoom’s For the Nike ZOOM campaign, “Quick is Deadly,” developed by Wieden & Kennedy (Portland, OR), Guerilla FX (GFX), and Director/Creative Director Thor Raxlen filmed 10 of the world’s fastest athletes and completed the editing and effects for an unfathomable 400 to 500, :24 to :60 webisodes, scheduled to begin airing on Nike.com, August 5th.

Guerilla FX, an independent design, effects and post finishing company, directed ten of the worlds most remarkable athletes for this extensive web campaign. The GFX production team hop-scotched the world, traveling to Waco, TX; Madrid and Barcelona Spain; San Diego, CA; Portland, OR; Vancouver, BC; and Chicago, IL to shoot: Olympic Gold Medallist Sanya Richards; British sprinter Jason Gardner; the world’s fastest man, Jamaican sprinter, Asafa Powell; Brazilian footballer Robinho (Robson de Souza), who plays for Real Madrid and The Brazilian National Team; San Diego Chargers All-Pro running back Ladainian Tomlinson; Phoenix Suns NBA point guard Steve Nash; Majorcan tennis sensation Raphael Nadal; Chicago Bulls NBA small forward Luol Deng; Middle distance runner Lauren Fleshman; and Middle distance runner, Adam Goucher.

Guerilla Creates for Nike Zooms Quick Is Deadly guerilla nike quickdeadly 1

To capture the remarkable form of these outstanding athletes and to be able to really deconstruct each move, GFX shot with multiple cameras including in super slow motion with a Phantom high-speed digital camera that shoots in high definition at 1000 frames per second. Three additional cameras with different frame rates were utilized and GFX shot from different angles to capture the form that makes these athletes so fast – an Arias R3 super 16 mm camera that shoots film at about 150 frames per second, or 35mm film; HD cameras at 60 frames; regular standard HD; and some images at 30 frames per second. Time re-mapping was executed in After Effects and the webisodes were finished on Final Cut Pro with a Kona HD card.

“For each athlete, we hot and then break down their signature move, capture a series of interview questions, and also film the drills and the drill training that help them attain their astounding quickness. Multiple cameras allowed us to shoot at different frame rates so that we could see a move in super slow motion from one angle, medium slow motion from another, and real time from a third. It allowed us to deconstruct, to analyze and study each action,” explained Guerilla FX Director/Creative Director Thor Raxlen. “It was a challenging project. We worked alongside the photo shoots on an integrated set, so time was at a premium. We used stand-ins and doubles for rehearsals and once everything was perfect the athletes came in and did their piece.”

Guerilla Creates for Nike Zooms Quick Is Deadly guerilla nike quickdeadly 3

Wieden & Kennedy (Portland, OR) Sr. Producer Marcelino J. Alvarez said of his collaboration with GFX, “Thor and his team brought so much to this campaign. His ability to connect with the athletes and capture the beauty and grace of their signature moves enhanced our vision for this campaign.”

“There is a moment in sport, for an athlete when good transitions to great. We had the opportunity to capture a piece of what makes these athletes great. This was a wonderful example of massive collaboration that yielded amazing content. Needless to say, we are very proud of this work,” added Darren Himebrook, Sr. Producer Wieden & Kennedy.

The Guerilla FX (New York, NY) team headed by Creative Director/Director Thor Raxlen, included Director Mark Claywell (who filmed Lauren Fleshman, Adam Goucher, and co-directed, with Raxlen, Luol Deng); Executive Producer Doug Robbins; Directors of Photography Joplin Wu (Waco, Madrid Barcelona), Larry Fong (San Diego), Will Rexer (Vancouver, BC) and Tyson Wisbrock (Chicago, IL/Portland, OR); Senior Producers Nicole Rodan and Laurie Bernal (Chicago); and Associate Producer Theresa Loguercio. Guerilla FX Offline and Online Editors Linda Peters and Jason Yantz; Assistant Editor Joanna Bovay; Compositors Jason Yantz, Sam Stevens and Will Decker handled the editorial assignment and graphics and Postproduction Supervisor Jody Peters.

Guerilla Creates for Nike Zooms Quick Is Deadly guerilla nike quickdeadly 4

Representing Wieden & Kennedy (Portland, OR) were Creative Directors Steve Luker and Jelly Helm; Associate Creative Director Shannon McGlothin; Copywriter Valdean Klump; and Senior Producers Marcelino J. Alvarez and Darren Himebrook. Representing R/GA (New York, NY) were Associate Creative Directors Gui Borchert and Joseph Cartman; Copywriter Jim Therkalsen; and Senior Producer Reshma Taufiq.


About Guerilla FX:

Guerilla FX, an independent design, effects and post finishing company, is the natural out growth of the relationship created when 0:2:60 Executive Producer Doug Robbins first signed Visual Effects Designer/Editor/Director Thor Raxlen for commercial direction. Together they launched Guerilla FX in January 2006 and this uniquely creative, vertically integrated company now takes projects from preliminary discussions through the shoot, editing and effects. They have recently completed high profile projects for clients including Citibank, FedEx, Foot Locker, General Mills, Kyocera, Montefiore Hospital, MTV, Nexxus, Nike, Subway, TRESemmé, and Verizon, among many others.

Guerilla Creates for Nike Zooms Quick Is Deadly guerilla nike quickdeadly 2

National web campaign:

Client: Nike
Agency: Wieden & Kennedy
Title of Campaign: “Quick is Deadly”
Airdate: Begin on Nike.com August 5
Length and # of webisodes: 400-500 webisodes; :24 to :60 each

Description:
Guerilla FX and Director/Creative Director Thor Raxlen filmed 10 of the world’s fastest athletes and completed the editing and effects for an unfathomable 400 to 500, :24 to :60 webisodes. To capture the remarkable form of these outstanding athletes and to be able to really deconstruct each move, GFX shot with multiple cameras including in super slow motion with a Phantom high-speed digital camera that shoots in high definition at 1000 frames per second. Three additional cameras with different frame rates were utilized and GFX shot from different angles to capture the form that makes these athletes so fast – an Arias R3 super 16 mm camera that shoots film at about 150 frames per second, or 35mm film; HD cameras at 60 frames; regular standard HD; and some images at 30 frames per second. Time re-mapping was executed in After Effects and the webisodes were finished on Final Cut Pro with a Kona HD card.

Production/Postproduction/Graphics: Guerilla FX
City/State: New York, NY

Creative Director: Thor Raxlen
Directors: Thor Raxlen and Mark Claywell

Executive Producer: Doug Robbins
Director of Photography: Joplin Wu (Waco,TX; Madrid and Barcelona,Spain); Larry Fong (San Diego, CA), Will Rexer (Vancouver, BC ); Tyson Wisbrock (Chicago, IL/Portland, OR)
Senior Producer: Nicole Rodan and Laurie Bernal (Chicago, IL)
Associate Producer: Theresa Loguercio
Offline and Online Editors: Linda Peters and Jason Yantz
Assistant Editor: Joanna Bovay
Compositors: Jason Yantz, Sam Stevens and Will Decker
Post Supervisor: Jody Peters

Location of Shoot: Waco, TX; Madrid and Barcelona Spain; San Diego, CA; Portland, OR: Vancouver, BC; and Chicago, IL.

Equipment: Shot with a Phantom high-speed digital camera that shoots in high definition at 1000 frames per second, an Arias R3 super 16 mm camera that shoots film at about 150 frames per second, or 35mm film; HD cameras at 60 frames; regular standard HD; and some images at 30 frames per second. Time re-mapping was executed in After Affects. Finished on Final Cut Pro with a Kona HD card.

Agency: Wieden & Kennedy
City/State: Portland, OR
Creative Directors: Steve Luker and Jelly Helm
Associate Creative Director Shannon McGlothin
Copywriter Valdean Klump
Senior Producers Marcelino J. Alvarez and Darren Himebrook

Representing R/GA
City/State: New York, NY
Associate Creative Directors Gui Borchert and Joseph Cartman
Copywriter Jim Therkalsen
Senior Producer Reshma Taufiq

Film-to-Tape Color Correction: Company 3
City/State: New York, NY
Colorist: Victor Mulholland

Popularity: 3% [?]

View Slideshow PicLens

Double Negative Weaves Magic For Stardust.

Posted by cgnews On August - 17 - 2007

Leading Visual Effects house, Double Negative created magical visual effects for the Paramount Pictures production, Stardust, which is released in the United States today. Stardust is the latest outing for director Matthew Vaughn (Layer Cake and producer of Snatch and Lock, Stock and Two Smoking Barrels) and is a fanciful tale about a young man who ventures into a magical land in order to retrieve a fallen star at the command of the woman he loves. Double Negative was delighted when Production VFX Supervisor Peter Chiang approached them to help develop and provide the major visual effects for the film.

The idea for the original graphic novel fell to earth as Neil Gaiman watched a falling star in the middle of the Tuscon desert in 1991. Gaiman went on to work with conceptual artist, Charles Vess to create the popular graphic novel and the story was later adapted for the screen by Vaughn and writer/journalist Jane Goldman. Led by Digital Supervisor Mattias Lindahl and VFX Producers Matt Plummer, Andy Taylor, Clare Tinsley and VFX Co-ordinator, Emma Larrson, Double Negative produced 350 shots, making them the lead vendor on the film.

Double Negative Weaves Magic For Stardust. doubleneg stardust skyvesse

Double Negative’s involvement on the film started early, with Matthias Lindahl’s pre-visualisation team based in Pinewood immediate to the Production Art Department and Director Matthew Vaughn. Chiang remembers, “We needed to get inside his (Vaughn’s) vision and then show a representation of what we thought he wanted, then build on that to make it right for him.” The Double Negative team helped to influence the creative side from the beginning, says Chiang, “Vaughn had a very clear vision about the way the world should look and felt that the simpler the process the better. As he became more familiar with the techniques that were available to him, he continued to refine his approach to the effects. This was great, as it meant he had a completely open mind and an ‘innocent’ approach that the film benefits from.”

The main areas of work for Double Negative included the extensive photo-realistic environments, the Sky Vessel flown by Captain Shakespeare, sky replacements, greenscreens and the magic effects used to differentiate between the different witches. The most difficult sequence made heavy use of the main areas of visual effects, namely the vessel and the environments.

Sky Vessel
The Sky Vessel was designed by the production designer, Gavin Bocquet and went through some minor alterations to its balloon shape during post-production. CG Supervisor, Rick Leary, designed the mechanism and dynamics for opening and closing the lightning nets. The director had been very clear in his brief for the look, the vessel must look ‘Victorian’ and it must look the worse for wear. A major section of the Sky Vessel hull was built within a greenscreen set at Pinewood with a heavily distressed look. It was Double Negative’s task to match the Sky Vessel identically with digital set extensions in keeping with this look. “Most sky vessel shots need cg topping up on the set construction and in some shots the entire vessel was replaced.” recalls Leary.

The Double Negative team on the Sky Vessel were led by Digital Supervisor, Mattias Lindahl, CG Supervisor, Rick Leary, 2D Supervisor, Paul Riddle and 2D Sequence Lead, Matt Twyford. Leary started work on the film early on in shooting when he began to model the vessel himself from the blueprints provided by the Art Department. Once the full-size section of boat had been constructed onset in Pinewood, Leary, along with texture artist Guy Williams, photographed every inch of the set to extremely high resolution (approx 40,000 lines, bow to stern). In the meantime, the modelling crew based back at Double Negative (Jez Smith, Jordan Kirk, James Guy and Emily Cobb) were able to make the boat to a high level of detail and accuracy. James Guy was then able to stitch the texture reference photographs together in Double Negative’s proprietary software, STIG and used other in-house tools, dnPhotofit and dnPlaneit to project and bake the textures.

Double Negative Weaves Magic For Stardust. doubleneg stardust house

The remainder of the texturing of the boat’s hull and decks was undertaken by Guy and Look Development Artist, Bruno Baron. Meanwhile the balloon, rigging and flags were modelled by Kirk and rigged by Gia Sadhwani.

By filming in front of a complete 360 degree green-screen cyclorama, Peter Chiang was able to offer the Director and Director of Photography, Ben Davis, the flexibility to shoot from any angle, safe in the knowledge that the ship could be invisibly extended in any direction.

Whether the camera was contained within the confines of the ship or free to drift far away into the air, the compositing team, led by 2D Supervisor Paul Riddle, delivered a seamless transition from the live action set into the precisely matched CG ship, even in a scene set within a raging storm which had the additional complexity of dense falling rain. Integral to the Sky Vessel sequence, was the need to illustrate the passage of time and 2D Sequence Lead Matt Twyford, was able to facilitate this by creating a palette of looks, from early dawn, through midday sun to falling dusk.

Environments.
Another major aspect of the work for Double Negative were the CG environments, VFX Supervisor, Chiang recalls, “As we started shooting we realized that Matthew (Vaughn) wanted to move the camera in a particular way and that opened up the environmental effects.” The geography is needed to show the relation of the real world to Stormhold and those environments were used for the sky vessel sequences and many other points in the film. Chiang wanted to see amazing vistas that would show the huge magical Kingdom of Stormhold. The live action locations were in Iceland and the Isle of Skye and this provided guidance to the types of mountains and geography that were required, but outside of this the Double Negative team were given a fairly free hand to design the landscape as they saw fit.

Double Negative Weaves Magic For Stardust. doubleneg stardust people

For the Sky Vessel shots, TECTO Survey data of the Isle of Skye was used for the near ground and a 3D cyclorama of tall mountains was constructed for the background. All the clouds were rendered in DNB, Double Negative’s Voxel Rendering System and the clouds constructed by the cloud team under the supervision of 3D Technical Supervisor, Gavin Graham. The environment shots travel over a huge distance and needed to kept photo-real. TECTO and dnCloud were both modified since their first outing on the World War I aerial film, Flyboys, which Double Negative had worked on the year before and the additional functionalities were a huge step forward.

The Stardust environments covered huge distances that required a much greater volume and diversity of clouds. This demanded a library that needed to be extensive but also flexible, including clouds that could be made up of 3 to 10 “cloudlets” allowing the shape to be modified on demand. The storm clouds required more sophistication and were created from greater numbers of smaller particle clumps that continuously rolled, expanded and moved independently, this particle work was carried out by Dynamics T.D., Nicholas New. Says Lindahl, “Previously the clouds were “out of a box” and couldn’t do much, the modifications made for Stardust meant that the clouds could be rendered out on different channels, this allowed the compositor to grade them according to the requirements of the shot. Daytime to night-time, overcast or bright sunshine, all the tools were there so that the artist could do what they needed.” Other Double Negative proprietary softwares, dnCloud and gtoMunge were also used, providing the artist a means to preview the clouds at low resolutions inside of Maya, so they could work on layout in real time.

The sky dome was created from photography, which was stitched together with STIG and rendered 24k latlong. The vessel was then matchlit and digital doubles setup for the deck. Says Lindahl, “The film is a fairytale and so a lot of the VFX were required for major story points and had to demonstrate the geography of the world that we are taking the audience into, so it was magical, but also had to be realistic. This is a fine line to walk and a challenge that we had to measure up to.”

On his odyssey, Tristan finds the star, which has transformed into a girl named Yvaine (Claire Danes). However, Tristan is not the only one seeking her. A king’s (Peter O’Toole) four living sons – and the ghosts of their three dead brothers – all need the star as they vie for the throne. Tristan must also overcome the evil witch, Lamia (Michelle Pfeiffer) who needs the star to make her young again. Tristan encounters more than one witch on his journey and each one required “signature” magical effects. Lamia’s green magic effect was briefed initially as a fluid, controllable fire, however the brief evolved quite rapidly to vary the effect from a gentle twisting finger of flame to a raging inferno. The intensity of this is dictated by Lamia’s emotional state. The evolving brief required a change of approach to the magic effects and required a far greater range of characterisations, 2D Sequence Lead, Christoph Salzmann utilised both photographic elements and CG fire to realise this and Dynamics TD, Pawel Grochola developed a novel approach to generating 3D fire using particle and joint-driven softbody “ribbons”.

Double Negative Weaves Magic For Stardust. doubleneg stardust green

Another witch who was central to the storyline is Sal. Sal’s magic effect was briefed as ‘black smoke’ and a great deal of design work was done in-house under the supervision of Gavin Graham, regarding its movement and technical execution. Sal’s smokey magic was used to illustrate transformations, such as a mouse being turned into Tristan and back again. Says Graham, “Normally you would create a smokey figure, turn it into a cloud of smoke and reverse it, but Sal’s smoke needed to be more sophisticated than that.” In fact the colours of the original object needed to flow through the smoke effect and then recreate themselves into the final outcome. Vaughn wanted this magic to feel rooted in reality so the look needed to be gritty and dirty, like diesel smoke. With fluid simulations being notoriously difficult to art direct, 3D artist Bjorn Henriksson used a wide variety of Double Negative’s in-house fluid tools to turn animated geometry into a target-driven fluid simulation in a manner that allowed for a more sophisticated effect – with efficient turnaround – than out-of-the-box simulations would allow.

While Stardust’s material really lends itself to VFX it was an extremely diverse project in terms of content, leading to many ‘one-off’ visual effects and meaning that nothing was predictable.
Says Chiang, “It’s an amazing, magical, fantastical film. The design reflects the simplistic environment and a combination of the simplistic approach combined with the sophistication of the VFX toolbox creates a really exciting combination. Matthew (Vaughn) always thought hard about the look of what he wanted, identifying the bare roots that would support the narrative. This was very liberating in a way and makes you think of the effects very differently.”

In total Double Negative worked on 350 shots. Stardust is released in the US on August 10th, 2007 and will be released in the UK on October 19th, 2007.

About Double Negative
Since its formation in 1998, Double Negative has firmly established itself as a leading player in visual effects production worldwide. Located in the heart of London’s Soho, the company is a pre-eminent visual effects studio with more than 70 feature films to its credit. Led by Managing Director Alex Hope and CEO Matt Holben, Double Negative is capable of handling projects from initial design through on-set supervision and production to post-production. All key post-production technologies are available in-house to allow for maximum flexibility,

www.dneg.com

Popularity: 4% [?]

View Slideshow PicLens

DGWB & An Ideal World Puts on the Dog for Wienerschnitzel

Posted by cgnews On August - 17 - 2007

The Delicious One, Wienerschnitzel’s once ubiquitous hot dog icon, is back and starring in his own Busby Berkeley-style musical commercial—thanks to an ideal world.

The Orange County animation and visual effects studio produced a new spot for the fast food chain and ad agency DGWB that features the smiling hot dog in an elaborate, animated dance number promoting Wienerschnitzel’s new Chocolate Nutter Butter Freezee. TDO, as the character is more commonly known, hoofs it on a giant stage accompanied by dozens of dancing cookies, spoons and bits of dark chocolate.

 DGWB & An Ideal World Puts on the Dog for Wienerschnitzel dwg weinerschnitzel

Noting that TDO had not starred in a Wienerschnitzel ad for a couple of years, an ideal world Director Robb Hart said that his company was delighted to have a hand in the character’s Broadway-style revival. “The agency came up with this crazy idea of the hot dog dancing in a Busby Berkeley world,” Hart recalled, “and, of course, we wanted to do it.”

Still, Hart found the project more than a little daunting. “A dancing CG character would normally take several months, and the agency needed it in two weeks,” Hart recalled. “After carefully reviewing the boards, we found a way to do it. We pulled it off in about ten days, because we were passionate about it.”

Working with Jim Riddle (Associate Creative Director) and Brandt Wiseman (Motion Graphics Artist) of DGWB, an ideal world’s solution was a hybrid approach combining live action, 2D and 3D animation. They started out by shooting HD footage of cookies and Freezees against green screen. They also shot lumps of chocolate after smashing a bar with a hammer, then animating stop frame sequences of the pieces. “We pulled the chocolate sequences into Maya to create the streams of chocolate that fly across the sky,”

Hart and lead VFX artist Sharon Diaz used other clever tricks to create the character animation. They “repurposed,” while slightly modifying, animation from earlier Wienerschnitzel spots to fit the new ads. “We created unique animation by taking bits of the existing animation and adding new things. For one sequence, we animated TDO’s arm to make it look like he’s swimming. It’s simple tricks of compositing and editing,” Hart explained. “The spot is basically a cocktail of pieces we put together through splicing and dicing.”

The clever handiwork notwithstanding, Hart is most pleased by the response the spot has generated. “The ad was such a success that several Wienerschnitzel locations sold out of Nutter Butters,” he noted. “It’s gotten a lot of attention—people find it cool and fun.”

The spot’s success also led to the production of a second ad. In it, TDO stars in an equally elaborate swimming extravaganza a la Esther Williams. The product here is Tastee Floats, a drink made with soda and soft serve ice cream.

an ideal world’s production methodology was much the same as with the Nutter Butter spot, but in this case shooting the product proved particularly challenging. Wienerschnitzel was insistent on using real ice cream and that required shooting at an actual restaurant, due to the difficulty of moving a soft serve ice cream machine.

The nature of the product required Hart to work fast. “You have no idea how many ice creams we had to go through to get the take,” he observed. Hart failed to mention who consumed all that melting ice cream but he did note that his staff was able to use the compositing software Shake to combine parts of several takes to produce the final “perfect” shot.

an ideal world is located in the Artists Village of Santa Ana at 209 N. Bush St., Santa Ana, CA 92701. For more information, call (714) 953-9501 or visit www.anidealworld.com .

Popularity: 3% [?]

View Slideshow PicLens

Zoic Creates For Rush Hour 3

Posted by cgnews On August - 17 - 2007

For Rush Hour 3 – which debuted on Friday August 10 — Zoic Studios Vancouver leapt into the action and completed over 40 visual effects shots in two pivotal sequences resulting in a seamless viewing experiences for audiences and fans around the world.

In the film, LAPD Detective Carter (Chris Tucker) and Chinese Inspector Lee (Jackie Chan) are back….where they don’t belong. This action adventure takes the duo to Paris in a race from the depths of the Paris underground to the breathtaking heights of the Eiffel Tower, as they fight to outrun the world’s most deadly criminals and save the day.

Zoic Creates For Rush Hour 3 zoicrh3 1

For the “Back Alley” sequence, in which Detective Lee confronts one of the bad guys, Kenji, Zoic completed 10 wire and harness removal shots of varying complexity. As a chase and fight ensues in the cramped alleyway, the action includes Lee falling onto a large trash bin, and Kenji escaping by scaling a large vertical wall, which required the stunt men to be suspended from a crane.

For the “Kung Fu” sequence, the heroes take on a towering villain, played by the tallest man in the world, Bao Xishun. The shots involved very complicated wire removal and clothing restoration as Detectives Lee and Carter are thrown about the room, as well as being lifted and spun in circles clinging to a bamboo pole hoisted by Bao.

Zoic Creates For Rush Hour 3 zoicrh3 2

In addition to the wire removal and restoration on over 20 shots, Zoic was also asked to replace the existing ceiling in the Kung Fu room. This required designing and creating a CG wooden ceiling with embedded fluorescent lighting fixtures, tracking the element into the shots, and restoring all foreground elements.

Zoic Vancouver’s VFX Supervisors Randy Goux and Patti Gannon worked closely with the film’s VFX Supervisor, Adam Howard, throughout the delivery process. Although postproduction was based in Los Angeles, shot reviews and approvals were easily and seamlessly accomplished between Los Angeles and Zoic Vancouver using various high speed connections, including extensive use of Cinesync for real-time interactive reviews of hi res sequences.

About Zoic
Zoic Vancouver, nearing its 2 year anniversary, has contributed to such high profile projects as Eureka, Blade, One Missed Call, and Pathfinder. The team is located in the historically significant Sun Tower building in the heart of downtown Vancouver.

Popularity: 4% [?]

View Slideshow PicLens

Framestore Gives us Hound And Vision

Posted by cgnews On August - 10 - 2007

Underdog, a new family adventure comedy, opened in the US on 3rd August 2007, with a UK debut scheduled for January, 2008. Featuring the talents of Jason Lee (My Name is Earl), Amy Adams (Junebug), Peter Dinklage and James Belushi, Underdog was directed by Frederik Du Chau (Racing Stripes) and produced by Spyglass Entertainment and Classic Media. Framestore CFC provided many of the films’ spectacular digital VFX.

Underdog is the latest in – it must be admitted – a long line of superhero movies to hit the big screen. It tells the not unfamiliar story of an ordinary Joe who, victim of a bizarre laboratory accident, finds himself in possession of incredible powers. Oh, did we mention that the ordinary Joe in this movie is a beagle named Shoeshine?

Framestore Gives us Hound And Vision frame dog super

“Thank you, Framestore CFC, for making everybody believe that a dog can fly. You really raised the bar on making a duplicate digital dog, and in turn gave the movie a hero with a great personality.I can’t wait to work with all of you again!” Frederik Du Chau, Director.

Shoeshine (voiced by Jason Lee) gains unparalleled superpowers, including the ability to speak. He is soon befriended and adopted by a lonely 12-year-old boy named Jack (Alex Neuberger). The two develop an even greater bond when the boy learns of the dog’s incredible powers and secret identity as the crime-fighting pooch named Underdog. Dressed in his very own superhero outfit, Underdog flies over Capitol City, protecting its citizens from unforeseen tragedies and keeping a close eye in particular on a beautiful Cavalier King Charles Spaniel named “Sweet” Polly Purebred (voiced by Amy Adams). When a dastardly, mad scientist named Simon Barsinister (Peter Dinklage) threatens to destroy the city, Underdog, truly “man’s best friend,” may be the citizens’ only hope.

The film is based on a long running syndicated cartoon series of the same name from the 60s and 70s, originally intended as a satirical antidote to the plethora of superheroes around back then. Now, at a time when every Marvel and DC Comics hero who ever drew breath seems to have a project in development, a gentle poke in the ribs about the whole genre would seem a timely move. As is often the way with old cartoons, the updated version has been shot for ‘real’, with all of the VFX challenges that that entails.

Framestore CFC delivered some 258 final shots for Underdog, created by a team of over 130 people during an 18-month period. As well as spectacular 3D environments and stunt work, the company also developed some of the best photo-realistic creature work that it has done to date. The job was overseen for the company by VFX Supervisor Rob Duncan.

Framestore Gives us Hound And Vision frame dog fly

“As far as the hero dog was concerned,” Duncan recalls, “With Cinesite handling most of the muzzle replacement for the dialogue, we were delighted to have won the bid for the digital dog replacement work – challenging shots that couldn’t be performed by real animals. This included the flying sequences, which they’d unsuccessfully tried to do using real dogs on boards, as you might for human actors. There was also a whole range of other actions required: crashing, fighting, landing and take off. In addition, Underdog sports a spandex shirt and flowing cape, so the cloth simulators got a good workout.”

However, Duncan has no doubt about what the team’s greatest challenge was. “It was the fact,” he says simply, “That not only were we having to create a believable, photo-real digital dog, but that this dog also had to perfectly replicate and match a real dog, to the point where the action could comfortably cut from one to the other. So much of our effort went into matching Leo – the real dog performer – precisely. And in fact we also had to do it for two other lead dogs too.”

Mike Mulholland, CG Supervisor on the project, elaborates. “Each of the three main characters (Shoeshine, Polly, Riff Raff) were cyberscanned, and the scans used as the base information for our CG models. Due to the problems inherent in cyberscanning fur, and the fact that they were moving creatures, all models were checked against photo reference to ensure accuracy. A combination of Lightwave and Maya was used for all our modelling work, with a combination of Photoshop and Bodypaint to texture, Maya to animate and light (with the addition of a lot of proprietary plug-ins), RenderMan to render, and Shake to composite the renders.”

Framestore Gives us Hound And Vision frame dog bite

The hard work involved did, however, offer some real advantages to the production. They were able to subtly tweak scenes – including adding new dialogue – featuring the digital version of their star, adjusting the tone of the film according to how it was coming across to the test crowds – a luxury unavailable in most post production scenarios.

Attending the shoot for Framestore CFC over several months in early to mid 2006, was TD, Ben Loch. Most of the shoot took place in and around Providence, Rhode Island. A climactic chase sequence within the film actually takes place within the city’s Capitol Dome, which was faithfully scanned and virtually recreated by the Framestore CFC team. This was one of three large-scale purely digital sequences, the others being a lengthy ‘dig’ scene wherein Shoeshine has to bury a ticking bomb deep below the earth’s surface. This sequence leads directly to the third, when the bomb goes off and our hero is rocketed out into space.

The film’s external VFX Supervisor was 30-year film and television veteran, Hoyt Yeatman, who used an invention of his own – a high dynamic range imaging lighting rig – to capture the required on-set data. Mike Mulholland has nothing but good things to say about Yeatman’s kit. “Underdog definitely had the most complete set of on-set data that I have come across,” he says, “Which made life much easier from a TD’s standpoint.”

Highly gratifying to the team were early audience responses to the film’s tests, which showed that younger audiences accepted completely both Shoeshine’s reality as a dog and his spectacular adventures. All of which perhaps goes to show that, contrary to popular wisdom, old dogs can be taught new tricks, given the right trainers.

Underdog Credits
Directed by Frederik Du Chau
Produced by Spyglass Entertainment and Classic Media

To view trailer click here.

www.framestore-cfc.com

Popularity: 4% [?]

View Slideshow PicLens