Showing posts with label 3D particle. Show all posts
Showing posts with label 3D particle. Show all posts

Wednesday, August 26, 2009

Prime Focus VFX Helps Elevate G.I. JOE: The Rise of Cobra


Contributes 124-Shots, Including Building Complex Nanomite Animation Pipeline and Orchestrating Finale Aerial Sequence


Hollywood, CA Prime Focus VFX--formerly Frantic Films VFX--announced that it has contributed 124 visual effects shots for the Stephen Sommers-directed movie G.I. JOE: The Rise of Cobra from Paramount Pictures. Prime Focus Los Angeles, Winnipeg and Vancouver visual effects studios most notably provided expertise in previz, digital environments, fluid simulation and high-volume particle rendering for the movie's action-packed finale sequence involving a complicated aerial scene. G.I. JOE: The Rise of Cobra starring Channing Tatum (Duke), Sienna Miller (Baroness) Marlon Wayans (Ripcord), and Rachel Nichols (Scarlett) premiered in theaters on August 7, 2009.


Prime Focus contributed roughly 70 visual effects shots for the finale's aerial sequence, which features a plane being eaten away by Nanomites, a U.S. developed bio-weapon usurped by evil forces that disintegrates metal on contact. Said Chris Bond, senior visual effects supervisor and president of Prime Focus VFX, This sequence was particularly challenging because we weren't relying on any aerial photography, which would be nearly impossible to shoot at these speeds, but instead created nearly everything digitally the plane, sky, clouds and the destructive Nanomites that eat away the plane.

In addition to developing a custom toolset to generate 3D cloud and sky environments, Prime Focus built a Nanomite animation pipeline and a hybrid matte painting, environment and 3D animation pipeline. The company also dedicated extensive R&D to improving its in-house scene collaboration system that allowed its LA and Vancouver offices to work seamlessly together.


We created a system whereby no single shot lives as a whole, but rather as a collection of project, sequence or shot assets, explained Chris Harvey, visual effects supervisor for Prime Focus VFX in Vancouver. Assets could range from models, shaders, animations, scripts, light rigs and anything in-between. These assets would then be assembled on the fly based on the specific requirements. This facilitated a number of important aspects to our pipeline - artists would always have the latest approved assets regardless of their global location, and we could make changes en masse and have them propagate through various levels of the show, shot, sequence and even across the entire project.


In addition to providing previz for the aerial sequence, Prime Focus artists, with VFX supervision from Bond and Harvey, built a Nanomite animation pipeline using Prime Focus proprietary volumetric particle renderer Krakatoa, along with Autodesk 3ds Max, to render out the billions upon billions of particles that make up the Nanomite cloud. Functioning as an intelligent swarm, the Nanomites are able to track their movements to avoid retracing their steps, leaving no metal untouched until whatever they're consuming crumbles and collapses. To produce this complex destruction, Prime Focus created a series of particle systems, shader networks, and procedural level set tools that would all talk to and affect each other. This created a true geometric volume with thickness and surface properties that would be eaten, rather than paper-thin transparency texture maps.


Using footage of actor Wayans shot on set in a chair with only the practical cockpit around him, Prime Focus artists digitally built the Night Raven plane, including its inner-workings and engine, which are revealed as the Nanomites eat away the metal. Ken Nakata headed up the digital matte painting department in Los Angeles to create the CG sky and clouds using a combination of fluid dynamics, matte painting, CG simulation and particle simulation. Prime Focus also created missile contrails and built the White House and Potomac River entirely in CG. In addition to the finale, Prime Focus also contributed to the opening sequence in which a tank is destroyed by Nanomites and provided interior shots and set extensions for the Cobra base. Autodesk 3ds Max and Maya were the tools-of-choice; eyeon Fusion was the compositor.


About Prime Focus
Prime Focus is one of the world's largest Visual Entertainment Services groups, specialising in providing creative and technical services for the film, broadcast, commercials, music, gaming, internet and media industries. With a market capitalisation of $140m USD, it operates nine facilities in India, four in the UK and four in North America, offering clients access to a talent pool of over 600 visual effects artists worldwide.

Over the last 11 years, Prime Focus has played a pioneering role in embracing digital entertainment technologies, and today offers an end-to-end service deploying robust, best-in-class technology platforms to create a delivery pipeline that lets its customers effectively manage the creative process.

Prime Focus is a market leader in its field, ranked number one in India and number four in the highly competitive UK market. Part of its success has been due to the care and attention it pays to clients at a local level (running studios in London, Mumbai, Chennai, Hyderabad, Goa, Bangalore, Los Angeles, New York, Winnipeg and Vancouver) whilst leveraging the talent, resources and cost advantages of its global infrastructure.

Prime Focus is a public stock company with shares traded in the Mumbai and National Stock exchanges in India (Symbol - PRIMEFOCUS). Prime Focus also owns and operates Prime Focus London plc (Symbol - PFO), which is publicly traded in the LSEs AIM market.

Saturday, July 11, 2009

Why only 2 seconds of Transformers 2 has had 3 months to complete



About six months ago, Michael Bay approached Digital Domain, the Academy Award winning special effects company behind movies like Benjamin Button, Titanic , and the The Fifth Element, with a last minute request. He needed a closeup.


Digital Domain was already working on some secondary characters for Transformers 2 while George Lucas' Industrial Light and Magic building the main robots like Optimus Prime. Yes, Transformers 2 had such a big budget that DD was hired just to ride shotgun.

One key moment of DD's handiwork depicts the transformation of a girl named Alice—played by actress Isabel Lucas—into a lethal robot. The main shot, seen above, uses digital techniques like advanced particle simulation (physics) to tear 10,000 pieces of skin away from a girl's body—the kind of high-concept graphics that require lots of software know-how, and computers to do incredible amounts of heavy lifting. It was the sort of shot that showcased everything DD could do.

When Michael Bay saw it, he found it lacking.

After watching an early edit of the movie, Bay had decided that although the wide shot of Alice was nice, the film was missing a close-up—he wanted 40 frames of the girl's face as she began transforming.

The close-up wouldn't take as much as the full-body master shot. Instead of 10,000 pieces of skin, only about 50 had to move. But because of time, budget and manpower constraints, this animation had to be done the old-fashioned way—working by hand. It meant that five guys would spend the next three months of their lives on less than two seconds of the finished film.

Computer graphics supervisor Paul George Palop walked me through their process of crafting the "very, very painful" 40 frames.



The goal sounded simple: Transform this closeup of a human into a closeup of a robot. Alice's face would begin to shatter away, revealing a gruesome creature underneath. But to model in 3D over digital film takes some prep work. To make the effect look real, the guys would need to map the 2D film original shot into digital 3D space. Then they could add all the neat robot stuff.



First, the DD team cut out all of the background and extraneous objects (including Shia LaBeouf's head), isolating the female figure. It's the first step of a classic technique known as rotoscoping, a trick that predates Disney, in which animators overlay cartoon characters and other animation on top of live action backgrounds. (Now that CG has blended humans and cartoons, it's probably safe to say that there isn't an FX-heavy movie made now that doesn't involve some kind of rotoscoping.)



With the basic 2D work done, DD used a laser scan of Lucas' figure to create a perfect 3D map. The rotoscope plate was then laid over this map, allowing the animators to work with real image depth and geometry. We don't have that exact shot, so we stole a still from the later wide shot to make the point. On the right, you have the 3D body scan model. On the left, you can see the 3D applied to the 2D figure.



One artist worked solely on the little skin plates that cracked away around Alice's mouth. Each of these 50 or so pieces was hand-animated, frame by frame, to create the short effect. But to enhance the illusion of movement, artists applied extra texture to the tiles along with some displacement mapping to each tile's edge, which essentially complicates the square shape into an array of small triangles. (See how they look all jagged in the version on the right?) One the 3D-animated shapes were laid out, they had to be naturally lit, lest the girl's skin look unnatural before she transformed completely into a metal monster.



In the meantime, the exact movements of the human Alice head needed to be applied to the newly animated robot Alice head, so that any movement from the former could be copied instantly in the latter.



Finally, all of the pieces were composited, rendered and placed on a newly drawn background. You'll notice that beyond the obvious visual effects, artists beefed up Alice's figure a bit. They rebuilt the end of her left arm and, while they were at it, added a bit more lift in the back of her hair. Even with a blockbuster megamovie deadline, there's always time for last-minute styling.
After all of this meticulous work—three months of effort from digital effects masters—audiences everywhere got a bonus 40 frames of remarkable robotic transformation. Ironically, one of the movie's chief complaints would be its length.

Tuesday, March 10, 2009

Making A CG Rain





When shooting a stormy scene, you don’t have to wait and hope that your local weather station would announce that lower pressure is building and there’ll be a coming thunderstorm. You can opt to shot even with the sun shining brightly and then later add CG effects to make the sunny weather a bad one.


The article “Making a CG Rainstorm with After Effects Plug-ins and Automated Rotoscoping” discusses the latter option. Based on a commercial for BMW, it shows how a scene shot in sunlight is transformed into a fierce rainstorm.

When making this commerical, several techniques were employed. Rain and falling stones are generated by the plugin Particular. One can use it to render 3D particle simulations directly in After Effects. To postprocess the filmed BMW the team used Motor, a popular rotoscoping software by Imagineers.

Making a CG Rainstorm with After Effects Plug-ins and Automated Rotoscoping