district 9

What started out as the short film, ‘Alive in Joburg‘ by the front runner director of the ‘Halo’ movie, Neill Blomkamp. Has grown into a full length feature with the help of Peter Jackson. I, for one, am very excited about this. ‘District 9‘ has the feel of an independent film, but with WETA level VFX behind it. And that combination really gives this film some promise. Check out the trailer below!

‘District 9′ Trailer

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‘Alive in Joburg’

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Really amazing stuff. But what’s really cool is if you do a little digging you’ll find one of his earlier commercials for Citroen. Which any compositor out there who started learning shake will recognize this one. Since it was the asset for a tutorial in the old Apple Pro Training Series ‘Shake 4′ book!

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LINK: D-9 – Official Movie Site

LINK: District 9 IMDB

LINK: Neill Blomkamp – Aspiring Director

Today It’s Neill Blomkamp, a Johannesburg native, is a fairly gifted young aspiring director. One that grew up with all that new technology and computers and he doesn’t fear using it in his shorts and advertisements, which he has been doing so far. He uses CGI as it is just a cutting method, you can’t tell whether the shown object is a built prop or just digitally generated. Absolutely great to see.

He has done commercials for Nike and Citroen most notably.
Groundbreaking and certainly important for his future film making are his shorts Tetra Vaal and Alive in Joburg. The latter features some sort of aliens that are stranded on earth and live in the shantytowns of Johannesburg. You could clearly read it as a critique, because it describes a situation that resembles Apartheid.

the foundry speaks, and we listen

The Foundry gave some more details about the new versions of Nuke coming up, v5.2 and of course v6. What I’m personally the most excited about are the changes coming to paint and roto. For years the biggest thing Nuke was lacking was a reliable and easy to use paint node. Now it looks like we’ll have it towards the end of the year!

There’s also going to be a brand spanking new 3D Tracker. Which will allow us Nuker’s out there to actually matchmove shots! Something that the Nuke community has been wanting for a while. Now I’m sure it won’t be replacing tried and true applications like Boujou, Syntheyes, or PFTrack anytime soon. But the fact the Foundry is continuing to live up to it’s promise to carry on Digital Domain’s original mission to build a Compositor that’s made by artists FOR artists. Well that just makes me love Nuke and The Foundry all the more.

Can’t wait to get my hands on the beta!

LINK: The Foundry announces Nuke 5.2 and 6/6x

Nuke 6.0’s direction has been led by artist feedback and incorporates a completely new shape rotoscope and paint toolset based on a rewritten core curve library and new RotoPaint node. This release introduces a flexible, non-destructive, layer based paint hierarchy integrated with Nuke’s animation and tracking capabilities and supporting per-object attributes such as blending modes and motion blur.

carousel

What do you get when you mix cops, clowns, and bullet time? Well we get this great short from director Adam Berg, Phillips, and the London based VFX house Stink Digital.

LINK: Carousel – A Cinema 21:9 Production

Created entirely by Stink Digital, this new interactive campaign promotes Philips latest entrant into the television market, the CINEMA 21:9. Since the televisions 21:9 frame lends itself so readily to film, our friends at Tribal DDB, Amsterdam commissioned us to create a piece of filmed content that could hold its own with Hollywoods best. Director Adam Berg responded with an idea for an epic frozen moment cops and robbers shootout sequence that included clowns, explosions, a decimated hospital, and plenty of broken glass and bullet casings.

This epic film is the centrepiece of the project. On its own, it clocks in at a (totally coincidental) two minutes and 19 seconds, but Berg conceived it to work as an endless loop. Visitors to the microsite therefore have the option to spin through the films single take shot repeatedly, to stop on a specific frame, or to watch it at the preordained speed. The film also contains embedded hotspots, which, when triggered, transport the viewer seamlessly from the heavily posted film to a behind-the-scenes version of the same shot. This constant moving between two layers of reality proved one of the projects biggest and most ambitious production challenges. Other details of the online execution play off the cinematic theme; the microsites loader doubles as a credit sequence, while rich media takeover banners drive traffic to the site by teasing viewers with an original Carousel trailer. All aspects of the production, from the film shoot to web design and development, were conducted by Stink Digital.

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a manhattan project

DigitalContentProducer.com posted a lengthy article talking about the effects work done for Dr. Manhattan in the upcoming ‘Watchmen’.

LINK: Dr. Manhattan Project

To create the Dr. Manhattan character for Watchmen, Director Zack Snyder and Visual Effects Supervisor John “D.J.” Des Jardin opted to build actor Billy Crudup a motion-capture suit that incorporated a densely packed mesh of blue LEDs in order to provide an interactive light source on set consistent with the character’s nature. They then used Crudup’s live-action performance as reference for a largely hand-crafted CG character, which was built at Sony Pictures Imageworks.

This just further solidifies how cool LEDs are. And how cool Imageworks is as well!

ted talks buttons

Ed Ulbrich talks at TED about the Oscar-winning technology that his team developed for “The Curious Case of Benjamin Button.”

Ulbrich is the executive VP of production at Digital Domain, for whom he’s executive-produced Academy Award-winning visual effects for Titanic, What Dreams May Come, Fight Club, Zodiac, Adaptation and other features, as well as music videos and more than 500 commercials. In 2007, he was named to the Creativity 50 — top innovators in advertising and design.

friday the 13th vfx

I hated this movie. Seriously…hate. It started out with some promise, a cool twist on the opening prologue. Then for the next hour and a half…hate.

But you know what I never said once in-between the rolling of  my eyes?

“Man are those crappy VFX”.

Seriously, never said it once. And apparently some other people agree, as the simple existence of the link below proves.

So check it out! The movie was shit, but the VFX were nice and gorey.

LINK: Friday the 13th – Compositing Kills at Camp Crystal Lake

From the earliest stages of the films’ conception, director Marcus Nispel issued the edict that all effects needed to be, whenever possible, done practically, aiming for what he refers to as a “snuff charm” in the style of the original Texas Chainsaw Massacre director Tobe Hooper. This meant a lot of on-set prosthetics and quite a bit of blood and gore on the part of the makeup department.

scintillation

If you liked the stop motion video I posted a couple weeks ago called Electrabell, then I really think you’re going to love this new one. It’s called simply, Scintillation. I don’t know much about this video. Not where it’s from, or what it was for. But the Flame compositing artist behind it is named Mathieu Caulet. And it’s beautiful stop motion.

It put me in a very calm mood today. Which I’ve greatly needed lately.

So enough typing. Watch the video below, and I hope you enjoy it as much as I did.


SCINTILLATION from Xavier Chassaing on Vimeo.

nuke master class

The Foundry has uploaded all the Nuke Master Class demos for your downloading enjoyment!

Have a good and tutorial filled weekend everyone!

LINK: The Foundry – Examples

nuke roadmap

This past week The Foundry held the first ever Nuke master class in London with over 200 European artists packing the audience. You had presentations from The Foundry’s python scripting artist, Jon Waddleton. As well as VFXTalk forum god and gizmo wizard, Frank Rueter, and bunch of guys from FXPHD.

That alone is enough reason for us American artists to try and make the trip across the pond. But what I would have really killed to see is what the day closed with. That was when The Foundry talked about their short term plans for Nuke in the coming year. Including details for what to expect from upcoming version 5.2, and even Nuke 6!

Check out the link below for highlights and the full article.

LINK: The Foundry’s 2009 Nuke Roadmap

Nuke 5.2 (beta testing beginning this month!)

Video Output Support. Broadcast monitor support for the Blackmagic DeckLink card to be followed with supporting AJA IO/HD and Kona cards
Pre-comp External Scripts. Artists will be able to save sub portions of a comp as an external script, which the main script then references. This will effectively enables the first steps of collaboration in Nuke, since another artist could be modifying this external script. Functionality will also include a read-write cache. When a new render is created from this pre-comp script, the main script is notified of changes and can be updated if desired.
Python UI Panels and Callbacks. Extends the capability of creating custom dockable UI panels from within Nuke using Python. Callbacks can allow the UI to change based upon the buttons pressed or values in the fields.
Viewer/Flipbook Performance and Caching Improvements. Cache nodes can be inserted at any point in a graph so that intermediate renders can be done, saving reprocessing time when changes are made later in the graph.
New Metadata Support. Artists can have metadata flowing throughout the graph. For instance, read data could get data from dpx files and provide for use later in the graph. Burn-in would be a simple example of this. It could also read a script included in an image as n EXR channel and build a preliminary comp from it.
RED R3D Reader. Will be using the RED SDK to bring RED footage into Nuke. The standard SDK adjustments will be available for import

NUKE 6:

1) A new roto and paint node
2)Totally updated curve library starting with bezier and bsplines
multiple paint and vector strokes per node
3)A layer hierarchy for splines with editable attributes
4)A toolbox in the viewer to quickly change tools Integrated 3D Camera 5)Tracking, creating a camera and point cloud right in Nuke
6)Integrated Lens Distortion Tools

button travels uncanny valley

David Fincher is no stranger to pushing the limits of Visual Effects. The photogrammetry work he did with Digital Domain on ‘Fight Club’, arguably his most well known movie, pushed Digital Set technology forward by light years. And carved out a now indispensable corner of the VFX toolbox. But over Christmas break, they out did themselves with the film,  ‘The Curious Case of Benjamin Button’.

I had been waiting for this film for quite some time. And I was not let down. Not only was the story touching and compelling, but the visual effects were also absolutely breathtaking. Ranging from the standard 2.5D/3D Digital Matte Paintings all the way to more exotic digital aging techniques developed at D&D.

All of which is covered in full by Bill Desowitz at VFXWorld. Who posted a great article yesterday talking about all of the work done to bring this ground shattering movie.

LINK: Bringing Benjamin Button to Life

Bill Desowitz uncovers the curious vfx case of Benjamin Button in this in-depth report with Digital Domain, Asylum, Hydraulx, Lola VFX and Matte World Digital.

It’s a long article to say the least, so I’m going to talk about the highlights. Or at least the parts that were the most interesting for a Nuke Compositor to read about.

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The process of developing the tech needed to make the impossible possible, all started with the creepy and controversial Orville Redenbacher commercial back in 2007.

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The strangest thing…that’s Marty McFly’s Dad, otherwise known as Crispin Glover behind all that digital makeup. But I digress…

LINK: Ground-Breaking Orville Redenbacher’s Ads

The ads, scheduled to premier during the 64th annual Golden Globe awards, employ computer-generated imaging that allows directors to create and use completely believable digitally created actors in live-action settings. While movie audiences may be familiar with animation of large crowds or stunts, such as the thousands of troops in Flags of our Fathers, or the character Gollum from Lord of the Rings, this new technology — being used publicly for the first time — advances current techniques tenfold to create an authentic digital human with detail, personality and close-up realism.

Starting the R&D process in the commercial world with a truncated schedule forced D&D to automate the pipeline as much as possible. But some of the constraints made the project fall just short.

As Fincher worked on Zodiac, Digital Domain made the controversial Orville Redenbacher spot, which, though turning out more creepy than uncanny, provided another R&D opportunity. “David may have had confidence from the beginning but we didn’t,” admits Character Supervisor Steve Preeg. “Having worked in rigging in this industry for quite some time, it’s definitely a scary thing to even think about [achieving this feat]. In fact, everyone we tried to hire to work on it, felt the same way. It was actually quite hard to staff up for the show, which was surprising. But during the Orville Redenbacher [experience], we had a certain number of constraints put on us to test certain aspects, most of which didn’t work out, but there were some little [kernels] of optimism.”

Barba adds, “With the bleeding edge of technology, you certainly get cut and hurt and that was the case with Redenbacher. Commercial budgets and schedules are tiny compared to features and we put together a fantastic team, but schedule and the technology maybe let us down a tiny bit, and maybe some of our own plans. But if we hadn’t done that, I don’t think we would’ve gotten the head start on Benjamin Button. For me, as much as I hate failing, it was absolutely necessary to go through this process. It left a scar but it didn’t kill us.”

Sometimes failing is just as important as succeeding though, and the lessons learned from the commercial world made people around the halls to start and believe the work could actually be done.

Nuke was of course the tool of choice. But not just for the compositing. It’s powerful 2D and 3D compositing work flow allowed the D&D artists to use existing tools to accomplish new challenges.

Tight collaboration, therefore, was crucial between compositing and lighting. “A lot of the setup was done in Nuke, which, as everyone knows, is very powerful in both 2D and 3D,” Litt suggests. “Teams of compositors would be the first to touch the shots by ingesting this data and bring it up in Nuke. We started off by using straight HDR spheres but slowly came to realize that it wasn’t getting us the subtleties we needed in terms of localization of lighting. With a head moving around in a room or gradations of light across the head itself, some of the light sources are very close.

They also developed code to integrate the Nuke process into areas of the pipeline you wouldn’t normally see it pop up in.

“But we had a pretty new drill at the beginning of the pipeline and part of it was getting the grades into place, like how David wanted the scenes to look,” adds Compositing Supervisor Janelle Croshaw. “We were setting the color and the tone. Nuke is the backbone of everything here, so every single department ended up having a check, a script or a comp. An image sequence was basically an auto comp of the head and we had track check, anim check, roto check. We figured out on Zodiac that digital data can get really messy and there can be a lot of it. And so we worked on automating on Benjamin, so everyone could see it immediately. We were able to automate the process going out as well and reverse all the grading we did because David likes to do all the grading in sequences up in DI with the shots that don’t have visual effects. It was important that tracking needed a good way to view what they were doing over the plates, so we set up track tracks where Marco and his team could hit a button out of Maya and it would run an automated Nuke script that would grab the graded plates and the roto and do mini-comps so they could see how their tracked head fit within the shot. So it helped all the departments a lot.”

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There were HUGE leaps made in the tracking and motion capture process as well. Without which the outstanding compositing and 3D work would have been for naught.

Instead of relying on traditional marker-based motion capture and hand animation techniques to bring a live actor’s performance to a digital character, Digital Domain went in a completely different direction, and developed a system called “emotion” (led by Barba and Preeg). This proprietary process incorporated several different technologies — using them in ways that they weren’t intended — and brand new techniques.


Mova’s Contour system was a key component in this part of the process, and it was used to volumetrically capture Pitt’s expressions. Digital Domain has been working with Mova’s Steve Perlman for years on adapting their technology for this application. Meanwhile, Image Metrics‘ technology was used to provide primary animation curves and timing data from Pitt’s live-action performance captured from four angles using Viper HD cameras. This gave artists a head start for a number of shots that saved them production time during animation.

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Just as important as the digital aging was to the story and film, the other star of the VFX work was the digital de-aging. And that’s where LOLA comes in.

LINK: LOLA

LOLA cut their teeth in the commercial world as well, pioneering digital youthful techniques for makeup ads. But they had their big break when they were awarded the opening scenes for ‘X-Men: The Last Stand’ where they de-aged Ian Mcclellan and Patrick Stewart by a good 30 years each.

Since then, LOLA has refined their techniques even more and gotten things down to a science.

In fact, Lola broke it down to a science, using Flame for compositing, Maya for 3D and Bijou for 3D tracking.

In the dance studio scene, Pitt dramatically emerges from the shadows, and is 20 years younger. This is the first time Daisy sees Button as a young man, and the effect required strong audience reaction. Senior Animator Casey Allen was tasked with creating new techniques. “In the end, after removing and/or repositioning every fold and crease of the eyelids, Casey was able to create new geometry of the eye though re-lighting and resetting the structure of the entire eyelid,” Williams explains. “This created an eye socket structure that Brad possibly never had, but the overall effect, combined with the re-shaping of the rest of his face, was that of extreme age rejuvenation. Casey worked closely with David Fincher and me to fine tune the look of Brad’s eyes, and Casey devoted close to 60 hours for this one shot.

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All these new amazing techniques has made Ben Ulbrich a believer that Digital Domain has finally crossed the so called ‘Uncanny Valley’. But one thing still is lacking. One of the most difficult things in fact in ANY form of art…the eyes.

“The eyes were a different story: those were a pain in the butt. Unfortunately, the system that we used to get the movement of Brad’s skin ended at certain parts of the face because of the nature of the capturing, and that included the eyes. There was a lot of work on the eyes by hand and I think we put some stuff into the eyes on Benjamin that I haven’t seen in characters before.”

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But they’re close. And I wouldn’t be surprised if D&D’s next project, that will incorporate the technology developed for ‘Button’, actually crosses the divide. Which I think you’ll agree isn’t too small of a limb to go out on, once you go and see the quantum leap that is ‘Benjamin Button’.