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Saturday
Aug212010

Josef & Aimée

I'm happy to announce that I will be the Visual Effects Supervisor for Josef & Aimée, an enchanting short film co-written by director, Ben Shirinian and producer, Leslie Gottlieb.  Josef & Aimée is a magical love story about two Jewish children orphaned in the south of France during the Holocaust.  The film will be executed using a hybrid of miniature sets, 3D animation and live action.  It will be shot on the RED camera by Director of Photography, Jeremy Benning.

In February, I was contacted by Leslie, who was looking to assemble a visual effects team to handle post production on the film.  At first I was skeptical, but after meeting with Ben and Leslie I soon realized that they had something special, a film with an engaging story and a unique visual style.  It wasn't until recently that our schedules aligned and I was able to bring the project to Spin VFX, where our primary focus will be the creation of a principal digital character named "Parpar."  The remainder of the visual effects will be completed by The Junction VFX in Toronto.

Although I can't say much more right now, I will post updates here over the course of the project.  In the mean time, visit www.benshirinian.com for a sample of work from director Ben Shirinian.

Sunday
Jun062010

Close-Up on The Day of the Triffids: London Aftermath

I get to see a lot of scripts, breakdowns, and previs around the studio.  Every now and then I'll come across a shot that grabs me from the first moment I see it.  I'm a sucker for slow dramatic camera moves, heroic signature poses, or epic environments.  This is one of those special shots.

From the 2009 BAFTA award winning BBC mini-series The Day of the Triffids, this shot is also a great example of blending live action practical set pieces with visual effects enhancements to create a level a realism which would have been difficult to achieve with visual effects alone.  We were called upon to create the aftermath from a downed commercial airliner in the streets of London.  The plane tears a path through the city leaving a trail of destruction in it's wake.  We had to extend the two buildings on the right, one of which was destroyed in the crash, the crumbling and burning buildings, street and London skyline beyond.

Camera Projections in FusionOriginally our plan was to build a full CG model of the airplane which was to be featured in several shots, but after seeing the footage we decided that a simple multi-plane approach would be more flexible and cost effective.  I aligned several image planes based on the point cloud data I received from our matchmoving department.  I used three different camera projections for the set extension on the right, two for the buildings and one for the tree.  The airplane was made up of two more projections, one for the tail section and one for the fuselage.  And finally, the background building, street and city extension comprised of a multi-layered matte painting.  All of the camera Fusion Flowprojections were done using Fusion's 3D environment.  Once the geometry was aligned with the footage and all of the camera projections were set up, I could quickly swap out revisions from matte painter, Juan Garcia, without having to re-render layers in 3D.  This also allowed me to precomp many layers of fire and smoke elements onto still background images before re-projecting them onto the geometry.

I had great practical reference for the fire and interactive lighting from the footage.  Using filmed fire and smoke effects elements, I layered in pockets of fire and bounce light around the destroyed buildings.  I also added fire inside and around the downed aircraft and on the piles of debris lining the city streets, creating pools of light which revealed just enough detail to bring the environment to life.  I even used Fusion's procedural noise tool to create additional smoke layers for the composite.  Finally, layers of falling ash and paper helped to blend everything together.

Sunday
Mar282010

VFX Quick Tip: Sharp Clone Strokes

A common mistake especially among junior artists is misunderstanding sub-pixel filtering.  While most experienced artists understand the importance of choosing an appropriate filtering algorithm when scaling an image, it is often overlooked with simple transformations.  My personal favorite and perhaps the most often overlooked of all is the transformation that takes place behind the scenes when performing cloning operations.  I can often be heard around the studio saying, "No mushy paint strokes!" to artists at all levels of experience.  Here are a couple quick and simple tips for preserving sharpness and detail when transforming images in both Nuke and Fusion.

In any software, when you translate an image by sub-pixel values the software must interpolate the new position by sampling surrounding pixels.Reference size  While some algorithms do a better job of maintaining sharpness than others, the best way is to avoid re-sampling all together.  In other words, move the image by a whole number of pixels.  If a transform is animated then the only recourse is to choose an appropriate filtering algorithm.  But if your simply moving an image from one place to another there is no better way to ensure a lossless transformation.  In Nuke this is as easy as using the Position node rather than the Transform node.  The Position node by definition, "Moves the input by an integer number of pixels."  In Fusion it's a little less obvious.  At the bottom of any transform tool you'll see a toggle labelled "Reference size."  Clicking this reveals width and height sliders, and a "Use Frame Format Settings" check box.  Assuming you've set your frame format preferences according to the resolution of your footage you can simply check this option.  This gives you positional values based on the width and height of your image, rather than values normalized between zero and one.  Now it should be easy to translate by whole pixels by simply avoiding decimals.

"Snap Offset" in FusionSo what does any of this mean for clone painting?  If you think about it, a clone stroke is simply a transform masked by the extent of the brush stroke.  So the same rules apply here.  Fortunately both Fusion and Nuke provide an easy solution.  In Fusion it's called "Snap Offset" and it does exactly what you would expect.  It snaps the clone source offset to the nearest whole pixel.  In Nuke it's called "round" and the tool tip says it all.  It will, "Round translation amount to the nearest whole integer pixel to avoid softening due to filtering."  "Round" in NukeThese techniques are especially important when working with material which originated on film or with any media where preserving the grain structure is critical to achieving seamless results.  A rig or wire removal which might otherwise be invisible will boil noticeably if the grain detail is softened.  To see the effect for yourself, be sure to view your work at full resolution.  Proxy scaling or viewer re-sizing will make it difficult to see the difference as it introduces another layer of image re-sampling.

Thursday
Feb182010

Close-Up on Legion: Gabriel's Wings

There have been a number of articles describing how Spin VFX created the visual effects for the Screen Gems action thriller, Legion.  While they provide a really good overview, they don't cover any particular topic in detail.  I thought I'd give you a closer look at exactly how it was done, by breaking down an iconic shot from the film.  Along the way I'll talk about some of the challenges we faced while breathing life into Gabriel's computer generated wings.

 

Original Plate, Clean Plate, and Final CompositeThis is one of the shots that defined the look of the wings, and is one of my favorite shots from the diner fight sequence.  Gabriel (Kevin Durand) flies towards camera with a diving attack on Michael (Paul Bettany).  Inspired by the comic book superhero, this shot was often referred to as, 'the Thor shot.'  We started by rotoscoping the actor's upper-body, removing the wire rig, and replacing the missing ceiling tile which had been removed to accommodate the rig.  The matchmove department tracked the camera move, and object tracked the actor in order to 'attach' the wings to his back.  Based on 3D cyber scans of Kevin Durand, lead modeler Erin Nicholson built a low-resolution version of Gabriel in Maya to act as our digital stand-in.  Paying special attention to the upper-body, the layout department, led by Phil Dakin,  solved the camera and object tracks using PFTrack, and placed our Gabriel proxy model into the scene along with our tracked virtual camera.  Low-Resolution Proxy Model of GabrielAnimators carefully matched the actor's movements, which provided a solid foundation for the wing animation.  Animator Jongju Lee was assigned the task of providing the powerful yet graceful 'hero' wing animation.  Finally, rigging supervisor Glen Chang, ran a character effects pass to simulate the subtle effect of air rushing across the surface of the wings, causing the feathers to ruffle.  This added layer of detail really helped bring the wings to life.

 

HDRI Reference StillsOnce director Scott Stewart had approved the animation, the scene was passed to the lighting department.  Using HDRI reference photos of the set, lighting TD Paul George built a rig which accurately reproduced the physical lighting environment of the diner.  One of the challenging aspects of the wing design was striking a balance between natural looking feathers, and armoured ones capable of stopping bullets.  The small feathers along the top of the wings were softer and more organic, while the larger primary feathers at the wing-tips narrowed into hardened steel blades.  The wing textures were distressed, scratched and engraved with markings similar to those found on Gabriel's armour.  Ultimately, the task fell to the compositors to fine tune the final look and feel of the wings.  I used this shot to develop that look, and then built templates for the compositing team.  In order to give the artists maximum flexibility, we rendered multiple CGI passes as layered EXR files, Diffuse, Color, and Specular Lighting Passeswhich were later combined in Fusion to produce the final composite.  Among the layers were a number of utility channels including, a z-depth pass, various isolation mattes, and even a special iridescence pass, which created a subtle oily refraction effect on the wing surface.  Having this level of control presented it's own set of challenges.  For instance, how could we ensure that each artist produced a consistent look, allowing the shots to edit together seamlessly?

 

Fusion Template and Wing Macro Tool

By automating the process, we could ensure consistency among the compositors, and perhaps more importantly, we could build the individual shots much more efficiently.  I wrote a Fusion script, which both the lighters and compositors used to quickly build composites based on pre-defined templates.  They could simply select a sequence code, shot number, and lighting version, and the script would load the corresponding plate and CG wing layers into a basic comp.  The individual passes were piped into a custom wing macro tool, giving artists fine control over each of the components.  But, by limiting the artists to a fixed set of controls, we maintained continuity from shot to shot.  Since the roto and clean plates were completed ahead of time, once the lighting passes were rendered, we could quickly generate comps in a matter of seconds.  From there it was up to the compositing artists to integrate the wings seamlessly into the live-action plates.

Shadow Pass and Normal-MapThe digital Gabriel model was also used to cast shadows onto the wings, helping them to feel connected.  Atmospheric elements such as dust, and smoke were layered over the wings to provide interactivity with the environment.  Finally, a surface normal pass could be used to make last minute lighting adjustments in the comp, giving artists even more control.  Having this level of automation and control proved especially important during the final sequence of the film, where Michael returns to face Gabriel in the final battle.  This meant that the compositors had to integrate two sets of wings instead of only one.  Click below to watch the final shot, and be sure to check out my reel for more of my work on Legion.

Saturday
Jan302010

Welcome to Defect - a blog about visual effects, compositing, and me

For as long as I can remember, making movies has been my dream.  As a child I could often be heard saying, "that is going to be in my movie someday," whenever something cool happened.  It was kids stuff like crashing my bike or jumping off the roof of the garage, but the sentiment was genuine.  I once told my mother, "someday you will see my name crawling up the big screen."  Years later I made good on my promise.  And today, the novelty of seeing my work in the theatre has still not worn off.  So how did I go from a little kid with big dreams to a feature film visual effects compositor?

Growing up in a small town in New Brunswick, film school was not an option.  I would have to find my own way.  Since elementary school, I was always the kid behind the scenes.  While everyone else was practicing their song and dance routines for the talent show, I was setting up lights and plugging in speakers.  I was the DJ at the school dances.  I was the lighting designer for the school play.  I was the sound guy for the band.  In high school my motto was, "stick with me and you'll have no class."  Not that I wasn't a classy guy, but I would frequently miss class to setup for some event.  And I would take my friends with me.  It was here at St. Malachy's High School that I discovered my love for theatre.  I spent endless days and nights climbing the catwalks of that old theatre.  It was a wonderful time of discovery.

After graduting I went on to Bishop's University in Quebec where I majored in Drama.  This is where I really began to explore!  My focus was of course on technical theatre, lighting and sound design.  But I also took acting, art and directing classes.  I was learning how to tell stories with imagery and sound.  Centennial Theatre would hire student 'assistants' to work on productions produced by the school, and for touring performances hosted at the theatre.  I had the opportunity to work with so many amazing people from many different disciplines.  Countless orchestras, dancers, classical musicians, rock bands at of course stage plays.  I was lucky to work with The Barenaked Ladies, Big Sugar and blues legend James Cotton to name a few.  On Thursday nights the theatre would run movies.  It was the only cimema in the small university town, and I was one of the projectionists.  I still have frames that I spliced from films like Who Framed Roger Rabit.  It soon became clear that I was learning more working at the theatre than I was at theatre school.

Life however, can sometimes get in the way.  The reality of working for a living turned out to be much harder than I thought.  I moved to Ottawa where I spent a few years simply enjoying life.  I worked a few different jobs.  One of them was at the help desk of a computer consulting firm.  I worked the late shift supporting international clients.  NT, Macintosh and UNIX workstations everywhere.  So there I was in a room surrounded by computers waiting for the phone to ring.  Needless to say I spent a lot time learning and playing.  One night I stumbled across an application called CorelDraw and it opened my eyes.  I would take pictures of my co-workers and make them bald or give them nose rings.  I started modeling simple 3D geometry.  Suddenly I was creating art on the computer and it was a revelation.  The corporate world was clearly not for me.  And so it was off to Toronto to follow my childhood dream.

This turned out to be the most important move of my life.  Not only would I get my chance to make movies, I would also meet my leading lady.  I did an internship as an editor with Nirenberg Communications where I was introduced to the Video Toaster and LightWave.  It was here that I created my first music videos, and animations.  However crude they may have been at the time, I was hooked.  I got a job at a post production company called CFA Communications and for the next eight years I submerged myself into the world of video.  I started in quality control, spot checking video tapes at the duplication center.  I later moved on to VTR Operator for the edit suites.  In my spare time I spent hours teaching myself how to edit on an Avid, or Velocity system.  And it wasn't long before I got my chance to take it one step further.  The company opened a new audio project studio and with my sound background they gave me a shot.  I finally had my own suite, a small recording studio running Pro Tools.  Soon I was cutting corporate and commecial videos, recording voice overs, designing and mixing soundtracks and even creating motion graphics.  It wasn't until the company purchased a system now known as Avid DS that I got my first taste of digital compositing.  Owned at the time by Softimage, it was a full featured editing and compositing package.  When the DS was aquired by Avid, CFA turned to a more economical system called Quattrus which came bundled with DFX+ from Toronto based eyeon Software.  This was my first look at node based compositing and after all those years I had found what I had been searching for.  I decided to focus all of my attention on feature film compositing.

I read everything I could find about compositing and visual effects.  I Became an active member of the on-line community.  I Started going to product demos and trade shows to expand my network.  I was offered a position at Red Rover Animation as a compositor on an animated television series called Get Ed.  By the end of the first season I had worked my way up to compositing supervisor.  As cool as that project was, I still wasn't doing what I had moved all the way from Saint John to Toronto to do.  Make movies!

Enter Spin VFX and my first feature film The Marsh starring Forest Whitaker.  I had finally achieved what I had set out to do all those years before.  My mother finally got to see my name on the big screen.  And I have never looked back.

Today I live in Mississauga, Ontario with my beautiful wife and two wonderful children.  I love technology, books and video games.  When I'm not working I enjoy running, karate and photography.  I am the compositing supervisor at Spin VFX in Toronto, where we have just completed work on Legion for Sony Screen Gems.  Now playing in theatres.  And when the movie is over, I'll be the guy waiting in the audience to watch his name crawl up the screen.

-Eric