Vfx cuts may affect upcoming films

Economy hits high-end visuals, studios concerned

By DAVID S. COHEN

Visual effects now vie with stars as box office draws in summer tentpoles. But a possible shortage of visual effects shops could be a brutal blow to the next wave of f/x-heavy tentpoles.

Studios depend on outside vfx shops to deliver ever-larger amounts of first-class work on ever-shorter schedules. Some leaders of the visual effects business, both at vfx shops and at studios, are warning there could be a shortage of vfx capacity within a year — a shortage that could drive up costs and even threaten release dates.

The combination of Hollywood’s production slowdown and the recession have already driven some California vfx shops out of business, with more threatening to shutter.

Warner Bros. exec VP of digital production, animation and visual effects Chris de Faria says his studio is taking the threat so seriously, "We’re looking at advancing R&D and development work on projects, and the corresponding cash flow, to make sure that some of our valued vendors can get through this time," he says.

Here’s the dire scenario: As pics now in production wrap, vfx work slumps, killing off more midsized and small vfx companies. Then a new wave of tentpoles arrive, wanting more and bigger vfx, only to find insufficient capacity to complete them at the breakneck pace — and with the sometimes huge last-minute additions and changes — the majors now favor.

When this scenario may play out is the subject of some debate. Some expect the crunch to come late this year. Recently, though, tentpoles including Warner’s "Green Lantern" and Marvel’s "Thor" have been pushed back. That could push the potential crisis back to 2010 but may actually make things worse, as it means the lull would last longer.

"The studios need to be concerned about this," says Industrial Light & Magic exec producer for marketing Gretchen Libby. "Their options could start to run out for finishing their projects. There could be fewer companies that can help out at the 11th hour."

Underlying this warning is the fact that vfx shops are under financial pressure from several directions.

They were hurt by the prolonged slowdown after the WGA strike and prolonged SAG talks, then hurt more when production financing dried up, exacerbating the slowdown.

Even in the best of times, feature vfx aren’t lucrative for the companies that make them despite their importance and the typical tentpole’s huge f/x budget. As de Faria notes, "The feature film business, for most vendors, can be a boom or bust business. It’s glamorous, and it’s work done at the highest level, but it’s hard to survive just on that."

Many shops rely on commercials to provide an extra revenue stream. The recession, however, sent commercials production off a cliff.

Jeff Barnes, co-founder and executive producer of CafeFX, has been warning of a crunch for some time, as he sees some of his competitors, such as the Orphanage, shutter for good.

His own company dropped benefits and cut costs to stay afloat, and he warns that other vfx shops will need to restructure as well. In the short term, says de Faria, "The question I have is not where am I going to get the work done; it’s where am I going to get the high-level work done — the ground-breaking work that can be the center of a marketing campaign."

Many companies can do low-end work, with more springing up all the time worldwide. There is also no shortage of companies that the studios trust to do a modest amount of high-end work. French shop Buf and Germany’s Pixmondo fall in that category.

There are only about a dozen companies in the world that can handle the large number of shots with digital characters and other complex effects in today’s tentpole pics — the kind of work that concerns de Faria.

London, which has become a world center of vfx due to favorable exchange rates and tax incentives, is booked solid for at least a year, according to multiple sources. Projects looking to save money on vfx no longer have that option.

Universal, for example, is looking for cost savings on the vidgame-based actioner "Bioshock." It might have gone to London but the project is now on hold.

Marvel has "Iron Man 2" in production now and three big vfx tentpoles on its slate for the next few years: "Thor," "Captain America" and "The Avengers." They could be affected should capacity get tight, but Victoria Alonso, exec VP of visual effects for Marvel Studios, is confident that, even after a contraction, the vfx industry can bounce back to meet the challenge.

"If you have a company that’s shrunk, that means they will find it internally to grow again," she says. "I’ve seen that happen at every facility I’ve worked with."

Barnes agrees that shops have no choice now but to expand and contract, but he and others counter that rapid expansion can lead to quality control problems, as people who have never work together adjust to a new company while trying to meet tight deadlines.

Alonso says another solution lies in finding smaller companies anywhere in the world that have a specific skill set, then putting them to work on a contained sequence that uses those skills. The Embassy, she says, had done robots on a short film, so it got the job of doing the "Mark I" suit for Iron Man.

Ironically, when the next big wave of work arrives, vfx companies that are still standing stand to do well. There will be lots of work, and simple supply and demand could lead to higher-than-usual margins for long-suffering feature vfx companies.

"We might get a fair rate for the work for a change," says Barnes. More than one option

Read the article here on Variety

Harrison Ellenshaw interview

An old TV interview with visual effects supervisor Harrison Ellenshaw, who talks about TRON and where computer graphics is headed.

The Senate Visual Effects Build Pantheon for Angels and Demons

Following their exceptional work on The Da Vinci Code, Visual Effects Supervisor Angus Bickerton returned to The Senate Visual Effects to create a number of sequences for the follow up thriller Angels and Demons. The Senate worked on 196 shots and contributed outstanding environments and digital FX in several major scenes, most notably a photo real recreation of one of the largest and oldest churches in Rome, The Pantheon.

When Tom Hanks, as Robert Langdon visits Rome searching for clues to the Illuminati’s next victim, his path leads him to the two thousand year old building in the heart of the city. Unable to film on Vatican property the production built a partial set of the Pantheon interior that consisted of just two chapels and one altar surrounded by green screen. The Senate were then tasked with recreating the remainder of this iconic structure which stretches 140 feet in diameter and 140 feet in height and comprises a further five chapels, seven altars, intricate marble flooring and the great domed ceiling with its nine metre hole at the apex, the oculus.

Work began in June 2008 with The Senate designing previs for the entire sequence and building a CG scale model of the Pantheon. Senate VFX Supervisor, Richard Higham notes "After reading the script, it was clear that at this point in the film the Vatican authorities did not yet trust Langdon, so we wanted to create a scene that visually reflected this. Langdon and Vittoria enter the Pantheon uncertain of whether they were in the presence of the murderer, so we devised angles that felt nervous and dramatic and offered this to Angus as a complete animating 3D storyboard." By creating a CG model at this early stage they were not only able to establish the size of the ancient church and the prominence of the oculus but could also orientate the director and actors to where in the building the action was taking place when they were filming on the minimal set against green. The production responded well to the previs and some key shots in the final edit match it very well.

Richard then travelled to Rome to study the Pantheon interior. Because of the restrictions imposed on the production by the Vatican Richard had to masquerade as a ‘keen’ tourist and took hundreds of photographs to provide the team back in London with all the reference and high quality texturing photography necessary. Before the final model was complete, Richard and CG Supervisor Dan Canfora also attended the shoot on set in LA to ensure any technical problems were solved and that new ideas could be incorporated. Using the supplied rushes, the team then created temps of the entire sequence within a couple of weeks of the shoot. This enabled the production’s editors to explore the space and eventually led to a couple of extra full CG shots being added to the sequence, making maximum use of the meticulously built CG Pantheon.
Armed with the high resolution photography and a library of reference books, The Senate’s team spent over six months crafting the interior in Maya. One challenging aspect of the CG build was the lighting, which needed to be true to both how the set was lit and the intense natural daylight that beams through the oculus in situ. As Dan Canfora explains “The mood of the lighting was taken from a mixture of the on set lighting and the overall feel of the real Pantheon at that time of day. We used HDR images taken on the set to form the basis of the lighting, which made sure that all our set extension immediately sat together with the real set. Using Mental Rays image based lighting tools the HDRIs were used to bake the lighting into a point cloud allowing every shot to have its basic lighting colours, intensities, bounce and bleed. From this point each shot was honed to convey the correct lighting mood, be it deep shadows or the blaring sunlight coming through the oculus or the giant bronze doors.”

In addition to the intensely detailed structural architecture of the church, the team also had to build the many intricate objects that adorn the Pantheon. Using 3D modelling software Modo and Mudbox, they faithfully recreated items such as elaborate ten foot tall statues and ornate grand altars which then sit seamlessly in the environment. To complete the work, two further elements shoots were held, one at Sony Studios, LA and the other a motion control shoot at Twickenham Film studios, London, to capture extras to fill out the Pantheon with tourists. Look closely and you may be able to spot one or two of The Senate’s team amongst the crowd. In order to give the compositors control over every aspect of the shot, each one was rendered with up to 25 separate passes in Mental Ray. This allowed the compositors, using Shake to adjust the look as required, for example enhancing parts of the scene by boosting specular kicks and highlights, deepening shadows to create a greater sense of depth and adding extra reflectivity to the marble flooring.

Another ancient church The Senate worked extensively on was Di Santa Maria Del Popolo, situated in Piazza Del Popolo, which is the focus of Langdon’s search in a later scene. Here, once again permissions to film were restricted so The Senate were charged with modifying the exterior of the opposite building, a police station, to look like the church from the outside. Initially, this sequence began as 2D and 3D projection based matte paintings of the tower and Dome that adorned the real church and assembling them to the police station. Once the sequence reached editorial, new requests for complete sky replacements and POV shots of a distant St Peters were introduced to manage continuity and sequence consistency. Digital stills were once again used for these shots, taken at particular times of day to ensure the sun was in the correct location of the frame and casting shadows to match the film plates.

The Senate also created a unique look for when Langdon and Chartrand find themselves locked in the Vatican archives with the air supply cut off and they are slowly starved of oxygen. The brief for this sequence was to design an effect that depicted the visual degradation caused by hypoxia (oxygen starvation) for which Second Unit Director Todd Hallowell was able to provide a vivid description based on his and Ron Howard’s experiences of working with Nasa on Apollo 13. Working closely with Angus and Todd, The Senate tested various looks based on these descriptions and Senior Artist Anton Yuri came up with the final solution, a contra-zoom type effect. Richard explains. "This is where the camera physically moves towards or away from its area of focus. This is then stabilized within the comp on a central location leaving the peripheral edges of frame to warp and stretch giving an unnatural and unnerving perspective." Richard worked closely with Todd and the crew on the shoot, “for these particular shots, Todd was great and allowed me some freedom to instruct the cameraman to move in a way that would facilitate this effect to the max. The set space itself was a little bit limited so I requested wider angle lenses to help. After this, Angus asked for further embellishments so we added extra radial blurs that were isolated to the most luminous areas of the action." Vignetting was also added to enhance the tunnel vision and The Senate completed the rest of this scene tracking in bullet hits and cracks and enhancing the smashing glass with a dynamic particles system.

Other shots contributed by The Senate throughout the film include CG and matte painting set extensions, green screen composites, muzzle flashes and sky replacements.

The Senate Visual Effects is one of London’s leading boutique visual effects facilities, specializing in digital environments and invisible effects. They have previously worked with Ron Howard on both The Da Vinci Code and Frost/Nixon and other recently completed projects include Richard Loncraine’s My One and Only, Shanghai and latest Julian Fellows film, From Time to Time.

After Effects Compositors Needed

PLEASE – NO AGENCIES, THIS IS AN ON-SITE JOB.

After Effects Compositors Needed!
Looking for very skilled After Effects artists
Must be friendly and a team player.
Must be hardworking.
Good pay with benefits.
On-site job only. You must be able to come to our location in Hollywood/LA area.
Must provide references and full resume. Background checks are required, so be prepared to provide needed information.
If you meet the above qualifications, please submit your resume.

Please Contact: James Clark

bluebirdgr@gmail.com

Melting : Sand

Hi, I’m Ping

I’m testing the EventScript(or script programming in Realflow) to simulate the melting of particles.

Links:
http://www.vimeo.com/4658797

Best regards
Ping (mpingping@hotmail.com)
Novel WaterMan
Tornado in Thailand
RUN !

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John Malloy

Beautiful illustration / fine art / comics work from John Malloy

Addikt

Addikt Agency for Design Movement update with a new showreel and site as they redefine their strategy.

Cool computers of the future work

Some cool work done for Microsoft and their vision of the future:
http://ohhello.tv/index.php/work/vie…ustainability/

The main barrier we got to conquer before this happens I think is finger print proof glass. :p

Showreel 2009

compositing. vfx. motion graphics.

Showreel 2009 from Oliver Koch on Vimeo.

MPC Brings More Rome to Angels & Demons

[NEWS=”http://www.cgnews.com/wp-content/uploads/angels_tom_fire_thumb.jpg”]19969[/NEWS]Ron Howard has completed Angels and Demons, the second outing of the Dan Brown franchise featuring Robert Langdon. MPC is reunited with VFX Supervisor Angus Bickerton to help create some of the integral VFX for this action thriller set in Rome. MPC completed 170 shots for the film ranging from full CG environments and effects sequences to complicated composites. The work involved a wide range of VFX techniques including the creation of a CG ring, set extensions for key Roman sites and the design and conception of the Antimatter and its journey through CERN’s Large Hadron Collider.

Liaising closely with Angus, MPC VFX supervisor Richard Stammers oversaw the London team with the help of Kevin Hahn as CG supervisor and Richard Baker as 2D supervisor. Richard Stammers later joined by Kevin Hahn and James Kelly attending the shoot in Rome, with Richard, Kevin and Jigesh Gajjar travelling to the Los Angeles shoot between May and September 2008.

Chronologically, MPC started at the very beginning of the movie creating the opening titles for the feature in eight different languages. Lens flares and hints light effects mirroring the design of the Antimatter were added to the Columbia Logo and a series of transitions through the titles into the opening shot of the film were all timed to Hans Zimmer’s dramatic score. The titles fade back to the opening shot of a fully CG Papal Ring built by MPC’s asset department composited with a macro style depth of field into a CG background created from tiled live action plates.

One of MPC’s larger focuses was the ‘Birth of Antimatter’ sequence set in the CERN facility in Switzerland. The 40 second shot describes the creation and storage of antimatter by travelling through the inner workings of CERN’s Large Hadron Collider and Atlas Detector. The true nature of CERN’s particle collisions was adapted to suit the story and provide a visually thrilling moment for audiences.

An extensive pre-vis was created as a guide for the onset crew who filmed the first part of the shot in a green-screen backed Control Room set and the last part of the shot in the antimatter collection lab. The middle section of the sequence was entirely a CG creation. The interior of the facility including the outer parts of the Atlas, were built based on photographs taken by Stammers, using image modelling and camera projection techniques.

To re-create the X-Ray look of the interior of the Atlas detector, MPC was provided with a complex CAD model from CERN, and Kevin Hahn adapted this so he could develop the look in Renderman. Sections of internal pipes for which MPC had no access to they used reference photos sourced from the internet to construct CG sections to join the multiple environments. Particle collisions and antimatter FX were provided fx animators Matthieu Chardonnet and Xavier Lestourneaud and all layers were composited by Scott Taylor.

The majority of the rest of MPC’s work revolved around large scale CG environments and set extensions to locations in Rome and The Vatican City that were impractical or forbidden to shoot in. These included The Sistine Chapel, the Passetto, Castel Sant’Angelo and Piazza Navona.

The Piazza Navona and Passetto sequence both required digital set extension to partially built environments. An 80 foot long reproduction of half of the Piazza Navona was built on a parking lot in LA, the opposite half was a green screen set which was later replicated using camera projections taken from the real piazza.

For Langdon and Grey’s last chase at the Passetto – an ancient 40 foot high walkway linking the battlements of the Vatican to Castel Sant’Angelo – MPC again extended a green screen stage using real environment projections and day for night reference photography. The MPC team also produced the title sequence and handled the 2K dailies for the production.

CREDITS:
Directer : Ron Howard
Producer : Brian Grazer & John Calley
Screenplay written by : David Koepp & Akiva Goldsman
Novel written by: Dan Brown
Music by: Hans Zimmer
Cinematography: Salvatore Totino
Editing by: Daniel P. Hanley & Mike Hill

CAST:
Tom Hanks – Professor Robert Langdon
Ayelet Zurer – Vittoria Vetra
Ewan McGregor – Camerlengo Patrick McKenna
Stellan Skarsgard – Commander Richter
Pierfrancesco Favino – Inspector Ernesto Olivetti
Nikolaj Lie Kaas – Mr. Gray
Armin Mueller-Stahl – Cardinal Strauss
Thure Lindhardt – Lieutenant Chartrand

RELATED LINKS:
www.moving-picture.com