Friday, September 24, 2010

NVIDIA GPU Conference: 3ds Max Adds iRay Rendering Support

The 2010 NVIDIA GTC conference kicked off yesterday in San Jose and in its second year is more than double in size from last year. What’s the conference all about and why do we care? Consider it something of a SIGGRAPH-style gathering, but focusing on GPU technology. The speed curve in GPU technology is quickly outpacing that of CPUs, and its massive parallel processing and lower power consumption is finding adoption in areas of the visual effects and post business. This year’s CS5 Adobe’s Mercury Playback Engine , The Foundry’s Blink Technology, and ILM’s fire simulations are all examples of this technology touching our industry. If you look at the conference as a whole, it’s clear that GPU tech — and NVIDIA’s CUDA specifically — is hitting critical mass.


At the opening keynote, Autodesk announced that 3ds Max will include Mental Images iRay support, added in a maintenance release which will be available to subscription holders on September 29th. While not designed for rendering sequences, direct iRay support does give the ability to get speedy ray-traced stills utilizing CUDA technology on supported graphics card. Mental Images’ Michael Kaplan presented a session at GTC on Tuesday which covered a bit of background about iRay as well as the new support in 3ds. Click through for the press release and more details about the 3ds support.

Before the press release, some key details from Michael Kaplan about iRay in 3ds Max:
Materials: Supports standard advanced rendering materials in 3ds Max. No special or vendor specific materials required
  • Arch and Design Materials
  • Pro Materials (Autodesk Materials, v1 and v2)
  • mia_materials
  • Subset of standard materials
Lights: Supports standard advanced rendering lights in 3ds Max
  • Photometric lights
  • IES profile lights
  • Area lights
  • Point lights, spot lights, directional lights
  • HDR environment maps, domes
  • Max Sun&Sky model
  • Emissive surfaces (additional color)
Map Support
  • Bump maps
  • Diffuse, specular, transparency, refraction, reflection, anistotropy, etc.
  • Map blends
  • 2D noise, 3D noise
Geometry: all 3ds Max geometry, including displacement geometry
Cameras: Full 3ds Max camera support
  • mia_lens_shader
  • Depth of field supported without performance penalty
And the press release from NVIDIA:

GPU Technology Conference 2010 (GTC), SAN JOSE, Calif. – Sept. 21, 2010 -NVIDIA and Autodesk are jointly demonstrating powerful new capabilities based upon NVIDIA technology, expected to come to Autodesk(r) 3ds Max(r) software Subscription members as part of the 3ds Max 2011 Subscription Advantage Pack this fall. NVIDIA and Autodesk have worked to revolutionize photorealistic rendering and physics simulation with the integration ofthe new GPU-accelerated iray(r) renderer from mental images>(r) and a new rigid bodyphysics workflow powered by NVIDIA(r) PhysX(tm) technology into both Autodesk 3ds Max and Autodesk(r) 3ds Max(r) Design 2011 Subscription Advantage Pack software.

The new iray renderer within 3ds Max provides creative visualization artists with a more intuitive means for creating images that rival photographs, in a fraction of the time needed with traditional workflows. 3D artists can now use materials and lights which correspond and react more like those in the physical world to more quickly bring their 3ds Max worlds to life, rather than juggling a multitude of computer graphics controls to merely approximate it. The iray workflow is enhanced with considerable acceleration from NVIDIA graphics processing units (GPUs) based on the NVIDIA CUDA(tm) architecture. While iray produces identical images on either CPUs or GPUs, 3ds Max users will enjoy up to 6X faster results over dual quad-core CPUs when using a GPU such as the new NVIDIA Quadro(r) 5000 or Tesla(tm) C2050. Designers looking for the fastest iray results can further boost their speed by adding additional NVIDIA GPUs to their system.

NVIDIA PhysX technology fuels a new rigid body dynamics feature set for 3ds Max, allowing animators to control their simulations directly within the 3ds Max viewport. The PhysX feature supports static, dynamic, and kinematic rigid bodies and an array of constraints in a more efficient workflow that has been production proven by numerous game developers over the past several years. Realistic results are more quickly achieved by choosing from preset real-world materials having physical properties, and then tweaking parameters as required. The resulting simulations are immediatelyusable by effects artists and have a seamless data path to the PhysX engine employed by top tier game developers such as Sumea and Obsidion.

“We continually aim to provide superior workflows and cutting-edge capabilities within 3ds Max, and the rendering and physics solutions powered byNVIDIA technologies excel at continuing that 20 year tradition,” said Ken Pimentel, director of Visual Communication Solutions at Autodesk. “This update is a terrific leap forward for our 3ds Max and 3ds Max Design Subscription members, who will have physics directly in their viewports with PhysX and can soon enter this next stage of the rendering revolution with iray’s GPU accelerated rendering.”
To learn more, visit: www.nvidia.com/quadro

Sunday, September 19, 2010

VFX Fall Preview 2010: 10 Movies to Watch

Our annual fall sneak peek offers the inside scoop on some of the year's biggest releases.















Aliens, zombies, vampires, another Hanna-Barbera cartoon icon goes CG, back to Narnia, a bigger Jack Black, a tormented ballet star, Eastwood tackles the supernatural, Harry's final journey and the return of Flynn. And, of course, lots of 3-D.
Click here for Complete Report

Prime Focus Reaffirm Commitment to eyeon Fusion with 100% Expansion of Pipeline

Prime Focus Reaffirm Commitment to eyeon Fusion with 100% Expansion of Pipeline

Press Release from eyeon Software

IBC Amsterdam: September 9, 2010… eyeon Software announced today that global Visual Entertainment Services group, Prime Focus, has reaffirmed their commitment to eyeon Fusion by extensively increasing their worldwide pipeline. This software implementation will also be increased a further 200% by the end of 2010.
Prime Focus was established in 1997, with a small team in Mumbai, and has grown into the world’s leading end-to-end Visual Entertainment Services company, employing over 2,250 staff in India, the U.K., and North America. Prime Focus offers cutting edge services and technology across its sixteen facilities in Los Angeles, New York, Vancouver, Winnipeg, London, Mumbai, Hyderabad, Chennai, Goa, and Bangalore.

“Fusion has been the workhorse of our established VFX pipeline and our new View-D pipeline and I am pleased that Prime Focus has decided to commit itself to maintaining that key relationship with eyeon Software moving forward. Our intention to increase our current Fusion seats by 100% worldwide will allow Prime Focus to continue to provide world class visual effects and 2D to 3D conversion services to our clients.”

~ Daniel Rosen, International Chief Technology Officer, Prime Focus
Continuing to lead VFX software development, eyeon recently released Fusion 6.1, in line with the company’s new OpenCL GPU supercomputing development roadmap. Fusion continues to be the necessary fit for Prime Focus and other multi-national companies due to its pipeline and highly-effective approach that utilizes the powerful, low-cost GPU to create assets in real time. The extensive tool set imports scenes from 3D animation packages and allows for a much tighter integrated workflow between departments and applications.

“The decision made by Prime Focus to expand their use of Fusion as their main compositing software confirms what the team here has strived for from the beginning, to offer the most innovative and efficient software possible.”
~ Steve Roberts, CEO eyeon Software Inc.

Prime Focus divisions have contributed to the production of blockbuster films, broadcast projects, commercials, music videos, and much more. With a strong focus on the Stereo 3D sector of the production industry, it is evident that their choice in Fusion confirms what eyeon has successfully achieved, a VFX software of global appeal.

The visual effects of Scott Pilgrim vs. the World















In Edgar Wright's Scott Pilgrim vs. the World, the title character woos his new girlfriend by battling her seven evil exes in Japanese Anime-style fights punctuated with video game-like on-screen graphics. Visual effects supervisor Frazer Churchill oversaw more than 1200 shots for film. fxguide takes a look at the work by Double Negative and Mr. X.

The Visual Effects Of A Nightmare On Elm Street














Director Samuel Bayer's 2010 re-imagining of A Nightmare on Elm Street, releasing on DVD and Blu-ray in October, sees serial-killer Freddy Krueger once again haunting and killing people in their dreams. Freddy's famous gruesome face was the combined effort of practical prosthetics and digital augmentation from Method Studios. We talk to Method visual effects supervisor Sean Faden about the work. 

Continue reading "The visual effects of A Nightmare on Elm Street" »





Interview with Wes Caefer, VFX supe on The Expendables

In The Expendables, director Sylvester Stallone harks back to the gritty and explosion-filled action films of days gone by to follow a team of mercenaries helping to overthrow a South American dictator. fxguide talks to visual effects supervisor Wes Caefer about the practical and digital effects work in the film.

Tuesday, September 7, 2010

The Role Of The Visual Effects Supervisor

Definitions         
Note that there is no union position for visual effects supervisor, there’s no certification process for this role and there is no standard to how any of this works so I’ll be describing what is industry practice.

A Visual Effects Supervisor is in charge of the creative and technical issues of visual effects on a project. This position starts in pre-production and continues through the completion of the visual effects in post-production. This can span 1 to 2 years on a large project. The supervisor typically works with a visual effects producer who focuses on the budget and schedule aspects of the work. If the project has a large amount of animation then there will be probably be an Animation Supervisor as well.

These days there’s likely to be multiple visual effects supervisors on a visual effects film. If the film has a large number of shots then it sometimes makes sense to split up the work with each supervisor overseeing specific sequences to provide the attention required. In this case they may be referred to as co-supervisors. Associate Supervisor is sometimes a title given to someone who is moving up into the role of supervisor and who has a smaller number of shots compared to the other supervisor(s) on the project. Senior supervisor is sometimes used as an honorary title given to someone at a company who has been at the company a long time and who is able to step in if there are problems on a show.

Given the increase in visual effects shots on a show, the reduction in post production time allowed by the studio and in an effort to count every bean by the studio, work on a large effects driven show is typically spread over multiple companies. Each company handles specific sequences or types of effects and these companies will have their own visual effects supervisor. The film production or studio may hire a vfx supervisor or at least a vfx producer to oversee the work of these companies.

A Plate supervisor is usually a visual effects supervisor who is just involved in the live action or shooting background plates. Plate is the term used for footage that is shot to be used for visual effects. This can be a foreground, background or other elements. With or without actors. (Elements are all the different images used to make up the final shot). The plate supervisor may be hired so the main supervisor can continue to oversee the work back at the vfx company or studio. A plate supervisor may also be hired to shoot specific images half way around the world while principal photography is being done.

Start up
When a film has been greenlit (approved by the studio to proceed into production) or close to greenlit then the film production (director, producer) works with the studio head of visual effects if there is one. This position is primarily a producer type of role to oversee multiple films in various stages of production. This office usually has their own list of approved vendors (visual effects companies) which they forward the script to. They would also play a role in hiring a visual effects supervisor and visual effects producer for the film if there is one.

Each vfx company has their own supervisor and producer breakdown the shots and bid on the show. If there is a show vfx supervisor and producer they review the bids and work with the studio visual effects department to award the work to different companies.

Pre-production
The supervisor works closely with the director to get a sense of what the director is looking for on each sequence and each shot. This is done by employing concept artists, storyboard artists and previs artists to create visual guides. The idea is to solidify the vision of the director and allow the supervisor to work out the technical aspects of completing the shot. The supervisor decides which techniques to use and what will be required when the live action is shot. This is usually done with involvement of the vfx departments and/or companies. If the visual effects supervisor works at a company he/she usually determines the key players (CG supervisor, sequence leads, etc) with the aid of the vfx producer.

Most visual effects work happens after filming but some things such Research and Development (R&D) and model building (physical and computer graphics) can begin earlier. The supervisor will be overseeing this during pre-production. This can be time critical if the R&D will determine the best way to photograph a sequence. The pipeline may also be developed or adjusted for the type of project during this time. Pipeline is essentially the workflow through the facility and the software tools to help that process. (databases to track elements, computer scripts to move or configure files, etc)

The supervisor works with the other film production department heads (Director of Photography, 1st Asst Director, Production Designer, Special Effects, Stunts, etc) to outline the vfx requirements during filming. This can cover bluescreen, motion control, special lighting, etc.

Production
The supervisor is involved in all the live action photography that requires visual effects. This can mean 6 months in a distant country or months on a sound stage. If multiple companies are involved with a large number of shots they each may send their own supervisor when one of their sequences is being filmed. On a large show it’s common to have a 2nd unit. This can be a full crew with it’s own 2nd Unit Director to film action sequences or other sequences and shots that don’t require a lot of the principals (main actors). This will require an effects supervisor as well if the work involves visual effects. Plate supervisors may be employed to help oversee this work depending on the volume of work and schedules.

If there are issues with the actors (eyeline, timing, action with a creature to be added later, etc) I tend to discuss it with the director for him/her to guide the actor. This avoids problems with the actors getting multiple and contradictory instructions.

This may seem like a lot of work but a huge amount of the success of a shot is based on it being filmed correctly to begin with. This means making sure the actors eyelines are correct, the lighting matches the situation when possible, clean plates and information is gathered at the time of photography (lighting references, match move markers and data, etc)

One of the most detrimental decisions a production can make (from a cost and quality stand point) is when they attempt to shoot a visual effects shot and have you just ‘fix’ it later. And believe me if the supervisor turns his/her back for moment production will try to get off a shot. This is most likely to happen when the director has done a previous effects film and ended up with good looking shots despite problems shooting. What they never see is the amount of work and extra costs any of this entails.

I’ll probably do a blog post sometime about the ins and outs of plate photography.

Post Production
Once the footage has been shot the film moves into post production. Ideally editing has been proceeding even during production and some sequences have been locked so visual effects work can begin even during production. As sequences are edited they are turned over by the director to the supervisor and the visual effects team.

How the work proceeds and how it’s structured is determined largely by the supervisor and producer. Sometimes it’s best to rough in quick animation and composites for all the shots of a sequences. That allows the director and editor see a sequence in context and see if major changes are required before you final every shot. If the director has a difficult time visualizing the supervisor may have to wait until the shots are further along before presenting them to the director. Some directors have difficulty making decisions based on ‘plastic’ animation renders so these would need a higher level of rendering.

Production may require reshoots months after production if there are editorial or technical issues with the footage. Additional background plates may have to be shot for sequences, especially if there has been a change from the original plan. Once again these would require an effects supervisor or plate supervisor.

Dailies
A supervisor’s day usually starts with review of dailies. I typically review them on my workstation and make notes before stepping through with the team or individuals involved. Even spending a few minutes per shot adds up with you have quite a number of shots in production. As much as you try to balance the schedule invariably you have a large number of shots to be reviewed as you get close to the final deadline. This can mean spending the entire morning reviewing shots. Trying to balance a pat on the back for the work done so far on a shot and encouragement with the need to list the items still need to be completed to finish the shot is a tough. Usually the pat on the back is the first thing to go as the schedule gets tighter. It’s no disrespect to the crew members, just the realities of getting a large volume of work done.

In the afternoon the supervisor may have meetings to review scheduling, budgets, new sequences, R&D status,etc. He/she may have to present the director the latest shots or sit down with individual artists to discuss any updates/changes from the morning dailies.

The supervisor usually puts in the same hours as the rest of the production crew. 10-12 hour minimum. 5-7 days a week.


Finals
The director is involved in all decisions from the approval of the original designs and through to the final shot. The director has to buy off on the animation before the final rendering and compositing is done.

One of the things the supervisor has to do is work with the director on getting shots finaled (approved) in a timely manner. It’s very easy to get too focused on every detail in a shot, especially if you’re looping the shot over and over on a computer. Matte lines and added elements can always be tweaked more. Unfortunately if you have hundreds of shots to do in a limited time and the supervisor or director becomes too picky or tweak happy then the first shots will look great but the last batch of shots may look awful. For this reason there’s usually a number of target finals to accomplish per week in order to meet the deadline. Any shots that aren’t done from the week before are now added to the number that need to be completed in the current week. The idea is to create a balance so all the shots hold up and work within context of the film. If you can view it in context (with surrounding shots) 2 or 3 times without noticing a problem then it’s done.


Projects
It’s important to note that how a specific supervisor gets assigned a specific project can be very haphazard. The studio or production select what companies to send the script to for bids. This can be based on previous experience or the phase of the moon. For a supervisor who works at a vfx company, the company acts as an agent and manager. They may assign a supervisor based on who’s available from their internal supervisors at that time or who’s under a contract with them. Qualifications for a specific project may have little to do with the assignments.

Since projects take a long time (1-2 years) a supervisor may have to turn down other projects since there’s already a commitment for the current project. Project offers come in one at a time so the supervisor has to decide if he wants to take it or pass and hope something better comes soon. How soon that next offer comes in is unknown. You’re never offered multiple projects at the same time from which you get to choose.

The supervisor has to take in to account the creative issues, technical challenges, the manner and film history of the director and the time away from their family when deciding on whether to accept a project. Is it better to accept a mainstream big project or an art film? Is it better to do a few, simple effects shots for a high quality film or is it better to do a large number of challenging shots for a simple action film? Each supervisor has to make a call given the situation at that time.


Requirements and guidelines for a visual effects supervisor
--------------------------------------------------
A good visual effects supervisor is a bit of jack of all trades.

Knowledge of a wide range of visual effects techniques and positions.

Experience dealing with a wide range of visual effects techniques and positions. As good as some training material is there’s still nothing like true hands on experience. If you’ve had to paint out a rig or extract a key from a poorly shot bluescreen you’re more likely to think twice and make sure it’s shot correctly. If you haven’t done it you may hope to just toss it into the black box and expect it to come out ok.

Ability to visualize shots and review them in detail within the minds eye before they’re shot.

Creative eye. Knowing composition, cinematic design and animation timing.

Understanding of photography and lighting. Knowing what’s looks real and what looks cinematic.

Good communication skills. Discussing a visual or technical issue with a director and also being able to turn around and discuss it with the technical team in a manner appropriate for the listener. The director shouldn’t need a translator.

Get in sync with the director’s vision. After working with the director awhile you should have the ability to predict how they will react to a given specific shots or issues.

Good working relationship with the director. The director has to have trust and confidence in the supervisor and the supervisor has to work for the director. The supervisor may provide his guidance and ideas to the director but at the end of the day it’s the director’s decision.

Know your battles. Knowing when it’s worth fighting for an extra 10 minutes on stage and when it’s not. When is it worth pushing a specific creative viewpoint or when it’s worth trying to get an updated animatic.

Problem solving. There’s always problems to solve. Technical, creative, logistic and scheduling.

Thinking quickly. Time is money on a film set and when things change the supervisor has to step in make adjustments while keeping in mind the impact in the rest of the process. You always have to be considering several moves ahead as in chess.

Management and people skills. Dealing with a number of different types of personalities (on the live action crew and visual effects crew as well as the director) and trying to keep everyone focused on the goal.

Attention to detail. Keeping an eye on large and small details that will make a shot finished.

Organized. Each shot has to be broken down into each element and how those elements are to be generated or filmed. Any feedback from the director has to be noted and executed.

Team work Film making and visual effects are both team efforts and will require everyone to work together. The supervisor has to take key responsibilities and at other times be able to delegate to key members of the team. He/she has to be open to listening to members of their crew. I try to surround myself with the best and smartest people in their jobs.

KISS Keep it simple stupid. It’s difficult enough to do the work without making everything extra complicated. Is an elaborate process or 20 extra elements worth it for a 2 second shot?

Budget and time. One manager told me it was my job to spend as much of the budget as possible and it was the producers job to try to keep me from doing that. I think that’s wrong. The supervisor has to keep in mind the budget and time when selecting the techniques and figuring out the pacing for the work. If you run out of time or money before completion the results will show it and it won’t be pleasant for anyone.

Think outside the box. The first solution that jumps into your mind may not be the best. Consider it from all angles and all trade-offs.

Living with changes. Everyone working in visual effects has to take changes in stride. The director may change his mind completely after you and your crew have spent a lot of time and effort finishing a shot or sequence. It’s a creative process so that’s the nature of the beast.

Tolerance and balance. The supervisor becomes the fulcrum of production (cost, time) and the artist requirements. If you’re at a VFX company, management and the vfx producer will want you to ‘sell’ the shot to the director as quickly as possible. Yet you’ll have an obligation to the director to make sure the quality of the work and their vision is maintained. I’ve had producers tell me to tell the director he/she can’t do something. Being placed in the middle of political film production issues is no fun. The studio can also become involved in this process, especially if the film has gone over schedule or budget. Awkward for all involved.

Thick skin. The supervisor may be yelled at for things out of their control or may be berated for doing something a specific way (even if it’s exactly what the director had requested the day before).

Keeping your cool. See all of the above.


Becoming a visual effects supervisor
-------------------------------------------------------
First you have to decide if becoming a visual effects supervisor is what you want to do. It may sound great but it involves a large amount of pressure and politics.
There’s certainly something nice about focusing on a specific aspect and doing a great job compared to being pulled in multiple directions. A supervisor seldom get much hands on effects time and getting work becomes more daunting since there are a limited number of visual effects supervisors employed compared to technical directors or others in the visual effects crew.

If you’ve only worked in one area of visual effects then you’re likely to try to solve every visual effects shot with those techniques. I’ve seen people who only had physical model experience trying to create an effect with a physical model that would have been easier, faster and more importantly, better done with an animation camera. I’ve seen other people try to write elaborate software programs for something that could have been filmed and composited in a fraction of the time.

These days most people employed in visual effects are assigned to a specific area of work. I was fortunate enough on my first film, Close Encounters, to work in most of the departments (Motion control, model photography, animation camera, matte camera, R&D and model shop)

It’s up to you try to try to keep moving up in your area and to expand outward. Talk to your employer and see if you can help out in other areas or take training in other areas if they offer it. Some VFX companies like to have people who can accomplish a number of different tasks. Animation and technical directoring, matchmoving and writing shaders, etc.

Try to get on to a set to see how things work. Most people working behind the computer screen have no idea of the issues involved in the shooting process (‘and why didn’t they shoot that other element on the set’). It can be helpful for a technical director to work as a match mover or data collector as an example.

If you’ve only work with computer graphics try to get some experience with miniatures and visa versa.

You’ll have to make your own opportunities. Continue to educate yourself on your own. When you think you have a true understanding and feel you have enough experience then see if you can work on a small project (short film, few shots on a local commercial or independent film). Jumping into the deep end of a visual effects heavy film is not for the faint of heart nor for those with limited skill sets.

Good luck.

Courtesy
Scott Squires.
http://effectscorner.blogspot.com

Sunday, September 5, 2010

10 Company Logo's with Hidden Symbolism...things you never noticed

Company Logo’s with Hidden Symbolism, you can see the first round here:

Galeries Lafayette from France, check out the Eiffel Tower made by the two t's

Train track formed by white space between the V-I-A

Check out the N and W (north west) along with a location pointed to by the red triangle in the upper left corner


LG or Pacman?


The logo on the left side spells Sun any which way you read it. 


The Hartford Whalers: Notice the H in the middle, this logo makes perfect sense when you really look at it. 


There are actually 11 teams in the conference, which is why there is an 11 between the T


This skyscraper is really a stack of books...


Each item in the U represents a different product line within the company


There is a hidden peacock in the middle which is purposefully looking right: Representing the company's motto to "Look forward and not back"