You are on page 1of 68

CGW.COM | EDITION 2 – 2020 | $8.00 US | $8.

25 CAN

PLUS
PIXAR SPARKSHORTS
MEDICAL VIS
LIGHT FIELD PRIMER
MYTH: A VR STORY

MAKING
MAGIC
CRAFTING THE LEGENDARY
VFX IN CURSED

1 cgw s u m m e r 2019

CGW_Issue2-2020.indb 1 8/7/20 8:12 AM


AD-2019_Q2_SMC_WorkStation_Banner.indd 1 4/28/2020 10:23:31 AM

CGW_Issue2-2020.indb 2 8/7/20 8:12 AM


CGW
features
16 Igniting Passion
Pixar’s SparkShorts program
gives employees the chance to
bring their own animated short
films to life.
COMPUTER GRAPHICS WORLD
Universal Scene
22 Description
Pixar does a deep dive
into USD and its effect on

on the cover content creation.

30 A Bedtime Story

8
Filmmakers use VR to extend
Making of a Legend the world of the elemental spirits
Netflix turns the Arthurian in “Myth: A Frozen Tale.”
myth on its head with
a unique story that is
augmented with enchanting
visual effects. 34 Left Brain, Right Brain
Animators use computer
graphics to help explain complex
medical concepts.

Visit CGW.com for Web-only features and news.


38 Working Together
For M&E workstation
performance, it’s different
Plus, stay abreast of the latest industry changes and strokes for different folks.

updates resulting from the COVID-19 epidemic.


40 Transcending
Boundaries
41 Dark Days
45 Pre-production

departments in Real Time

50 Spinning a Yarn

2
Netflix’s The Willoughbys –
Editor’s Note Not your typical tale.
SIGGRAPH “Thinks Beyond” the norm and revamps its
annual conference and exhibition in this very unusual

56
time – all the while incorporating nearly all the familiar
elements into the virtual rendition.
Education
• Classroom Disrupted

4
• Ahead of the Curve
Spotlight

See it in Post • J.J. Sedelmaier Productions: 30 years


60 Hybrid Drama
The Blacklist’s out-of-the-box
production strategy
JULY/AUG 2020 POST
www.postmagazine.com
creating commercials & pop-culture classics during the pandemic.
PLUS:

• mixing sci-fi & satire for Amazon’s Upload 


DAVID FINCHER’S MINDHUNTER
UPLOAD DIRECTOR
GREG DANIELS
PIXAR’S SPARKSHORTS
W H E R E T E C H N O L O G Y A N D TA L E N T M E E T S M
J.J. SEDELMAIER TURNS 30

• stay in tune with the latest in Music Videos


• Director David Fincher on 63 Quest for Reality
A primer on light field

MAKING Netflix’s  Mindhunter technology.


MUSIC VIDEOS
MUSHROOMHEAD, MACHINE GUN KELLY,
DIPLO & MORE!

POSTMAGAZINE.COM

e d i t i o n 2, 2020 c gw 1

20 10:23:31 AM

CGW_Issue2-2020.indb 1 8/7/20 8:12 AM


ADAPTING TO THE NEW NORMAL CGW COMPUTER GRAPHICS WORLD

B
ack in March, when NAB was canceled abruptly due to COVID-19, it was difficult
to envision the new normal beyond the short term. Perhaps it was naivete or THE MAGAZINE FOR DIGITAL CONTENT PROFESSIONALS

ignorance on my part, and while it became obvious soon enough, at the start of
the outbreak i never imagined that SIGGRAPH might suffer that same fate.
However, after 46 years of adapting and serving the needs of the computer graphics
EDITORIAL
EDITOR-IN-CHIEF Karen Moltenbrey
industry, SIGGRAPH has proven how truly agile it can be, as the show management and
e: karen@cgw.com t: 603.432.7568
volunteers for this amazing conference and exhibition have transitioned it to a virtual plat-
DIRECTOR OF WEB CONTENT Marc Loftus
form due to the ongoing pandemic. While some other trade shows have gone virtual with e: mloftus@postmagazine.com t: 516.376.1087
an extremely scaled-down offering, not so with SIGGRAPH. Instead, it is offering its exten- CONTRIBUTING EDITORS Kathleen Maher, Jon
Peddie, George Maestri, Barbara Robertson
sive complement of events and programs, from a virtual exhibition area, to its Computer
PUBLISHER / PRESIDENT / CEO William R. Rittwage
Animation Festival, to its Technical Papers, Panels, Courses, Emerging Technologies, Job
COP Communications
Fair, Immersive Pavilion, Keynote, Production Sessions, Real-Time Live!, Labs, VR Theater,
and more. The various chairs and committees have devised the most optimal methods ADVERTISING SALES
of bringing each element of SIGGRAPH to this year’s virtual attendees. It seems that this DIRECTOR OF SALES—NATIONAL Mari Kohn
year’s theme of “Think Beyond” became even more relevant than anyone initially thought. e: mkohn@copcomm.com t: 818.291.1153 c: 818.472.1491

Speaking of SIGGRAPH, the Computer Animation Festival’s Best in Show award goes CORPORATE SALES EXECUTIVE—
EVENTS, CUSTOM AND INTEGRATED PRINT/
to Erica Milsom for “Loop,” part of Pixar Animation Studios’ SparkShorts program. Read PUBLISHING SERVICES Lisa Neely
more about this program and the making of “Loop” in this issue. Meanwhile, we are also e: lneely@copcomm.com t: 818.660-5828

presenting to our readers a behind-the-scenes look at the making of the experimental EDITORIAL OFFICE / LA SALES OFFICE
620 West Elk Ave., Glendale, CA 91204 t: 800.280.6446
Pixar VR short film “Myth: A Frozen Tale.”
Typically in this issue, CGW covers the year’s summer VFX and animated theatrical
ART/PRODUCTION
blockbusters. This year, however, with film production at a near standstill, we have looked
SENIOR ART DIRECTOR Michelle Villas
beyond the big screen and have found no shortage of amazing series made with amazing e: michelle@moontidemedia.com
technology for smaller screens, including the newly released Netflix’s Cursed.
ONLINE AND NEW MEDIA Elvis Isagholi
While many studios were establishing remote workflows due to the virus, there are e: eisagholi@copcomm.com
some animators whose job it is to work intimately with the novel coronavirus and similar
concepts in the field of medical visualization. We introduce you to some of these unique SUBSCRIPTIONS
experts whose work straddles the line between science and art. 818.291.1117
We round out the print issue by examining an important technology: light fields.
But wait, there’s more. We have had a long lead time since our last issue in early April, CUSTOMER SERVICE
made even lengthier since SIGGRAPH moved back a month. As such, we have been e: jlopez@copcomm.com t: 818.291.1117

accumulating stories, stories you will no doubt still enjoy. Therefore, we are publishing an COMPUTER GRAPHICS WORLD MAGAZINE IS
expanded digital version of this issue, with more great content. You can get it by signing PUBLISHED BY COMPUTER GRAPHICS WORLD,
A COP COMMUNICATIONS COMPANY.
up for this and other digital issues on CGW.com; you also will be able to find the stories on
Computer Graphics World does not verify any claims or other
our website when we make the current print issue available there. information appearing in any of the advertisements contained in
Our bonus content includes coverage of the animated feature The Willoughbys as well
as the live-action spy drama The Blacklist, which finished out its season with a hybrid
live-action/animated episode when lockdown occurred. the publication, and cannot take any responsibility for any losses or
other damages incurred by readers in reliance on such content.
With Emmy Awards on the horizon, we also take a deep dive into two other captivating
series: Amazon’s Carnival Row and HBO’s His Dark Materials, as the film hiatus provided us Computer Graphics World cannot be held responsible for the safe-
keeping or return of unsolicited articles, manuscripts, photographs,
with additional time (and space) to cover some well-deserving projects that did not make illustrations or other materials. Address all subscription correspon-
dence to: Computer Graphics World, 620 West Elk Ave, Glendale, CA
it into our last issue. We also take a close look at Universal Scene Description (USD). 91204. Subscriptions are available free to qualified individuals within
As a departing note, I want to applaud all the resourceful technologists in our industry the United States. Non-qualified subscription rates:
USA—$68 for 1 year, $98 for 2 years;
who, with a moment’s notice, were able to get their studios and remote teams up and Canadian subscriptions —$98 for 1 year and $136 for 2 years;
all other countries—$150 for 1 year and $208 for 2 years.
running so they could continue working on projects and keep the industry moving forward Digital subscriptions are available for $27 per year.
Subscribers can also contact customer service by calling
during this tough time. To everyone else, stay positive in this time of our new normal. 
818-291-1158, or sending an email to csr@cgw.com.

Postmaster: Send Address Changes to


Computer Graphics World, 620 W. Elk Ave., Glendale, CA 91204
Please send customer service inquiries to
620 W. Elk Ave., Glendale, CA 91204

Karen Moltenbrey,
Editor-in-Chief RECENT AWARDS
karen@CGW.com

2 cgw e d i t i o n 2, 2020
FYC.NETFLIX.COM

COMPUTER GRAPHICS WORLD (CGW)


CGW_Issue2-2020.indb 3 8/7/20 8:12 AM
SPOTLIGHT

Virtual studio in the cloud, simplified its power, scalability, and compatibility with our workflow, it was the
clear solution.
Lucky Post, a full-service post-production studio in Dallas and Aus-
tin, Texas, that combines creative editorial, color, VFX, finish, motion What does your workflow look like?
graphics, and sound design, found itself in the unenviable position of We have four editors, five assistant editors, one graphics designer,
many post facilities amid the COVID-19 crisis. It had to find a way to two sound designers, one colorist, and two Autodesk Flame artists.
keep its employees working remotely. That’s when media systems With SimpleCloud, we’re able to mirror our typical workflow in a
integrators CineSys-Oceana introduced them to SimpleCloud, a remote environment. We utilize shared storage to carry a job from
cloud-based platform for digital content focused on animation, off-line through finish, similar to how we would at our physical studio.
architecture, editorial, game development, and visual effects. Sim-
pleCloud provides management and setup of a virtual studio in the And the results?
cloud, allowing users to be connected to a virtual workstation from This has been an amazing experience. We were able to add some
anywhere, through any thin client or HTML5-supported browser. customizations to workstations to leverage Evercast and rely purely
Here, Tim Nagle, senior Flame artist at Lucky Post, discusses on the data center network connection, while the clients logged on
his team’s experience integrating and using SimpleCloud for to supervise. In these times, you can imagine the stress on the local
remote work. network nodes with everyone working from home; this solution has
mitigated any issues with local upload speeds from artists’ homes.
What initial challenges did you face?
The most obvious is how to give our clients a seamless experience What applications do you use in SimpleCloud?
and give the artists the power to collaborate like they did every day We are using the Adobe Suite, Maxon’s Cinema 4D, along with some
prior to this. How are we meant to start or finish a job, and focus on customizations we asked for to solve our streaming needs.
creativity, when we are removed from our infrastructure?
Some of the top requirements we had were collaboration for How has it worked so far?
artists, speed and efficiency with the tools, and making our clients This has been amazing for us to be able to serve our clients seam-
successful while we are all in 16 remote locations. lessly, as if we physically have the infrastructure of our facility.

Did SimpleCloud fit those needs? How was your experience with CineSys?
We found that SimpleCloud, combined with our Evercast stream- CineSys-Oceana has been integral to our success in this transition.
ing solution, was the most efficient way to move forward with We rely on them to help solve problems creatively and sustainably.
active projects and spin up new projects in a virtual environment.
We arrived at this solution with Jason Starne from CineSys-Ocea- Do you have any advice for other companies that want to
na. We have had a long relationship with CineSys, and we know work remotely?
and trust Jason to jump in and help us find a solution whenever we We suggest anyone trying to navigate the challenges of working
need one. remotely while giving your clients the same experience, consider
We did not try other products prior to SimpleCloud. When we saw SimpleCloud and don’t be afraid to customize where needed.

4 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 4 8/7/20 8:12 AM


A note from the CGW team to our readers:

We are aware that the COVID-19 crisis has forced us to


adjust in different ways. In light of studio and office closures,
we’d like you to know you can redirect your subscription to a
residential address – quickly and at no charge. Simply visit
http://www.cgw.com/Subscriptions.aspx to update your
mailing preference. You can also receive our digital edition at
no charge.

We are committed to continuously delivering timely editorial


coverage via all of our platforms today, just as we have done
for the past four decades.

We are in this together. Stay strong, stay healthy,


and stay connected.

facebook.com/CGWmagazine @CGWmagazine

CG
W.C
O M|
ED
ITIO
N1
IA L –2
02
P EC 0|
YS $8
.00
AR
RS
US
E |$
NIV
8.2
5C
AN AN

HE DIGITA
LLY DE
PLUS
M T G! -AGING
RO
...F INNIN UNDE
ACTO
RS
B EG RCOV

W
SPIES ER WIT
IN DISG H
N KLAUS: UISE
CA A TRAD
.25 ITIONA
| $8 ANIM LLY

G
US ATED
.00 WHY W TREAT
| $8
2019 ORKS
R TATION
M ME CONT S SEE
SU INUED

C
O M| GROW
W.C TH
CG

OR LD
SW
PHIC
GRA
P UTER
COM

ICEBREAKE
NORD
COME
IC MYT
ALIVE
HS AN
D
IN FROZ LEGENDS
EN 2
R

I E N D S, ELFIN
FR NDEED MAG ’
I PIX
AR
IC ’S
LA
CGW_Covid.indd 1
CGW_2020-Issue1.indb 9 TE
ST
QU
4/6/20 11:58
4/9/20 11:44 AM
E
SPOTLIGHT

Global PC Gaming Hardware Market Forecast Due to TV broadcasting of sim racing events, we are observing an
Expects Surge in 2020 Due to COVID uptick in racing simulation builds. These include a high performance
computer often with premium audio, racing wheel/shifter/pedals,
Jon Peddie Research (JPR), the industry’s research and consulting sometimes a racing seat, and other elements. Many of the sim
firm for graphics and multimedia, reported in its newest gaming racers are new to the market but have money and spend $2,000 to
market study regarding the PC Gaming Hardware Market, which $5,000 on systems, audio, and accessories.” 
consists of personal computers, upgrades, and peripherals used for Jon Peddie, president of JPR, says, “COVID-19 has created a big
gaming. The market is booming globally due to shelter-in-place or- spike in sales for PC gaming products in the near term. The total
ders as gamers upgrade and buy new PCs and accessories. Perhaps market is approaching $40 billion in 2020. However, we temper our
more importantly, the current situation has actually created millions forecasts for possible economic issues in 2021 and beyond. Fore-
of new PC gamers looking for immersive, exciting, and economically casts are heavily dependent on consumer confidence. Nevertheless,
efficient forms of home entertainment.  we still predict growth over five years even in the face of a console

T
Ted Pollak, senior analyst–gaming industry, says, “The PC Gaming cycle. We have improved our accessory analysis this year and added
Hardware Market is in a rare scenario where every segment is going a new category for game recording and streaming products. Studio-­
up. We see a lot of people buying and upgrading personal and com- quality cameras and microphones, capture cards, and personal
pany subsidized computers with better parts, with the intention of lighting have become common items for high-end gamers and are
playing video games. In the Entry-Level, much of this revenue comes making their way down into the mass market.” 
from new gamers.”   The “Worldwide PC Gaming Hardware Market” report series
The 2020 Entry-Level category is forecast to grow 21.7%, which by Jon Peddie Research – which covers 33 countries, notebooks,
is unprecedented and totally unexpected. The Mid-Range has desktops, DIY, and accessories – comes in three versions: Entry-­
bounced back from a slide; now in positive territory. At the High-End, Level, Mid-Range, and High-End, with a subscription price of
1440p+ display sales (spurred by more affordable offerings) created $27,500, including a global summary. Subscribers receive all re-
a chain reaction of upgrades as gamers configure rigs for 60+ ports twice a year. Reports are also available by segment at $8,250
frames per second.   per issuance.

Collaborate and work from


anywhere

The secure, global, cloud-based


platform for digital content
management and creation,
perfect for Animation, VFX,
Advertising and Games

Powered by:

6 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 6 8/7/20 8:12 AM


Collaborate and work from anywhere

The secure, global, cloud-based platform for


digital content management and creation,
perfect for Animation, VFX,
Advertising and Games

CGW_Issue2-2020.indb 7 8/7/20 8:12 AM


Making of
a Legend
NETFLIX’S ‘CURSED’ TURNS THE ARTHURIAN MYTH ON ITS HEAD

BY KAREN MOLTENBREY

Images ©2020 Netflix

8 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 8 8/7/20 8:12 AM


T
here have been many retellings and in- Wheeler and Miller are co-creators/execu- puter-generated creatures and animals, and
terpretations of the Arthurian legends, tive producers, while Silenn Thomas serves fire/ash/embers/smoke/water. Most of the
particularly those involving Excalibur. as co-executive producer, and Alex Boden, Fey, however, use prosthetics.
And with the magic, drama, romance, myth- a producer. David Houghton is overall visual “One of the decisions we made early on
ic battles, epic quests, and more, it’s easy to effects supervisor. in conversations with Frank and Tom was
see why the subject is so spellbinding. And Cursed is set in a mythical medieval version that the magic was going to be visualized
indeed, the latest version of this medieval of England, although filming occurred at through elemental forces rather than more
myth, Netflix’s Cursed, follows that tradition, Langley Film Studios, outside of London, with traditional wand/firework-type effects,” says
although it places a unique spin on the tale a good deal of location shooting near Surrey Houghton, “more embedded in elemental
with familiar characters in very different and in North Wales, around an area called forces.” This can be seen in many scenes,
roles, all supported by a wide range of stun- Betws-y-Coed. VFX were used to transform such as when Nimue summons the Hidden
ning visual effects. the soundstage and modern locations. with animated vines representing the
Based on the illustrated novel by Tom All told, the series contains 2,051 VFX mystical, natural forces that give the young
Wheeler and Frank Miller of the same shots: Episode 1 (390 shots) and Episode woman some of her powers; or when she
name, Cursed re-imagines the story from 10 (360 shots) contain the highest number, manipulates smoke, flames, and ash to her
the perspective of Nimue, a young woman followed by Episode 4 (282 shots), Episode advantage. Lightning also becomes a natural
with a mysterious gift who is destined to 2 (261 shots), and Episode 7 (229 shots), force that is manipulated by magical char-
become the powerful (and tragic) Lady of with the remaining dispersed among the acters in the show.
the Lake. After her mother’s death, she finds other episodes. The work was shared mainly
an unexpected partner in Arthur, a humble across five vendors: DNeg, Milk VFX, Mr. X, DNeg: Hawksbridge, Gramaire,
mercenary, in a quest to find Merlin and Goodbye Kansas, and Freefolk. Village Massacre, Vines, Bear
deliver an ancient sword. Over the course of “We did just about everything,” says DNeg’s work across its 822 shots in Cursed
her journey, Nimue will become a symbol of Houghton. “I’m not sure what we didn’t do; spanned the series’ 10 episodes and ran the
courage and rebellion against the terrifying we didn’t do spaceships.” There is quite a gamut, incorporating just about every type
Red Paladins – Christian Crusaders whose bit of blood from battles, massacres, and of work, from environments, to creatures
goal is to rid the land of druids and all mys- brutality, as well as magical effects, all-CG and digi-doubles, to fire and blood, and far
tical/magical beings – and their complicit environments and digital extensions, com- more. This includes building some of the
King Uther.
Nimue draws strength from the magical
sword she possesses, imbuing her with DNeg built a large set extension for Hawksbridge port, including the sea.
amazing fighting skills. Everyone, however,
wants to possess this weapon, known as the
“Sword of the First Kings,” as it is said that
whoever wields this Sword of Power shall
be the one true king. King Uther Pendrag-
on wants it, as do the Paladins. Cumber
the Ice King covets the sword, as does the
ruby-eyed shadow lord King Rugen, the
Leper King. At one point Merlin possessed
it, or more accurately, it possessed him,
turning the magician into a primal, vengeful
being. Nimue’s mother relieved him of the
sword to save his life, but he lost his magical
powers as a result. Now, believing the sword
is cursed, Merlin intends to melt it using
Nimue and Pym approach the CG-augmented town of Hawksbridge.
remnants of the long-ago Fey forge fires
from which it was crafted – fires kept in a
treasure room at Rugen’s lair.
The weapon, it seems, is the ultimate
double-edged sword for Nimue, as well.
It enables her to protect the mystical Fey
Images ©2020 Netflix

beings against the murderous Paladins, but


it also begins to nurture a darker side – just
as Merlin had warned.
Season 1 of Cursed, which comprises
10 one-hour episodes, dropped July 17.

e d i t i o n 2, 2020 c gw 9

CGW_Issue2-2020.indb 9 8/7/20 8:12 AM


extension was more straightforward but still
required a high level of detail. As was the
case with Hawksbridge, Gramaire required
the artists to remove many trees from the
set, but not all of them – “these trees really
became an issue,” he adds. Similarly, the art-
ists built an environment extension beyond
the limits of the physical set, which included
Nimue entangles a Paladin in practical vines interwoven with CG versions. churches, towers, rooftops, and so forth.
The sets for Gramaire and Hawksbridge
consisted of the large town squares, a
number of side streets, city gates, and the
port area of Hawksbridge. DNeg extend-
ed the towns above the nearest rooftops;
they also created a vista of the entirety of
Hawksbridge as seen when Nimue and Pym
first approach and for the distant Gramaire
as Arthur rides towards the town. “Like
Hawksbridge, [Gramaire] is a location that
is used several times across the series, and
had to remain consistent while being used
again and again,” Bryan notes.
This build included construction of
Ector’s castle by DNeg, as well – an all-CG
DNeg built and animated a demon bear that attacks the young Nimue.
set seen in both the background and in
close-up. Achieving the right scale for the
castle was difficult because it was always
more extensive environments, such as the layout right for all of the various angles, be- visible in shots, which at times required
town and port of Hawksbridge, where Nimue cause we started off with the widest angle some slight cheats.
tries to catch a boat while fleeing from her of Nimue and [her friend] Pym approaching An especially complex environment build
village, but meets Arthur instead. Hawksbridge on horseback, which shows was required for Nimue’s village, which is
“It involved a lot more work than what you the spread of the town. But then there sacked by the Red Paladins, who slay or burn
see,” says Houghton, describing the environ- are other scenes that feature that same the Fey inhabitants, along with the village
mental extension for Hawksbridge as quite environment and were filmed from several itself. “Our brief was to convey an engulfing
an undertaking. different angles,” says Sulé Bryan, DNeg VFX sense of death and destruction,” says Bryan.
As Houghton explains, first, the locale supervisor on the series along with David To this end, DNeg had to greatly enhance
was surrounded by trees that all had to be Sewell. “We had to make sure we had the the amount of flames as only minimal SFX
removed in comp, with DNeg building out correct layout to keep all those individual flames where allowed at the location, and
the town and port from the existing set. shots composed correctly so we didn’t have added other effects such as ash and smoke
Using art department drawings and period to tweak each one individually.” throughout the sequence, where the shots
reference, the studio added CG churches, “On one side we had to replace fields ranged from wide to close-up. The artists
houses, huts, a bridge, and a plethora of of trees with the city beyond the set wall, also added 2D crowd elements shot against
objects, such as carts and wagons, barrels, and on the other side, the sea port side, we bluescreen to increase the number of Pala-
fish netting, and so forth. As the village replaced a huge bluescreen with an ocean, dins and villagers seen in some shots.
set was built nowhere near water, DNeg boats and ships, and so on,” he adds. In a 70-second Steadicam shot, we see
further crafted moving boats and dynamic For the construction, the artists used Nimue running through the village during
sails, as well as a jetty at the port, and even Autodesk’s Maya for modeling, Adobe’s the chaos, trying to reach a young Fey boy.
added the sea itself. Everything within the Substance Painter and Pixologic’s ZBrush for “There’s nowhere to hide with a shot like
surrounding harbor wall was a practical texturing, Isotropix’s Clarisse for rendering, this. Usually when you have this sort of
set with a large 40-foot-high bluescreen SideFX’s Houdini for effects and simulations, shot, you can get away with certain things
where the sea was to be. DNeg added the and Foundry’s Nuke for compositing. in between the cuts. But when the shot
town beyond the wall, enhanced the set, DNeg also built the large set extension for is over a minute long from start to finish,
extended the jetty by 90 feet into the sea, the village of Gramaire, the seat of power everything has to work perfectly,” explains
and added the water and majority of the for Arthur’s uncle, Sir Ector – a site that ap- Bryan. “It’s probably the equivalent of about
ships and boats. pears in several sequences throughout the 15 visual effects shots all in one. There are
“The most difficult aspect was getting the series. According to Bryan, this environment multiple huts on fire, the added effects of

10 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 10 8/7/20 8:12 AM


ash and embers, and additional people.” live-action, and the vines that writhe on the Fingers of Airimid, a design from leaves and
The artists also added a huge 180-degree Paladin’s chest were animated entirely in thorns that appears on the skin of Nimue
mountain range across from the lake that FX with a procedural noise texture, whereas and the Fey elders when they are empow-
edges the village, which is visible in this se- most of the other [vine] animation in the ered with magic or are angry and in danger,
quence as well as earlier ones. “Not only did series was done in Maya, says Houghton. respectively. “Part of the challenge is the
we have to create this large mountain range, All her life, Nimue has been taunted for way the effect comes on through the skin,
but we also had to get it into the right angle the strength of her magical powers and almost like a blush,” says Meg Guidon, exec-
for all the sequences, especially the long considered an outcast by her peers and the utive producer at Freefolk. “This is important
shot, where the camera is constantly panning elders, stemming from a demon-bear attack because it is an emotional response in the
backward and forward,” explains Bryan. when she was a child. She is saved by the Fey characters, betraying their special pow-
Of course, there is a great deal of blood Hidden, but not before she is “marked” by ers. It is magic but has to look organic.”
in this scene and others. “We never got to the bear across her back, leading the villag- According to Harin HIrani, Freefolk head
the point where [the client] said, ‘There’s ers to believe she is cursed by dark spirits. of CG, the group explored multiple avenues,
too much blood.’ We really had to up the DNeg artists crafted the CG bear based on including an effects approach using Houdini,
violence ante,” Bryan notes. reference from Houghton and Miller, and to create a textural pattern that grew over
Following the massacre at the village, choreographed the attack. As reference, a 3D model of Nimue the studio had made.
Nimue finds her mother, the high priestess the artists examined footage of large brown Once they had settled on an effect they
Lenore, gravely injured inside a cave. She bears, studying their gait, stance, and the liked, they streamlined the process in order
instructs Nimue to take a sword to Mer- way they shift their weight. to deliver the effect across many shots
lin. Thus begins Nimue’s true journey. But this is no ordinary bear. “Frank wanted and to easily alter the timing. In the end,
Since she was young, Nimue has had the a specific style for this creature, so we they ported the texture growth pattern into
ability to call on the Hidden. In the series, had to obtain the right balance between a Nuke, where they could control the growth
she uses this ability to entangle enemies in demonic bear and a real-world bear, which and timing on a per-shot basis, and then
thick vines, roots, and branches, some of ended up being a 20/80 split [respectively],” generate maps that could be applied in the
which are practical and interwoven with CG says Bryan. Moreover, the animal was 4 feet studio’s 3D software to render displaced ge-
versions animated by DNeg. In one particular taller than a typical bear, at about 12 feet ometry lit for the scene. These CG elements
sequence, a Paladin is encased by creeping high. “It had to tower over her and overex- were then integrated into the live-action
vines. He is cut down by his brethren and tend his jaw, enough to eat her head and plates using Nuke.
taken to an abbey to be cared for, where torso in one.” “The biggest challenge with the facial
vines are seen moving in and out, and under, vines was the tracking process. We used
his skin. Freefolk: Nimue’s Facial Vines, different techniques on a per-shot basis de-
In the scene, the vines pulled from the Creatures, Fey Camp pending on Nimue’s actions. Sometimes we
Paladin’s mouth were practical elements While DNeg created the creeping vines in could purely use vector tracking inside Nuke,
shot separately and combined with the the forests, Freefolk generated the so-called other times we needed a geometry track in

Freefolk crafted the leafy design that appears on Nimue’s face when she is empowered by magic.

e d i t i o n 2, 2020 c gw 11

CGW_Issue2-2020.indb 11 8/7/20 8:12 AM


with CG Moon Wing creatures that were
falling to the ground engulfed in flames,”
says Guidon. “This included animating one
Moon Wing being executed by the Weeping
Monk; all the pleading and dying actions had
to be retrofit to the timing of the existing
greenscreen performance of a sword slash
by the monk.”
Freefolk extended the cave setting for the Fey refugee camp. Freefolk also created the menacing black
spider creature that enchants Morgana as
she retrieves the sword, which Nimue has
tossed into a vast chasm out of frustration.
Furthermore, the team created a realistic
fawn, shown in close-up. Because the team
was unsure how much movement would be
required, they proceeded to build a muscle
system for the animal in Houdini should it
be needed.
Rounding out the studio’s work were
atmospherics, including a magical storm
summoned by Merlin, a scene requiring a CG
set extension of Pendragon Castle to add
the clifftop location and a wild, crashing sea
at its base.
Milk built the subterranean environments of the Leper King and his treasures.

Goodbye Kansas: Castles


One of the more visually stunning all-CG
[The Pixel Farm’s] PFTrack, and other times “We needed to build an entire burning for- environments was that of Pendragon Castle,
a combination of both,” says Hirani. est around him, and populate the treetops handled by the team at Goodbye Kansas
Freefolk, tasked with 200 shots, also
designed and built the convent where the
dying root-wrapped Paladin was taken, Goodbye Kansas built Sir Ector’s sprawling castle.
compositing the building to sit seamlessly
into the wide establishing shot, which was
filmed on location.
In addition, the team created set exten-
sions for the Fey refugee cave, where the
magical folk hid from the pursuing Paladins.
The artists at Freefolk designed, modeled, lit,
and textured the upper levels and wider set
extension, which provide scale to the live-ac-
tion set at ground level. “Having created the
upper stories of the camp, we then populat-
ed the rock faces of the camp with crowds
and added animated CG Moon Wings flying
in the air above the camp,” says Hirani. The studio also built Uther Pendragon’s stylized castle.
In an early scene after the druid village at-
tack, the studio built an all-CG wall of flames
and forest through which strides the feared
Weeping Monk, who is hunting the magical
beings for the Paladins. Meanwhile, Moon
Wings fall from the trees and burn around
him. This was a 40-second continuous take
of the monk walking to the camera, shot
against greenscreen, with extensive effects
elements simulated in Houdini.

12 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 12 8/7/20 8:13 AM


Arthur and the Green Knight escape the CG flames as Paladins burn the windmill, destroyed by Mr. X.

under the supervision of Ditch Doy. This match the designs while also dressing the armies of Uther and the Viking Ice King. In
included exterior shots of the castle perched castle as the story required it. For modeling addition to these two main set pieces, the
on a ledge and the vista surrounding it, as and animation, they used Maya, as well as studio crafted a number of shots scattered
well as lavishly dressed interior set exten- Houdini for simulations and Chaos Group’s throughout the last six episodes, including
sions. As the series is based on the classic V-Ray for rendering. Compositing was done the all-CG character the Widow.
Arthurian legend, albeit from a new angle, in Nuke. The lower half of the windmill was
the artists at Goodbye Kansas made a lot While Pendragon was the studio’s main practical, while Mr. X digitally extended it,
of nods to the medieval era as well as to the asset for the series, the team also created adding an extra set of vanes that were later
classic story of Arthur in the castle’s design. the interior throne rooms for both Sir Ector’s destroyed by CG fire, crafted in Houdini.
As such, most of the work was based on art and Uther’s castles, and extensions to the “It had to be a seamless match,” says Tim
developed in-house with Raf Morant, head exterior of the executioner’s courtyard. “As Stevenson, VFX supervisor at Mr. X, of the
of art department, in conjunction with the we had created a lot of parts in the medieval digital build. “There were a lot of drone
showrunners and Houghton. style for our Pendragon build, additional top- shots, moving shots, handheld shots, and
“Pinning down the look of Pendragon ups such as those were quick to incorporate, they all had to be tracked to where there
Castle was probably our biggest challenge,” and added some additional grandeur to the was no distinction between the top and
says Doy. “As the seat of Uther’s power in scenes,” says Doy. bottom portions of the windmill.”
the show, it had to evoke his character.” Collectively, the studio handled 126 Moreover, the CG fire was also mixed with
Initially, the design was based on tradition- VFX shots. practical effects and had to seamlessly blend.
al medieval castles in Wales, but as the As the structure burns in the sequence,
concept evolved, it moved more into the Mr. X: Windmill Siege, more and more of the fire becomes CG until
realm of fantasy as the artists worked with Battle at the Beach, the Widow the roof collapses, at which point the fire is
Miller, who contributed a graphic, stylized When it came to Cursed’s big battle scenes, all-digital, as is the windmill itself. “Before
aesthetic and influences from German Mr. X was in the thick of it. This included we destroyed it, we had to build a full-digital
Expressionism. Ultimately, the architecture the windmill siege when the Paladins trap version of the practical windmill – from the
returned to a more reality-based look, yet Arthur, Gawain the Green Knight, and the cloth textures to the wood texture, it had to
still maintained a lot of Miller’s vision. Fey inside a windmill and attempt to burn be a one-to-one match,” says Stevenson.
Goodbye Kansas approached the build in them out. Among Mr. X’s collective 326 VFX Eventually, the heroes and Fey file out of
a modular fashion, constructing a medie- shots were those pertaining to the large- the inferno, while Nimue, who is outside,
val kit of parts that could be modified and scale battle on the beach between the Fey manipulates the flames and turns them into
re-purposed. This enabled the crew to and tusked people, against the Paladins and a giant CG vortex that rises and blows back

CGW_Issue2-2020.indb 13 8/7/20 8:13 AM


Nimue battles five CG wolves in a CG environment, crafted by Milk. Culzean Castle’s CG set extension.

on the Paladins, burning them and creating of CG wolves developed from concept built the subterranean environments of the
cover for the Fey group. The vortex had to be through to animation, as well as a forest Leper King, which was mostly filmed on a
believable yet still have a magical component. environment in which Nimue fights with small set and then digitally extended. “These
“Fire is always difficult; there are scalabil- them; and a dramatic waterfall environment were quite challenging to build, as we had to
ity issues and dynamic issues, especially where a combat sequence takes place at integrate some floating set walls within the
when you are combining digital fire with the climax of the final episode. Milk’s brief design of the environment,” says Crowley of
live-action fire; there’s a believability factor also included a number of environments: the the Leper King caves. “The throne room was
that has to be addressed,” says Stevenson. CG Culzean Castle and subterranean world imagined as a vast cathedral with a touch
“We had some practical fire in the shots environments for the Leper Kingdom; the of backlighting – with a direct reference to
that we could match, but there was very underground chasm at Cailleach; digi-dou- Frank Miller’s comic-art style.”
little in terms of the forgiving nature to that bles of heroine Nimue and the Paladins for Meanwhile, the artists filled the treasure
sequence because it was filmed in broad the waterfall sequence; the green Fey forge room with gold coins and treasure spilling
daylight, one of the more difficult scenarios fire; and the glow and effects on the sword. out all over the chamber, along with coffins
for doing believable fire.” The studio also created additional environ- and copious riches. They also crafted the
For the epic battle on the beach in the ments and effects, including chopping off green Fey fire, which Merlin steals.
last episode, Mr. X used Massive crowd the hands of the character Bors. According to Crowley, the most challeng-
simulation to turn 100 extras into 500 – In one revealing scene, the sorceress Yeva ing aspect of the overall job was the wolf
Vikings, Fey, Tusks, royal soldiers – according casts an incantation that enables Nimue scene, wherein the Paladins dispatch five
to Houghton. The sequence had a number and Merlin to virtually meet for the first time, (CG) wolves to hunt down Nimue as she is
of high-angle shots looking down onto the at Culzean Castle. Here, Nimue is given a carrying the wrapped sword to Merlin. The
beach that were enhanced with digi-double look at the past and at Merlin’s connection beasts trap her, and during the fight, she
crowd sims generated in Massive. When to the sword, leaving her unsure whether to climbs atop a rock and uses the sword to
on the same level as the action, Mr. X used follow her mother’s dying instructions. dispatch the beasts one by one, behead-
elements of Fey and Vikings fighting, shot The sequence was filmed among the ing three – one in spectacular Frank Miller
against bluescreen, to increase the numbers ruins of Waverley Abbey in Surrey, which Milk style. Like the wolves, the environment in
in the battle sequence. “The choreography developed into a larger, grander build of a the scene is all-CG, with the exception of
was the hardest part because you are deal- castle city ruins. “There was only a little bit the actress and rock, which were filmed on
ing with so many shots of people in close of wall standing [on-location]. Most of the greenscreen.
combat and wide-angle shots, so planning castle was a CG set extension,” says Hough- “The wolf sequence was very tough. It
became crucial,” adds Stevenson. ton. Therefore, the look and textures of the was shot in the studio, and just prior to the
Aside from the battles, Mr. X also created digital castle needed to match the unusual scene, Nimue is running through an actual
the all-CG Widow, a reaper-looking charac- texture of the existing monastery ruins that forest and comes into a clearing, which was
ter that Mr. X helped design and build. Ini- appear in the plates. essentially a greenscreen studio space with
tially, she was to be an actor with prosthetic The challenge was building an environ- just the rock in the middle,” says Houghton.
make-up, but she wasn’t scary enough for ment that could sit in many different shots “Milk had to then add the whole of the forest
Wheeler and Miller, so the artists crafted a and angles without Milk having to make be- environment around it.”
computer-generated skull-like face that is spoke separate builds, according to Ciaran The Milk team designed the look of the
less rigid and expressive. Crowley, VFX supervisor at Milk. wolves from scratch, while the lighting style
Milk additionally built the subterranean and atmosphere they incorporated into
Milk VFX: Wolves, Culzean environment for the Cailleach, an evil- those concepts (which included backlit
Castle, Caves, Waterfall filled underground chasm where Morgana lighting, driven from Miller’s signature comic
Milk handled a variety of work on Cursed, encounters the Freefolk-made spider while style) was subsequently used as lighting ref-
crafting 390 shots encompassing a pack retrieving the sword for Nimue. Milk further erence by the DP and director on the shoot.

14 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 14 8/7/20 8:13 AM


Artists at Milk crafted this extensive environment, including the CG waterfall.

The team referenced Frank Miller’s wolf Nimue is shot with an arrow, then another, explains. “We then passed the character
from his comic “300” and created concept eventually tumbling from the bridge into a on to our creature FX team, which handled
designs for several types of wolf, in both pool of water far below. Not only did Milk all types of character deformation, such as
naturalistic and fantasy styles, with the final create the waterfall and the environment cloth and hair simulations; the groom for
creatures having a more realistic look but around it, but also the digital takeovers Nimue was achieved using Yeti.”
are larger than a typical wolf to make them required in the scene. In terms of Nimue’s fall, actress Katherine
more menacing. “It is a big drama scene in a tiny space, Langford was shot against bluescreen on
The artists began crafting the beasts by which made it more challenging – with most the backlot on a harness with crash mats;
first researching wolf fur textures, coloring, of it completed and delivered in lockdown,” Milk removed the rigs and added the CG
and behavior. Sam Lucas, head of modeling, says Crowley. waterfall and the CG set extension at the
built the wolf models in Maya, then used The sequence was shot outside on a bottom of the waterfall. In addition, the
ZBrush for the finer details around the paws, backlot against bluescreen. The set build studio did some digi-double takeovers for
face, and mouth, as well as for the muscle consisted of the bridge, with everything the dramatic point when Nimue loses her
definition. The group used Peregrine Labs’ else created digitally, including the waterfall, grip on Merlin’s hand and plunges down into
Yeti for the groom, giving the artists flexibility digi-doubles of Nimue and the Paladins, the mist. The artists also made digi-doubles
to play with the look and feel of the fur, and the rain, and Merlin’s magical lightning bolts for the Paladins who are killed and fall from
Ziva’s rigging and animation software for the from the storm he whips up as he slowly the bridge during the fight, allowing CG
muscle systems. regains his power.  takeovers in several of the shots with added
“The alpha wolf needed to be white; the The artists developed the 3D asset of the blood splatters in the vein of Frank Miller’s
second in command, black; and the other environment, while the FX team created comic art. 
three variations were selected from real-life the water simulations and the waterfall (in
wolves by the client – these were gray and just seven weeks during lockdown), as the Ultimate Cliff-hanger
two variations of brown,” explains Crowley. latter was broken up into several layers of Season 1 ends with the waterfall sequence,
“Since wolves’ fur color is typically made up simulation, including water surface, foam, but is it the end of the series? Many ques-
of multiple shades, we incorporated three spray, and mist. tions were answered and issues resolved,
color maps to drive the initial variations for For the digi-doubles, scans of the actors but others remain. Reviews have been
one wolf’s fur, using root, mid, and tip color playing Nimue and the Paladins in the scene positive, leaving the door open to a Season 2
maps that would stipulate how a single hair were provided by production and rigged if Netflix chooses to open it.
strand would be shaded. We also added and groomed with cloth sims applied to the “The way Frank and Tom told this story is
randomized mutant hairs and melanin in the clothing. These were used in wide shots and very interesting. Initially, the characters feel
shader to push the individual looks. From for takeovers when the characters fall into unfamiliar to us in terms of the Arthurian
there, we also had to make two grooms for the water. legend, but gradually the pieces come
each wolf: a dry groom and a wet groom.” “We wanted to cover all bases in terms of together as you start to realize who the
As Crowley points out, it was imperative character detail, and what helped us mas- characters are within the existing mythology,
that the fur looked and flowed naturally with sively was having a full-3D scan of Nimue and that’s very intriguing and exciting, and
the dynamics. Likewise, it was important for our assets team to begin modeling her opens the door for a much bigger story to be
that the bulk and mass of these huge beasts digi-double. All of the base mesh was done told,” says Houghton.
were properly portrayed in the renders with in Maya, then we moved to ZBrush to get As for the magic, that was contributed
the multiple lighting setups. all the extra detail in the skin and clothes. by the visual effects artists, modern-day
Milk’s culminating sequence in Cursed The textures were made in Mari and were “magic folk.” 
has Nimue, Merlin, and Morgana trying to either hand painted or derived from on-set
escape the Paladins. As they are crossing a element reference, with look-dev done in
narrow footbridge above a huge waterfall, Maya using [Autodesk’s] Arnold,” Crowley Karen Moltenbrey is the chief editor of CGW.

e d i t i o n 2, 2020 c gw 15

CGW_Issue2-2020.indb 15 8/7/20 8:13 AM


Kitbull Purl

Igniting
Passion
PIXAR’S SPARKSHORTS PROGRAM GIVES EMPLOYEES THE
CHANCE TO BRING THEIR OWN ANIMATED SHORT FILMS TO LIFE
Smash and Grab BY KAREN MOLTENBREY

Wind
16 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 16 8/7/20 8:13 AM


I
t’s not easy to take creative risks when tunities and see what stories they would radar. As such, not many of their colleagues
there’s so much at stake and so much tell, so we tried to release them from the knew what they were working on. But when
to lose. pressure of theatrical shorts,” explains Col- the fruits of their labor were revealed at a
Take, for example, Pixar Animation Stu- lins. “And every time the temptation is there company meeting, it was to the delight and
dios, known for its animated blockbusters for us to put ‘Kitbull,” or ‘Float,” or another of surprise of the entire staff. Now, everyone
that indeed are very expensive to make but the films in front of a Pixar feature, we have at Pixar is familiar with the program and
have been met with critical acclaim and to talk ourselves out of that. We have been excited about it.
huge box-office success. But, how do you down that path before, and this [Spark- Careful to avoid labeling or defining the
keep the spirit of taking risks alive in an en- Shorts] is something different.” program by its content, the studio released
vironment like this? Such was the question the first three SparkShorts – “Purl,” “Smash
posed by Lindsey Collins, VP of development Taking Risks and Grab,” and “Kitbull,” which are very
at the studio, to the executive team some A few years ago, as Collins stepped off different from one another in terms of story
time ago as part of a broad conversation. Finding Dory, which she produced, and into and aesthetic – simultaneously to illustrate
Out of this desire to innovate and development, she was able to focus on the the diversity and breadth of the program.
challenge themselves, Pixar’s SparkShorts SparkShorts initiative and begin identifying The three shorts celebrated their world
program was born. those within the studio who might be ideal premiere at the El Capitan Theatre with a
SparkShorts gives people within the Pixar choices to put into the director and produc- limited showing in January 2019, followed
community the opportunity to take creative er roles of these shorts. by debut on Pixar’s YouTube channel. Since
risks that they are unable to take while With SparkShorts, there is no pitch pro- then, the shorts have been played on the
working on a feature film. “There are people cess or approval process. As Collin explains, new Disney+ streaming platform.
here who we’ve had our eye on and thought, everyone spends a lot of time together in “We wanted to let the SparkShorts pro-
what if we gave them a relatively small the studio, and she and the executive team gram evolve and show us what it wanted to
amount of money and put some incredibly become aware of those individuals on be,” Collins explains.
talented and creative people around them, shows who have risen to the top, or were in- So far, seven of the short films have been
and have them work with little oversight, formed about others who were working on released, and as of this writing, two exper-
to see what they would make, what stories concepts of their own. The only rules were imental filmmakers are in the process of
they would tell?” says Collins, who heads that the short had to be animated, that is a working on the ninth and 10th SparkShorts.
up the program. “Would we be surprised, narrative story, and that it is in-line with the “For now, [the program] is still doing what
and would it allow us to take some risks in a values of the company. we want it to do, which is to give people
relatively safe way?” Once selected, the director is given six the freedom and the opportunity to tell
Initially, there was no distribution model months and a modest budget in terms of some stories that are continuing to prove
for the shorts in the program. “Maybe that people-hours. “It’s such a different pace to themselves worthy of being told and people
was the safest way for us to really let them what they are all used to,” Collins says of showing they are worthy of the investment,”
do what they want to do and not feel like we the participants. “The creation process here says Collins, who remains hopeful that this
have to be looking over their shoulder all the is usually long, but here they made these program will continue for some time.
time, making sure that it’s perfect,” Collins amazing, great, heartwarming, different Meanwhile, Collins says Pixar is very cog-
says. “But deep down, we knew that if what stories. That’s been really rewarding for all of nizant of maintaining an equitable balance in
they made was great, we wouldn’t be able us here.” terms of male-female directing and produc-
to help ourselves from wanting to get [the The directors/teams are allowed to use ing, and to this end, is trying to have a couple
projects] out into the world and would figure studio resources (equipment and talent). shorts in progress at a given time.
out how to do that. Nevertheless, it was a Often they rely on their own brain trust The goal of SparkShorts was to come
leap of faith but within a safe environment – friends and colleagues – to help them away with some fantastic stories. “That is
that forced us to take some risks.” flesh out their ideas, and when the concept a huge win, having felt like we might have
Pixar has been long revered for its theatri- becomes solid and official, they are assigned identified some of the future storytellers
cal short films, which have been associated a producer and a crew; they interview and in our studio,” Collins adds, which is a big
with a feature release. Alas, under the theat- select their supervising TD, giving those per- plus, as the current (or traditional) path to
rical model, the short filmmakers no doubt sons an opportunity for leadership exposure becoming a feature director is a long one
felt pressured to make something that was as well, through the program. Collins points at Pixar, as the moviemaking process is
Pixar-branded and worthy of this presen- out that Pixar has had female supervising typically very lengthy. SparkShorts, however,
tation method, Collins believes. Thus, they technical directors from the SparkShorts shortens that path, making it a win-win for
felt the short had to look as perfect as the program who have later assumed supervis- the studio and these hidden gems: the film-
feature film it was released with, and often ing TD roles on feature films. makers themselves and their projects.
second-guessed some of their instincts and Collins acknowledges that the process To date, the following short films have
followed less-risky paths, and the produc- was difficult for the first few filmmakers been released under the SparkShorts
tion process became lengthy and expensive. because the program hadn’t been formal- program: “Purl,” “Smash and Grab,” “Kitbull,”
“We wanted to give more people oppor- ized yet, and they were flying under the “Float,” “Wind,” “Loop,” and “Out.” Here

e d i t i o n 2, 2020 c gw 17

CGW_Issue2-2020.indb 17 8/7/20 8:13 AM


we take a look at some of them, while the was struggling [with the situation,] my wife only dialog in the film, chiding the child for
others are detailed on our website, cgw.com, said, ‘You make comic books, you tell stories. not being normal. Shocked at his own out-
in the In Focus section. Why don’t you make a comic book to help burst, dad hugs Alex, realizing his mistake,
you work through this?’ ” he recalls. He be- and begins pushing Alex on the swings,

Float
gan the process of doing just that, but it was bringing happiness to the boy. And then the
an emotional road for him to travel, making boy floats – as his dad smiles.
(7:04 runtime) it very slow going. Determined to complete “Float” is reflective of the Pixar house style.
Director/writer: Bobby Rubio the journey, he opted to turn the story into This became a big advantage when, to save
Producer: Krissy Cababa an animated short film instead. time and budget, the team used some assets
“Float,” the fourth SparkShorts film released “I was going to do it in my spare time, available at the studio when creating the
by Pixar, is a heartwarming story of a parent and I drew a storyboard animatic for it and short. “We went ‘total independent film style’
and a child who is “different.” It is a story of showed it to my friends, who suggested I and looked at what we could get our hands
many parents who are trying to cope with show it to Lindsey Collins, executive pro- on. Toy Story 4 was coming out, and I liked the
such a child, although for “Float” director/ ducer of SparkShorts,” says Rubio “I wasn’t look of it. So, we used a bunch of assets, back-
writer Bobby Rubio, it is a very personal one. too sure, as this was a personal project, but ground characters,” says Rubio. In fact, viewers
It is his and his son’s story. I know her and thought I might as well get may recognize Alex’s house – it was Bonnie’s
In “Float,” a father discovers that his son her impression of the story. She loved it and house in Toy Story 4. It is just changed digitally
is unlike other kids in the most unusual way. thought it would be a good candidate for to make it look different in “Float.”
To keep them both safe from judgment, the SparkShorts program.” According to Rubio, he wanted ‘Float’ to
Dad keeps the boy out of sight – but when Rubio’s story unfolds as he, in the role of have a live-action feel and took a more gritty
his son’s ability becomes public, Dad must the father, is playing with his son, Alex, in the approach to reflect the story. “It needed
decide whether to run and hide or accept front yard, but when Alex shows his unique that,” he says. “It’s about a father who is
his son as he is. ability to float, he immediately takes his experiencing depression, so there are a lot
“The inspiration for ‘Float’ came from my child indoors, out of sight from the watchful of dark moments. There are times we get
relationship with my son, Alex, who is on the gaze of neighbors and passersby. He keeps super dark with the backlight, especially
autism spectrum. When he was diagnosed his child hidden from the world, allowing with sequences in the house. We went as
10 years ago, I was trying to deal with it emo- him to float indoors. When he finally does dark as we could. Michael Sparber, director
tionally and had a difficult time processing take the youngster to the park, he tries to of photography, was amazing.”
his diagnosis,” explains Rubio. prevent Alex from floating by weighing him To this end, Rubio and the lighters looked
Rubio, a Pixar storyboard artist, is a down with rocks in a pack attached to the to live-action movies for inspiration, and one
storyteller who makes his own comic books child’s back. All seems fine until Alex catches scene of the father and son in the house by
outside of work. And this story was one that the other kids by surprise by exhibiting his the window is in full silhouette – dark with
had been gnawing at him for years. “When I uniqueness. At this point, dad voices the black around them. The inspiration for that,

For director Bobby Rubio, “Float” is based on a very personal story/journey.

18 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 18 8/7/20 8:13 AM


according to Rubio, was the feature film E.T.
Rubio’s team mainly used tools from the
Pixar box to craft the short. The biggest
technical hurdle, according to the director,
was the child’s hooded jacket when the
hood was pulled over Alex’s head. “We didn’t
have a huge budget, so we tried to cheat as
much as we could. We showed a little bit of
a hand going over the head, but we didn’t go
completely over the head. Also, I wanted the
“Float” looked to live-action films like E.T. for lighting inspiration.
dad to take off the jacket completely, and
that was difficult. We cut corners for that,
too,” says Rubio. “You see dad start to take
the jacket off and then it cuts to another enjoyed it. It was a big learning curve to go tion was to talk her way through a situation
shot, and we come back and the jacket is through in just six months, but I am confi- with them; the effect was not a good one,
completely off of Alex.” dent that if I had to do it again, that I could,” she adds.
Creating the tears Alex sheds after his says Rubio. “People were not trying to communicate
father’s outburst was quite the challenge, with me because I was creating a wall of

Loop
as well. But, there were just some elements friendly chatter,” the director says. “The
to the short that were too important to skip, inspiration for the short came from the work
despite the difficulty they presented. “They (8:00 runtime) I did as a volunteer.”
were really important pieces of the film, and Director/writer: Erica Milsom In the film, the boy Marcus tries to com-
I am super grateful that Jane Yen, supervis- Producer: Krissy Cababa & Michael Warch municate with non-verbal Renee by talking
ing technical director, and her team were “Loop” might be a short film but it is long a lot. Renee becomes agitated; Marcus,
able to pull them off,” says Rubio. on emotional content. The animated film, frustrated. Eventually, they figure out how to
Completing the short in the given time directed and written by Erica Milsom, tells communicate.
period required cutting a full minute from the story of two teens at summer camp: a Milsom also drew on her love of canoeing
the film. “That was a tough one. We went talkative outgoing boy and a very quiet girl, while crafting the film. “If you are not getting
right down to the wire. But I feel like we were both of whom are paired up on a canoe along or not in sync with your canoeing
successful,” Rubio adds. “I still miss that one course. The girl, as we come to learn, is not partner, you are kind of stuck. You can really
minute. Maybe there will be a director’s cut simply shy. She is non-verbal, autistic. To work against each other,” she points out.
some day,” he says wistfully. complete their trip, they must learn how “So, I thought this would be a good location
As for the float animation, the timing the other experiences the world so they can for fun and also some drama.”
couldn’t have been better to tackle that, as communicate. “Loop” is indicative of the Pixar aesthet-
many of the animators were just coming off Milsom already had been making films on ic. Using the studio’s pipeline, the group
Incredibles 2, in which Jack-Jack flies. “We the side and felt participation in the Spark- called on the animators’ talents to find
were looking for more of a graceful Peter Shorts program was a natural evolution to very specific and different behaviors and
Pan type of gliding across the screen for her storytelling interests. performances from the characters – for the
Alex, as opposed to Superman’s powerful Milsom is a documentary filmmaker animation and acting, as well as in the voice
directional flight or Jack-Jack’s tumbling,” in Pixar’s Creative Content department, performances.
Rubio points out. telling the stories behind the stories of the The biggest technical challenges, accord-
Despite the emotional toll the film took, studio’s features. So when the SparkShorts ing to Milsom, were the visual points of view
Rubio relishes the opportunity to direct. It opportunity came up, she was immediately and the sonic points of view of the girl, Re-
also gave him the chance to learn the pipe- interested, wanting “to explore working nee. “We had learned that people with au-
line, something he never experienced before inside an animated story versus about an tism have a different sensory experience of
as a storyboard artist. “As a director, you get animated story,” she says. (“Loop” aired in the world, that they might have an amplified
to see the pipeline from the beginning to early January, and now Milsom is directing sense of the world around them,” Milsom
end, from story to character designs, to the an upcoming series about the studio that explains. “We only had a short time to make
art department and to the sets – how they also will be shown on Disney+.) the film and had to define an entirely differ-
are built – and animation,” he says. “This is Prior to working for Pixar (she has been ent look for Renee’s point of view.” Danielle
a totally different animal from traditional there for approximately 15 years), Milsom Feinberg, cinematographer, then asked
animation [which he previously did at Dis- worked within the disabled community, Milsom to provide some information on her
ney].” Plus, there are the music and lighting later teaching a class for disabled adults idea of what this POV was, which Feinberg
elements, too. in her neighborhood where she had met then sent out to the lighters, who were not
“All the way from beginning to end, it many people who communicated through yet on the project, asking for examples of
was a big education for me and I thoroughly gestures rather than words. Initially, her reac- different kinds of lighting.

e d i t i o n 2, 2020 c gw 19

CGW_Issue2-2020.indb 19 8/7/20 8:13 AM


Milsom. “They are all such superstars in this
industry, and their care and attention, and
contribution to the story, is very deep.”
It goes without saying that having the
characters talk (most of the other Spark-
Shorts do not have characters who speak)
presented some hurdles. Not only was it
“Loop” filmmakers considered the visual and sonic POVs of the autistic Renee.
more work for the animators, but recording
the voice actress for Renee did not follow
the typical Pixar process. With assistance,
“We got five potential looks from people or overwhelmed. Moreover, the camera de- the filmmakers found Madison Bandy, who
around the studio. They were amazing. We partment, led by DP Sylvia Gay Wong, made voices Renee. She is autistic and can be
shared them with our consultants at the sure that when you’re looking throughout overwhelmed due to sensory overload.
autistic self-advocacy network to get their Renee’s POV, eye contact is not made. Therefore, her voice performance was
opinions. Danielle and I both liked one in “The details and the careful consider- recorded at her home and captured her
particular but felt we should choose the one ation that went into the film are significant,” performing naturally – when she was happy,
that feels most appropriate to them,” says Milsom notes. stressed, and so on.
Milsom. The group, in fact, chose a com- In fact, the complexity of the film is Milsom credits her team and her produc-
pletely different look, almost the opposite of apparent throughout, even in the water ers for the project’s success, pointing out
what Milsom and Feinberg had liked. and hair simulations. Marcus wears a hat, that it takes a partnership to make a film like
“The one we chose had a de-saturated which cuts down on some of the sim work, this, and producers Krissy Cababa and Mi-
look and these beautiful bloom lights, and while Renee was given a hairstyle that was chael Warch were always right there. “They
they chose something that has a deep not overly complicated to simulate. “She is were very much like the strategists. I was the
saturation in the center and the lights a young woman of color, so on a technical confidence lady. We’d talk about how great
bloomed but in a different way, harsh on the level, emulating darker hair is a little easier to we were going to make this, but they would
highlights,” Milsom explains. “But they look do than lighter hair,” Milsom points out. strategize with people and make sure we got
beautiful in the film. So, whenever you are Also, the two characters are on water for things done. They were truly great partners.”
with Renee and looking at the world through a large part of the film, requiring water sims. Milsom steps away from this project with
her point of view, the world has this particu- Effects lead Kylie Wijsmuller, who was fairly a newfound appreciation for the animation
lar look, this deeper saturation in the center new to Pixar, figured out the water cycle, the process, being inside of it and collaborating
and bigger highlights on the sides. It actually waves generated by the canoe. “I knew the with artists to bring two little somebodies,
amplifies a little if there’s more emotion and water would be difficult, but I hadn’t really as unique people, to life in the animated
the highlights get even hotter.” thought about the water reacting on the form as Renee and Marcus.
There were other considerations, as well. sides of the canoe,” says Milsom. “I feel they are really honest and true
Kenny Pickett, sound designer, wanted to The simulation team further tackled the and authentic as characters, but they’re
know how Renee would experience sound, fit of the life jackets on the characters and still designed, and their way of being in the
so the sound effects are different from her moving them in such a way that they did not world was carefully considered. It was one
perspective than from that of Marcus. It also look too rigid.. of those amazing artistic experiences that
differs depending on whether she is calm “The simulation team was so great,” says only comes in animation, because you have

Animators used very specific and unique behaviors and performances for the characters.

20 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 20 8/7/20 8:13 AM


“Out” uses a unique painterly style. When the parents arrive in the short, the “fun” begins.

to design, consider, discuss, and create special attention to dad, while Greg, in Jim’s never really tried to create a moving painting
every single part of your story,” says Milsom. dog body, tries to hide a beloved photo of before at Pixar, and we were still defining
“How does Renee move her hand under the him and Manuel from his mother, with many what that would look like while we were
canoe? How does Marcus flip around that hilarious close calls. Mom eventually pours making the film,” he says. He praises Thomp-
reed when you’re only looking at his hand her heart out to the dog (who is actually her son and Pienaar, along with DP of camera
in certain shots? I had no idea that those son), saying she would like to tell her son that Matt Silas and supervising technical director
would be some of the most challenging she and his father hope that one day he will Gordon Cameron, as the “brains” behind it
shots to get right, because it was such a find someone who loves him as much as they all and keeping the group focused on staying
subtle and emotional gesture.” do, and that he will make their son happy. true to that painted aesthetic.
In addition to coming away with a love Greg and Jim return to their own bodies, “In film, we rely on depth of field to com-
for animation and connecting on a story so and Greg later introduces Manuel to his par- municate where the audience’s focus should
deeply, Milsom also had the opportunity ents, who welcome him. As for the cosmic be, but we didn’t know what that would look
to learn about autism, which she says was cat and dog, they return to the rainbow, their like in a painted render,” Hunter says. “We
a treasured take-away. “It’s hard making work complete. didn’t think we’d be able to figure out how to
films, particularly smaller stories with unique The short film is written and directed by do that in our production’s time frame. But
characters that you haven’t seen before,” Steven Clay Hunter, an animator at Pixar. “I Colin came in one day with a big smile and
she says. “It was a wonderful journey.” wanted to create a story for my closeted gay said, ‘I think I figured it out.’ And he did!”
Editor’s Note: “Loop” recently was named self, something silly and funny like the car- Working on the experimental short was a
SIGGRAPH 2020 Computer Animation Festi- toons I used to watch growing up,” he says. big adjustment for the team, which is used
val’s Best in Show. “I wanted to create myths for LGBTQ kids, to to working on big-budget feature films,
inspire us and get families talking.” for which they are given ample time and

Out
The story unfolds using a unique painterly resources to polish their work to perfection.
style that is very atypical from what we “But on an ‘indie film,’ you have to learn to
(9:33 runtime) are used to seeing from Pixar – yet, that is get your strongest ideas out in the shortest
Director/writer: Steven Clay Hunter exactly the spirit of SparkShorts, to experi- amount of time possible, and then let it go.
Producer: Max Sachar ment with story and style. That’s an easy thing to say but an even hard-
The seventh in the series of SparkShorts, According to Hunter, the Little Golden er thing to do,” Hunter says.
“Out,” released in May, tells the tale of two Books served as a big inspiration, as the Nevertheless, the rewards were plentiful.
guys and a dog who are packing up to move, “Out” crew were looking to create some- Hunter has helped many a director tell his or
when the parents of one of the men arrive thing that had a bit of childlike wonder to it. her story but had never sat in the director’s
unexpectedly to assist. The problem is that Mary Blair’s concept paintings from Alice in chair himself before this. “So when a ques-
Greg’s parents are unaware that he is hiding Wonderland greatly inspired them as well. tion came up, I suddenly couldn’t turn to
a secret: He is gay and in a relationship with Hunter guided his team, averaging a the director to find out what to do. I was the
Manuel, and is moving from a small town to dozen people at any given time. They utilized one who had to have the answers!” he says.
a big city, where he believes his relationship Pixar’s in-house pipeline, using Presto for rig- “I had to learn what kind of filmmaker I was,
will be more accepted. Greg quickly and ging and character animation, and recycling what kind of storyteller I was. And, I slowly
quietly ushers Manuel out the back so his as much imagery as they could from the gained that confidence as we made [the
parents do not see him. Manuel complies studio’s feature-film backlots, with sets lead short], but it wasn’t there when we started
but wants Greg to tell his parents the truth. Kristifir Klein filling in the modeling gaps. the process.”
Meanwhile, a cosmic purple cat and pink Rendering was done with Foundry’s Nuke, as Hunter especially enjoyed working in the
dog emerge from a rainbow to watch the Colin Thompson, look-dev lead, worked with smaller teams and figuring out how to make
situation unfold, and they enchant the collar DP of lighting Andrew Pienaar to achieve the films and still tell great stories, “which is
on Greg’s dog, Jim. As the parents make desired lighting and painted brushstrokes. what Pixar is all about,” he adds. 
themselves at home, Jim’s collar magically The biggest technical hurdle, contends
attaches itself to Greg, and the two switch Hunter, was figuring out the look for the
bodies. Jim, now in Greg’s human body, pays short and how they would achieve it. “We’ve Karen Moltenbrey is the chief editor of CGW.

e d i t i o n 2, 2020 c gw 21

CGW_Issue2-2020.indb 21 8/7/20 8:13 AM


Universal Scene
Description
PIXAR DOES A DEEP DIVE INTO USD AND ITS EFFECT ON CONTENT CREATION

BY F. SEBASTIAN GRASSIA AND GEORGE ELKOURA 

22 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 22 8/7/20 8:13 AM


F
or as long as we have been creating
digitally synthesized images, we have
needed ways to describe the 3D scenes
we are synthesizing in a way that is
mathematical enough for computers to
understand, but which is also understand-
able and manipulatable by technologists
and artists.
This article tells the story of some of the
challenges Pixar faced in describing, sharing,
and transporting 3D scenes as our pipeline
evolved over 25 years, from creating the first
feature-length computer animated movie,
to making it possible for our productions’ ar-
While making Toy Story, an issue of scale required custom toolsets.
tistic visions to keep growing in richness and
collaboration. Thus, we present Universal
Scene Description (USD), Pixar’s open-
source software for describing, composing, easier for them to reuse components. in a reasonably modular way, but it was
interchanging, and interacting with incredi- With these and other organic improve- expensive to maintain and did not help with
bly complex 3D scenes. ments, Toy Story was possible, but also any of our scale problems.
USD is a cornerstone of Pixar’s pipeline illuminated many ways in which our pipeline Finally, in 2010, the industry received a
and has been on a rapid and broad adoption needed to become more scalable and more quantum leap forward on the interchange
trajectory, not only in the VFX industry, but artist-friendly. problem, when Sony Pictures and Industri-
also for consumer/Web content and game al Light & Magic released its open-source
development. THE INDUSTRY EVOLVES & collaboration, Alembic (see “Share and Share
PIPELINES GET MORE COMPLEX Alike,” CGW, Summer 2019 issue). Alembic
BEFORE THERE COULD BE TOYS As more studios began making fea- was designed with rigor and deep knowledge
When Pixar set out to make Toy Story in the ture-length CG animation, more varied and of VFX pipelines to address the interchange
early ’90s, we had industry-leading, com- powerful software became commercially of “baked” (or time-sampled) geometric
mercially-available products at the front and available, which was terrific because it ex- data, with vetted schemas for geometric
back of our 3D pipeline – Alias’ Power- tended artistic reach, but it also made pipe- primitives and transformations, and a data
Animator at the front for modeling, and lines more complicated. The three problems model that abstracted “file format.”
Pixar’s own RenderMan at the back. But to of scale only grew (and still do!), but now That abstraction was critical because
handle the scale of making a feature-length the industry faced an additional problem of it allowed Alembic to gradually deploy
animation, we needed to invent or improve data interchange, since it was rare for any formats like Ogawa that addressed some
a suite of custom tools and data formats for one vendor’s product to read data in its full of the important scalability issues for
everything that needed to happen between richness from another vendor’s – some- VFX, such as being able to store massive
modeling and rendering. times not even products within a vendor amounts of animated data in a file, while
“Scale” here impacts several aspects of family could speak to each other. primarily paying the cost (IO and network
production that weren’t quite as daunting Many VFX studios, including Pixar, built traffic) for only the pieces of data a partic-
when making Pixar’s earlier projects (short pipelines around in-house software, but with ular application/node needed for its task.
commercials and effects): number of artists entry and exit points for data from many Alembic arrived (not coincidentally) at a
who needed to be simultaneously working vendors. Formats for 3D interchange were time when many studios were lighting in
on the same project, complexity of the envi- available, both open and proprietary, such as different applications than they were rigging
ronments, and number of acting characters, obj, Collada, and FBX, but none could satisfy and animating, so its “bake out the rigged
number of assets, sequences, and shots. the goal of rich (in terms of schema and animation into time-sampled mesh data”
We had already figured out that one kinds of data), universal interchange. approach was exactly what was needed.
important component to successfully work- Studios developed different strategies to To keep the scope and mission of the
ing at feature-scale was to separate out deal with interchange; Pixar built a “many project tight and manageable, Alembic
different kinds of data into different files/ to many” conversion system called Mojito stayed focused on interchange of “flat” data,
assets. While “appropriate format” was a that defined a core set of data schemas free of any concerns of composing multiple
consideration, more important was that by into which you could (in theory) plug any Alembic archives together, proceduralism,
separating out geometry, shading, and ani- DCC in as an input and get out a data file for execution, rigging, or even a run-time scene
mation into different files, we enabled artists any other DCC (or renderer, though we only graph on which such behaviors could be
of various disciplines to work independently ever implemented support for RenderMan). layered. Within several years, Alembic had
and safely, simultaneously, and made it Mojito allowed us to adapt to new software deeply penetrated the VFX industry, and the

e d i t i o n 2, 2020 c gw 23

CGW_Issue2-2020.indb 23 8/7/20 8:13 AM


lem that a solution was indeed needed.
The solution? USD.

WHAT IS USD?
USD began as an experiment in 2012 to see
if we could take the low-level data model
and “composition engine” at the heart of
Presto, where it served a rich scene graph
and anim curve-driven execution system,
and build atop it instead a light, highly scal-
able scene graph that practiced lazy data
Finding Dory became the first feature film with a USD-based pipeline.
access, embraced time-sampled data, and
facilitated the creation of “schemas” (think
Mesh, Xform, Material, etc.) to foster robust
majority of commercial 3D vendors support later adding simulation workflows. scene interchange.
Alembic import and/or export. To Presto’s scene graph library, we added Our proof-of-concept came very close to
Pixar did not adopt Alembic in its pipeline, and refined all the features that were nec- the performance of TidScene on equivalent
primarily because from 2008-2010, we had essary to bring together all the disciplines large scenes, while opening the door to the
been developing our own time-sampled and workflows that we had so far accumu- full suite of Presto’s composition operators
interchange format, called TidScene, with a lated. The most fundamental feature was a (though we chose to leave out a few of USD
slightly different approach to the problem… layering system that is often compared to for performance and/or complexity reasons).
but we’re getting a little ahead of ourselves. Photoshop’s image layering paradigm. Ref- However, we believed we needed to be much
erencing, inheritance, and variants complet- more than an order of magnitude better than
REFINING WORKFLOW AND ed the initial set of composition operators TidScene to satisfy the growing needs of the
‘COMPOSITION’ that formed a robust composition engine, studio for the next 10-plus years.
At around the time Ratatouille entered and which, unbeknownst to us at the time, We made good progress toward that goal
development, Pixar was growing hungry for began the underpinnings of the technology by making data structures thread-safe/
revamping its toolset, which was beginning that would later become USD. efficient and algorithms multi-threaded at
to show its age; not only was our anima- We had initially targeted Toy Story 3 all levels of the USD software stack. The
tion and lighting system nearly impossible (and missed it) for early adoption of this development of “native scene graph in-
to adapt to the multi-threaded future of brand-new ambitious system and knew it stancing” to augment schema-based point/
performance, but our pipeline had also was going to be difficult to achieve. In order array instancing allowed us to load scenes
grown complicated. Any given shot relied to make it more tenable, we stopped short containing millions of primitives in seconds
on dozens of different file formats and of adding support for the back end of the on modern workstations.
data abstractions: We had one format for pipeline: shading, lighting, rendering, and so Performance has consistently been a top
“primary” geometry, but another for UV sets on. That was going to be left to the existing priority for USD, and we continue to make
and other primitive variables that were too systems. That meant: interchange. small and large improvements. But while
big for the primary format, and a third for We now needed a way to translate data performance is a key “wow factor” for USD
simulation-generated geometry overrides. born in Presto to the existing back-end that facilitates artists’ ability to iterate, there
We had one format and language for shad- systems. In order to do that, we invented a are several other important reasons why USD
ers, another for shading networks, and yet a new scene transportation system called Tid- has been so quickly and broadly embraced.
third to describe how materials were bound Scene. TidScene was built using Berkeley DB
to geometry. It was time to reconsider our and was primarily targeted toward efficient COMPOSITION ALGEBRA
tools, workflows, and pipeline. transport of time-sampled binary data and If there is any magic in USD, it is the “com-
The Menv30 project was kicked off, later rapid preview imaging. As we began deploy- position engine” that provides the ability to
renamed Presto when released. Menv30 ing TidScene in more parts of the pipeline, combine “layers” worth of scene description
was an opportunity to take all the learnings we kept encountering the need to add more in many useful ways, and lets users make
of the earlier toolset and develop them and more features to it, such as referencing non-destructive edits. The rules by which
into a cohesive and well-structured set of and inheritance. this powerful combinatorial engine works
libraries. Perhaps most importantly, the Having TidScene meant that we were have been refined over several different in-
project sought to represent all of our work- implementing things twice, as we kept carnations, starting with work pioneered on
flows using a single file format, menva, in wanting to add more features that we had A Bug’s Life, and protected by more than a
a single application that could easily allow already implemented in Presto. Worse, the dozen patents that Pixar released for public
artists to transition back and forth through implementations grew inconsistent and use as part of open-sourcing USD.
a fluid and malleable pipeline. We started incompatible with one another. Understanding the full implications of
by targeting rigging, animation, and layout, This became a significant enough prob- the composition rules can be daunting, but

24 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 24 8/7/20 8:13 AM


simple uses are easy to understand, and References allow us to bring environ- Presto’s imaging technology. We saw a won-
the complete behavior can be described ments into sequences and shots. At all derful opportunity to build a generic imaging
as the recursive LIVRPS (pronounced “liver “levels of referencing,” USD allows you to ex- architecture that we could plug in to the
peas”) algorithm, documented on openusd. press overrides on the referenced scenes in various proprietary tools that needed a 3D
org. We refer you to the website for deeper a uniform way, so once you learn the basics viewport. So, Hydra was born: a multi-head-
exploration of USD’s composition arcs, but of “reference and override,” you can use it to ed beast, each head representing any one of
we will describe several of them here as solve many problems. our scene formats and associated tools.
they pertain to addressing the scalability One significant source of pipeline Hydra was originally a state-of-the-art
problems we discovered way back on Toy complexity is the number of “variations” of OpenGL-based render engine capable of
Story. Note that each of the composition published assets that are typically required displaying feature-film scale assets in as
arcs can be used to solve other problems as to provide the level of visual richness that close to real time as we could get. Supporting
well, and one of the things in which we have audiences expect from modern CG films. the idea that Hydra should give high-fidelity
invested heavily is trying to make sure that USD provides variant sets as a composition feedback to artists, we looked to RenderMan,
any possible combination of composition arc that allows multiple different versions of our production final-frame renderer, for the
arcs behaves in reasonable ways. an asset to be collected and packaged up ground truth of how certain scene geome-
Layering for Multi-Artist Collabora- together, providing an easily discoverable tries and parameters ought to be interpreted.
tion – Layering in USD is similar to layers in “switch” for users of the asset to select Along with the ability to embed Hydra into
Photoshop, except that in USD each layer is which variation they want. This switch as many applications as needed, we began
an independent asset, and often, each layer (called a Variant Selection) is available in the to fundamentally expand on the goals that
will be “owned” by a different artist or de- USD scene regardless of how “deeply” (via OpenSubdiv pioneered: high fidelity real-time
partment in a pipeline. While the modes by referencing and layering) it was defined in feedback that looked consistent everywhere.
which data in different layers can be merged the scene’s composition structure. Today, Hydra has grown into a much rich-
together is much more restricted in USD One of the most powerful aspects of Vari- er architecture that supports not only mul-
than it is in Photoshop, layer compositing al- ant Sets is that they can vary anything about tiple “heads” (scenes and applications), but
lows multiple artists to work simultaneously an asset, and an asset can have multiple of also multiple “tails” (renderers). We factored
in the same scene without fear of destroying them, nested or serial. In Pixar’s pipeline, it out the OpenGL renderer into its own Hydra
work that another artist is doing. is common for assets to have a modeling back end that we now call Storm (though
One artist’s work may “override” another’s variant set, one or more shading variant sets, many folks still say “Hydra” when they mean
because their layer has higher precedence and rigging and workflow LOD variant sets. to say “Storm” – and we’ve had to come to
than the other artist’s, but since layer prece- And More– USD also provides com- terms with that, well, we’ve mostly come to
dence in a sequence or shot in a CG pipeline position arcs for broadcasting edits from terms with that).
often corresponds to stages of the pipeline, one prim to many others (Inherits); special We’ve also implemented a RenderMan
this is not often a problem. When it is, the fact references called Payloads for deferring the back end for Hydra. We had already spent
that each artist works non-destructively with loading of parts of a scene, to allow users to an enormous effort integrating Hydra into
respect to other artists’ work means we can craft manageable working sets; scene-graph our various applications, like Presto, and
deploy a range of tools to handle situations in instancing to not only control the weight now almost for free, we are able to see the
which something unexpected happens. of the scene graph, but be able to reliably scene as rendered by RenderMan. This has
Referencing and Variant Sets for Asset inform renderers and other consumers what the promise to be transformational for our
Complexity – Referencing in USD is not dis- things in the scene can be processed iden- users, but we’d be remiss if we suggested
similar to referencing features in packages tically; and many other features to facilitate that we’re already able to fully benefit from
like Autodesk’s Maya, but more powerful non-destructive editing of large scenes. this technology. Truthfully, we’re not yet able
in that careful consideration has gone into to take full advantage of its full potential for
specifying how multiple references can HYDRA IMAGING ARCHITECTURE several reasons.
combine as we build up assets, aggregate One of the key tools that allowed TidScene Chief among them is that some data
assets, sequences, and shots via chained to succeed as a project was an inspection required for high-fidelity rendering isn’t
and nested application of referencing. tool called tdsview. The tool allowed users available in our Presto scenes early enough
References allow us to build simple or to inspect the contents of a TidScene in production. Similarly, our scenes are
complex “component” assets out of mod- file visually in 3D and gave a very fast way transformed significantly before they hit
ular parts. References also allow us to build to debug shots. As we were going to the renderer for final-frame production. We
up environments out of many references replace TidScene with USD, we needed to know we’re not done yet, and we’re excited
to individual component assets – some of provide a corresponding tool, with perhaps by the future potential workflows we’ll be
the costs will be shared at run time among loftier ambitions. able to achieve.
many references to the same asset, and The heart of such a tool is a fast 3D
when we enable those references to be viewport, and we wanted to build as good a PRACTITIONER TOOLSET
instanced, that sharing increases substan- viewport as we possibly could. Also by then, USD was built by practitioners, for practi-
tially more. some of us were beginning to itch to replace tioners, and one of the ways in which that

e d i t i o n 2, 2020 c gw 25

CGW_Issue2-2020.indb 25 8/7/20 8:13 AM


matters is the investment in tools and in some cases, even without any coding), produce better performance than the old.
features whose goal is to make working one can: And the best way to make sure your soft-
with USD data easier and transparent. USD  Teach USD how to ingest new ware stays fast is to measure it continuously.
contains, out of the box, a suite of tools for data sources. As we started getting renders that match
working with USD and the various external  Use your own asset management perfectly, we grew more confident that we
formats that may feed USD, including: system and “asset resolver.” could switch the show over without negative-
 Binary and ASCII encodings.  Add new schemas. ly impacting our users. With a flick of an en-
 Fast, powerful preview and As an example of how flexible these (and vironment variable, we switched Finding Dory
debugging tools. other) plug-in points make USD, Google was to start using USD and never looked back.
 Tools for creating more USD. able to provide Draco mesh compression for While we were rolling out USD on Finding
USD entirely as a plug-in, by combining the Dory, we started reaching out to trusted
OPEN SOURCE, OPEN ARCHITECTURE powers of USD references and file format partners in the industry, to whom we gave
Pixar had experimented with open source plug-ins. early cuts of the software. Early partners like
through its first open-source project: With the various USD technologies Luma Pictures, DNeg, and Animal Logic, and
OpenSubdiv. With OpenSubdiv, we wanted roughed in, it was time to plan their rollout a little later DreamWorks, MPC, Rodeo FX,
to make sure that our vendors were all using both internally to Pixar and to the broader Weta, and many others provided valuable
the same subdivision algorithms that Ren- community. insight and use cases beyond our beloved
derMan was, so that artists saw consistent enclave that ultimately led to making USD
and reliable results across the pipeline. We ROLLING OUT USD INTERNALLY useful to so many in the industry.
were starting to see the value in changing AND PUBLICLY We chose SIGGRAPH 2016 as the event
from proprietary, closed software, to em- Finding Dory was targeted as the first project where we would officially push the “make
bracing open source as a way to strengthen to adopt USD at Pixar. We did hit that goal, public” button on the USD repository
our technology and increase its longevity and Finding Dory became the world’s first hosted on GitHub. We all gathered around a
by turning critical parts of our toolset into feature-length film with a USD-based pipe- round table set up for one of our USD Birds
shareable, openly available libraries that we line. The production also took on a significant of a Feather-style meetup with our small
hoped would become industry standards. re-thinking of the back end of the pipeline, community at the time. We pushed the
With USD, we wanted to bring that same taking on a pathtracing-first version of button right as folks started streaming in
consistency and reliability to the compo- RenderMan as well as new lighting workflows. for the meeting. Once everyone was seated,
sition of the whole scene. However, unlike Given the rest of the innovations happening we announced that USD is now public on
OpenSubdiv, USD rests upon the lowest lev- on that show, USD’s rollout was relatively GitHub. It was the culmination of much hard
els of Pixar’s 3D software foundations, but uneventful, exactly as we had hoped. work for many of us on the team, and it was
the studio strongly supported the project by In order to achieve a quiet rollout, we had overwhelming to see the support and the
allowing us to incorporate Pixar’s proprietary a couple of tricks up our sleeves. The first is enthusiasm that had already been garnered
software stack into (what we hoped for that we generated USD files along with our by that time.
originally, and then committed to in 2014) an old format, TidScene, the latter files being As of 2020, all geometry, shading net-
open-source project. the ones used for actual early production. works and bindings, rigid-body, hair- and
For USD to succeed in its “universal Our QA department also built a tool, bcsys- cloth-simulation, and large-scale skeletal
scene interchange” goals, it is import- tem, that would render a given shot twice crowd animation travel through Pixar’s pipe-
ant that 3D vendors adopt support for it – once with USD files (not yet made visible line in USD. These different kinds of data will
natively, and it was clear that a well-sup- to production) and once with TidScene files. generally be in different files, for workflow
ported open-source project was the only The renders generated by the TidScene files reasons (and there may often be multiple
viable way to foster that kind of adoption. were ground truth and against which the shading USD files for a single asset, again for
Additionally, as we will discuss more below, USD files were compared. workflow). However, being able to encode
sponsoring an open-source project that As long as the two renders were differ- them all as USD brings great simplifica-
literally targets entire pipelines has been a ent, we kept fixing bugs quietly behind the tion and amplification of the power of our
fantastic opportunity for productive and scenes. The bcsystem tool not only tested toolset – not just for ease of interchange,
enjoyable collaboration with many studios the renderer, but the whole pipeline that got but also for leveraging a common language
and vendors in the industry. us to the final picture. Along with bcsystem, and debugging suite between departments
Because USD needs to plug in to most a fairly big-hammer black-box tool, we also and artists.
applications in any given pipeline, a critical had started amassing a big suite of perfor- Given the advent of MaterialX and USD’s
factor for its success is the degree to which mance and regression tests. Our teams are ability to consume and encode MaterialX
it can be customized, without impacting fiendishly fond of regression and perfor- networks, there may be a future where
the “common definitions” that enable mance testing, keeping track of dozens our shaders themselves will be expressed
interchange. Out of the box, USD comes of metrics across thousands of tests. We by standardized nodes in USD vs. custom
with reasonable defaults for all “pluggable” wanted to make sure that our new pipeline shading nodes driven by in-house OSL and
behaviors, but by writing a little code (and was going to be built on software that could GLSL code.

26 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 26 8/7/20 8:13 AM


CGW_Issue2-2020.indb 27 8/7/20 8:13 AM
USD IN VFX PIPELINES AND BEYOND
Today, visual effects and animation studios
throughout the world have either fully rolled
out USD or are experimenting with it for
rollout within their pipelines. At SIGGRAPH
2018, DreamWorks gave a talk titled “Zero
to USD in 80 days: transitioning feature
production to Universal Scene Description
at DreamWorks,” which highlighted how it
is possible to quickly ramp up and adapt
an existing, mature pipeline to USD. Animal
Logic, the same year, also presented a talk
titled “Forging a new animation pipeline with
USD.” There was an entire session at SIG-
GRAPH 2018 dedicated to production use of
The complexity of Coco is apparent.
USD, almost all outside of Pixar.
Animal Logic had taken a different ap-
proach very early on to USD interoperability
within Maya, motivated mainly by the lack arbitrarily richly-composed scenes and can community that has grown around USD
of animation support within the USD plug-in be consumed just like any other USD asset, continues to inspire us and make significant
provided by Pixar. For the first few years of but is suitable for Web/network transmis- contributions that drive the technology
USD, integration with Maya meant choosing sion and archiving. Apple relies on USDZ for forward. We’ve added features to USD that
between the Pixar plug-in or the Animal all of its AR/VR applications. We have also were suggested for use cases we never
Logic plug-in, or using both. Fortunately, recently been collaborating similarly with before imagined, and we hope to continue
Autodesk, collaborating with developers at companies like Nvidia, which are undertak- to do so. Of course, we’re driven forward first
Pixar, Animal Logic, Luma, and many other ing ambitious projects based on USD that and foremost by the needs of the talented
important contributors to these projects aim to propel its use in many new industries. artists and technical wizards here at Pixar,
across several studios, is encapsulating the without whom we wouldn’t have anything
two plug-ins under one umbrella with the WHERE ARE WE HEADED? worth writing about and for whom we are
goal of combining the best of each into one So far, USD has been evolving at a break- eternally grateful.
comprehensive plug-in. This project has neck pace. We’re a fairly small group of Speaking of being eternally grateful,
picked up momentum in the late half of developers, getting contributions from an we’d like to take this opportunity to thank
2019 and is well on its way in 2020. industry for whom we’re grateful. While we our amazing team: Sunya Boonyatera, Alex
The Foundry was the first to integrate keep adding more and more functionality Mohr, Corey Revilla, Varun Talwar, Pol Jere-
a Hydra viewport directly into its flagship to USD and Hydra, more plug-in points for mias-Vila, David Yu, Kees Rijnen, Matthias
lighting and rendering software, Katana, at site customizations, and more schemas to Goerner, Raja Bala, Tom Cauchois, Florian
first to leverage the fast preview renderer. support more domains, occasionally we take Zitzelsberger, Adam Fish, Adam Woodbury,
First-class support for USD is currently a step back to look at the big picture and Florian Sauer, John Loy, Brett Levin, Matt
being worked on for Katana and other ask ourselves, where are we headed? Kuruc, Stephen Gustafson, Jilliene Tongson
Foundry products. There has been a fair amount of pressure Paras, and Jessica Tran. We’d also like to
In 2019, Houdini launched a new, USD- for us to add full rigging support, and we’ve thank our Infrastructure team led by Cory
based workflow under the Solaris banner. often held the line that rigging is not within Omand, and our Applications team led by
Houdini is the first of the major DCCs to ship USD’s ultimate goal of enabling interopera- Hayley Iben, and all of Pixar’s engineers and
with a deep, fundamental integration of USD bility in pipelines. Yet, we added UsdSkel, a artists. We owe USD to the trust that our
into its system. capable domain of schemas for represent- VP, Guido Quaroni, put in us and to our CTO,
So many other VFX and game projects ing skeletal animation and skinning, includ- Steve May, and the rest of the Executive
are starting to integrate USD and Hydra in ing blendshape support geared especially Team at Pixar who helped create the
various forms, from Unity, to Unreal Engine, toward representing large crowds. wonderful environment that allowed USD
to Blender, that we think that within the next Along the same lines, USD is famously to flourish. Finally, to all of our contributors
year or two, it should be fairly easy for folks lacking support for proceduralism, a term (look for a list here http://graphics.pixar.
to get their hands on software that knows that is abused, misused, and confused. While com/usd/docs/USD-Contributors.html), a
how to manipulate USD. we’re not ready to commit to any particular huge big thank you. 
USD has also penetrated beyond film and solution quite yet, it’s clear that USD needs to
games. In 2018, Pixar collaborated with Ap- address this issue one way or another.
ple to design USDZ, which is a single-asset How do we choose what to concentrate F. Sebastian Grassia and George ElKoura are lead
packaged form of USD, which can contain on? What to work on next? The amazing software engineers at Pixar Animation Studios.

28 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 28 8/7/20 8:13 AM


next issue
FALL ISSUE (Sept., Oct., Nov.)

¢ Animation: Pixar’s latest animated film shows it has Soul.

¢ Gaming: A look at the new gaming technology.

¢ Stylized Animation: Glen Keane’s Over the Moon takes audiences on a moving journey.

¢ VR: We pull back the curtain on some of the latest VR technology.

FOR ADVERTISING INFORMATION CONTACT


MARI KOHN, DIR. OF SALES | 818.291.1153 | mkohn@copcomm.com
LISA NEELY, MARKETING & ADVERTISING SALES EXEC. 818.660.5828 | lneely@copcomm.com
WILLIAM R. RITTWAGE, PRESIDENT/CEO 818.291.1111 | brittwage@copcomm.com

News happens quickly in


our industry. Keep informed.
Keep up to date.
Anytime. Anywhere.

SIGN UP TODAY!

WWW.CGW.COM

CGW_Issue2-2020.indb 29 8/7/20 8:13 AM


A Bedtime Story
FILMMAKERS USE VR TO EXTEND THE WORLD OF THE ELEMENTAL SPIRITS
IN ‘MYTH: A FROZEN TALE’

BY KAREN MOLTENBREY

B
efore children close their eyes and 2, was the production designer. In fact, the world was inspired by pop-up books and
drift off to dreamland, parents will same artists, technologists, and teams that graphic silhouettes, even stage elements
regale them with bedtime stories work on the studio’s feature films work on all from vaudeville and music hall productions.
of fantastical characters from wondrous the VR/AR projects, too. That style meshed well with Lee’s aesthet-
worlds. Disney’s third VR film, “Myth: A The impetus for the project began with ic, which Gipson describes as graphic and
Frozen Tale,” uses this ritual to kick off a fairy Jennifer Lee, Disney Animation’s chief stylized, almost Eyvind Earle-like, referring to
tale like no other, taking viewers on a visceral creative officer, who wrote and directed the the art director on the 1959 animated Sleep-
journey and immersing them in a stylized Frozen films, after approaching Gipson in ing Beauty. “She does a lot of cutout paper
world inspired by the environments and late 2018 about exploring the Frozen world art as well. That was one of the reasons I
elemental characters from Frozen 2. for his next VR project. gravitated to her artwork and her style,” says
“Myth” begins in a forest setting outside “’Myth’ is a fairy tale, a bedtime story in a Gipson of Lee.
of Arendelle, as a local family sits down to way of a myth or legend about the ele- As Lee points out, the world of Frozen 2 is
hear a bedtime story. As the mother reads, mental spirits from Frozen 2,” says Gipson, already stylized, and with “Myth,” they styl-
the audience is transported to a mystical who was inspired by bedtime stories from ized it further. “We wanted to be respectful
and stylized world inspired by the elemental his past. He tried to imagine what type of of what was already there, and didn’t want
spirits, themes, and environments introduced stories he would have been told as a child if to take the design out of its original realm.
in Frozen 2 come to life, and the myths of the he were to have grown up in Arendelle. Then It was challenging to walk a fine line that
characters’ past and future are revealed. after watching those early screenings of Fro- elevated it and took it in a new direction
The VR short was created in-house at zen 2, he became drawn to those elemental but still felt like it would fit into the Frozen
Walt Disney Animation Studios by the characters, and pondered what they would spectrum,” she adds.
core team who built Disney’s first VR like look in VR. Inspiration for the VR short’s music-driv-
film, “Cycles.” “Myth” was directed by Jeff “I like the idea that if we grew up in Aren- en narrative came from Disney’s Fantasia
Gipson, who also directed “Cycles” (2018). delle, this was something that everyone was and even Peter and the Wolf, with all the
Jose Luis Gomez Diaz, who also worked on told, a shared story,” he adds. characters having their own piece of score. “I
“Cycles,” served as VR technology super- wanted music to play into that, where every
visor on “Myth,” with Michael Anderson as A Unique Style for a Unique Medium character has protagonistic characteristics,
VR environment lead and Ed Robbins as In Frozen 2, those elemental characters but also antagonistic characteristics as well.
VR character lead. Brittney Lee, a key visual assumed elaborate 3D forms. However, The music can inform each one of those
development artist on Frozen and Frozen Gipson’s vision for them in his VR storybook and then balance itself out as we introduce

30 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 30 8/7/20 8:13 AM


The monolith at day (top) and at night (bottom).

fire, air, earth, and water,” says Gipson. Like in Fantasia, each character has its Of course, foremost, the stylized charac-
“It’s almost like a visual poem in a way. We own score, color palette, and language. “I ters and world of “Myth” had to work within
harnessed 2D traditional animation from the wanted to bring that element of Disney virtual reality, which meant fleshing out the
artists here in the studio to be incorporated heritage into the medium of VR. Just as whole world and showing the viewer what
into this new medium.” there is a duality to each of the elemental is happening behind them, above them, and
The stylized elemental characters in spirits, there is a duality to the music, which over there in the distance, all while telling the
“Myth” project a duality that intertwines well runs the gamut from sweet to antagonistic,” story. And that was no easy task consider-
with the music. The Nokk, a mythical water Gipson points out. The film’s original score, ing how rich the short film is with effects,
spirit that takes the form of a horse that which drives the storytelling experience, which are essential to the narrative and the
harnesses the power of the ocean; the Nokk was composed by Joseph Trapanese (Tron: experience, Anderson notes. “It’s a give-and-
fiercely guards the secrets of the forest and Legacy, Raid series). take. All that has a cost, and it’s a really big
those wanting to pass must earn its respect. “Myth” producer Nicholas Russell, who challenge to balance all of the ideas and the
Gale, the playful wind spirit whose presence had worked with Gipson on “Cycles,” cool work coming in, with the performance
can take the form of a soft breeze or a raging acknowledges the particular inspiration that we had to hit to make this viable,” he
tornado. The massive Earth Giants, spirits of Fantasia had on the short. “We wanted to says. “It was a constant battle.”
the earth that take the form of rocky river- combine that type of filmmaking with our The group was intent on obtaining the
banks while sleeping, but when awake and on newest technological tools. We kept imag- same or close to the same quality as the
the move, are capable of massive destruc- ining what it would be like if you could stand feature film, and still maintain the necessary
tion. And, the fire spirit, a tiny fast-moving fire next to Mickey Mouse as the Sorcerer’s frame rate. “Real time is running at way fast-
salamander named Bruni, whose emotions Apprentice when he’s conducting the stars er speed than what we render in the studio,
affect the intensity of its power. or battling the brooms,” says Russell. so there are limitations,” Robbins empha-
“I began thinking of these elemental sizes. As a result, the team had to be very
characters as members of a band, and when Myth-ical Characters & Myth-ical Lands clever on how it preserved that quality.
they’re all playing together, they help to keep For planning the scenes, the artists used “For the most part, we preserved as much
the world in harmony,” says Gipson. “When Oculus’ Quill, a VR painting tool, to sketch of the pipeline that made sense, and then
even one of these spirits gets out of sync, out scenes for determining scale, the prox- whenever it didn’t make sense, we filled that
the harmony is broken.” imity of characters, and so forth. void with what we needed,” Anderson says.

e d i t i o n 2, 2020 c gw 31

CGW_Issue2-2020.indb 31 8/7/20 8:13 AM


with Unity instead of Unreal Engine) was a
learning experience, being the first project
of its kind for the Disney Animation group.
“When we opted to go with a different
engine for this film, that meant starting
from scratch in a lot of ways,” says Ander-
The fire spirit Bruni, a quick-moving salamander, heats up the action.
son. “The pipeline changed because the
platform changed. We were able to do a lot
more and iterate faster because of the tool
For the characters, the team reused as as opposed to a fluid simulation, which was set we were using [for ‘Myth’].”
much of the feature film’s production pipe- used in the feature and is far more complex There were other differences in the
line as possible, beginning with the same and elaborate, notes Robbins. processes, as well. For the characters in
assets and animation and simulation rigs, “Cycles,” the artists used Alembic, a cached
up until the point of animation – at which From ‘Cycles’ to ‘Myth’ data format. For “Myth,” they used cached
time they branched off into a customized As Gipson explains, there are many ways FBX rigs. Also, “Cycles” has a more tradi-
setup. Also, they used Swoop, the in-house to make a VR film, though he prefers the tional look, as artists used a toon shader to
tool developed to give artists the ability to narrative, linear approach of “Myth” and his flatten out the characters. As for the envi-
animate the path and timing of the wind previous “Cycles,” as opposed to a highly in- ronment, it is a single setting that remains
spirit Gale in Frozen 2, either directly within teractive experience where the user is con- fairly consistent. Conversely, in “Myth,” the
Autodesk’s Maya or by using VR. Due to its stantly grabbing at items with controllers. environments are diverse, and artists visually
VR capabilities, Swoop enabled the “Myth” There is a versatility to the way you can leaned into the art direction and shape
team to puppeteer objects and characters, tell stories in VR, and the way that audienc- language familiar to Frozen. Colors change to
creating the shape of the motion paths and es can interact with the world, Lee points suit the story, with no cuts.
the timing for the characters to travel over out. “It’s very different from what we do in “It has to be driven in one continuous
that path. feature films, and I think there’s something piece,” says Anderson. “It’s a technical chal-
For the environments, all the models very fun and exciting about it. You can lenge to have the sky change and the colors
likewise had to be reprocessed so they really get into that space, and viewers can change, and cut from the cabin into the
could be handled within Epic Games’ experience the elements a bit more closely forest in a creative way so it’s not just a fade
Unreal Engine, the VR platform used by the and on a personal level,” she says. “I feel like to black. All of these things are simple and el-
filmmakers for “Myth.” that may be the most enticing aspect of it. egant when you watch them, but underlying,
“We take lower-res models and have to There’s a real ‘wow factor’ when you get to the technology is very complicated, and it’s
create UVs, then we have to create fully have facetime with the Nokk and he comes complicated to get it all working in harmony.”
unique textures. None of that really transfers right up to you and assesses whether or not “It’s amazing to see [Gipson’s] range in
from our regular pipeline. It’s a completely you’re worthy. You can almost feel his breath going from a very personal and emotion-
different system,” says Anderson. “So we on you as he approaches. And the scale of al film that was seen in the confines of a
make new textures for our models using the Earth Giants is so immersive to the point house like ‘Cycles,’ to this latest project,
[Adobe’s] Substance Designer and various where you feel that they can practically pick which encompasses an entire forest and
other tools.” you up. Experiencing the Northern Lights the whole of nature,” says Russell. “This film
Once the models were brought into the as if you’re standing right in front of them is is a game-changer in the way that the VR
Unreal Engine, shaders were created and also truly magical.” technology is being used to tell a story and
set up so they could be rendered in the In “Cycles,” the filmmakers tried to guide make the viewer a part of that world.”
engine. While typically animation is exported the eye of the viewer using color and light,
through Disney’s proprietary format, in this as well as motion, to push the viewer around Closing the Virtual Chapter
case it was exported as cached FBX files the space. They also employed a technique “Myth,” which is approximately eight min-
and then brought into Unreal Engine, where whereby the space darkens and desaturates utes in length, took close to eight months to
the layout was done inside the Unreal En- somewhat if the person is not looking in the complete following creative approval, with
gine Sequencer Editor tool. intended area. When it came to “Myth,” they production wrapping last November. All told,
It’s important to note that the stylized again used color, light, and motion to the about 80 people worked on the short film,
characters and world of “Myth” provided the same effect to direct the viewer’s attention. though a core team of eight or so worked on
artists with more freedom in making creative Also, the interactivity is gaze-based. Users the film for its entirety.
choices when it came to their assets. In the have six degrees of freedom, whereby they “Myth: A Frozen Tale” is now available on
VR short, the Nokk, an extremely complex can move and view the film as they like. But Facebook’s Oculus Quest.
character, is featured prominently. And while there are also moments where the char- … The end. 
the team started off by using the Nokk’s body acters will react based on the user’s viewer
asset from the feature film, they decided to direction or proximity to the characters.
make Nokk’s mane a cloth simulation sheet Indeed, “Cycles” (which was created Karen Moltenbrey is the chief editor of CGW.

32 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 32 8/7/20 8:13 AM


OVERALL CG MARKET TO GROW TO $154B BY 2023
BY JON PEDDIE

The computer graphics market has always for a while. A growing point of exploration has taken a leap, and it shows in increased
been an exciting place since it began in the for VR today is in content creation where it revenues for all companies. And, although
early 1960s. Challenged by hardware speed is used for virtual production, a glamorous unsung, CAD is often involved in the heavy
and costs, visionaries saw the potential, and but tiny market. The real market for VR is in lifting of all those 3D models of cities and
driven by artistic and scientific quests, pushed the design fields for professionals.  spaceships. The beautiful ray-traced images
the envelope seeking imagery and moving pic- The computer graphics hardware market of automobiles, gorgeous skyscrapers, and
tures that were indistinguishable from reality, was worth $130 billion in 2018 and is expect- clothing, bottles, and other consumer goods
as well as fantastic and imaginary. ed to increase to $137 billion by 2023, with – it’s all CG.
Computer graphics is not a single dis- software growing slightly and a little less The demand for programmers, artists,
cipline, but rather a collection of capabili- than hardware. scientists, and designers continues to be
ties and people: processors, engineers, lots The hardware segment of the CG industry strong, and we’re seeing start-ups arrive in
of memory, artists, displays and XR, tech- has seen steady overall growth, with some emerging and reborn markets such as aug-
nical directors, programmers, and zillions of ups and downs due to product cycles and mented reality, virtual reality, and casual
lines of code. the irregularity of the PC market. games. Artificial intelligence is becoming
So, the universe of CG has continuously The year 2019 witnessed the intro- increasingly important in image process-
grown, exponentially at times. Sometimes duction of new GPUs and add-in boards ing, ray tracing, and AR. The arrival of new
it has followed Moore’s law, sometimes it’s (AIBs) with ray-tracing capabilities; several APIs and platforms are also stimulating
been boosted by software breakthroughs new CPUs and next-gen game consoles development. Firms are actively looking
and eureka moments. Growth in the dollar also were announced for the second half for people who can use and exploit these
value of the market has leveled off a bit, but of 2020. new programs and their associated hard-
that’s due as much to falling prices as it is The market for CG software in 2018 was ware accelerators. 
to the asymptotic nature of any market. As worth $14 billion (not counting services, Given the trends in dropping costs, and
a matter of fact, CG has seen growth for maintenance, and other aspects) and is the increasing users and usage of CG tools
over 60 years – not many markets can make expected to grow to $17 billion by 2023 as and hardware, we predict that the rate of
such a claim. the industry shifts its sales model, moving growth for the CG industry will remain fairly
Growth has slowed to an average (hard- more services to the cloud and transitioning steady for the foreseeable future.
ware and software) of 1.2% CAGR, but at to a subscriber system. Computer graphics is truly a worldwide
$154 billion a year, that’s not trivial. Although it doesn’t get discussed much, industry now.  
The software aspects of the market have the digital graphics market is dominated by
been slow to flat, but hardware segments CAD/CAM. Digital video is a bigger market
have been varied, influenced by consumer than the modeling or rendering segments, Dr. Jon Peddie (jon@jonpeddie.com) is a
products such as game consoles and PC and yet when one reads about CG, it’s all recognized author and pioneer in the graphics
gaming machines. about the special effects in games and industry; president of Jon Peddie Research, a
Virtual reality, which has gained so much movies. That’s easy to understand. Everyone Tiburon-CA-based consultancy specializing in
attention, is hardly a factor in either hard- loves VFX and has experienced it. In reality, graphics and multimedia that also publishes
ware or software, and despite some glowing truly amazing things are happening in CAD JPR’s “TechWatch”; and named one of the most
forecasts, we don’t think it will be a factor as the digital and real get connected. CAD influential analysts in the world.

COMPUTER GRAPHICS HARDWARE MARKET


2018 2019 2020 2021 2022 2023
Monitors used for graphics 1.00 1.00 1.08 1.18 1.27 1.32
Workstations 10.48 12.37 13.08 14.50 15.90 17.16
Game consoles 14.81 12.06 12.47 17.29 17.25 16.45
Total gaming PCs 35.48 34.57 35.91 35.64 37.00 36.95
Mobile devices 68.63 75.35 70.73 65.70 66.70 65.37
TOTAL hardware ($B) 130.41 135.35 133.27 134.31 138.12 137.25

e d i t i o n 2, 2020 c gw 33

CGW_Issue2-2020.indb 33 8/7/20 8:13 AM


Medical animators Alissa Eckert and Dan Higgins of the CDC created this image of the COVID-19 virus.

Left Brain, Right Brain


ANIMATORS USE COMPUTER GRAPHICS TO HELP EXPLAIN COMPLEX MEDICAL CONCEPTS

BY KAREN MOLTENBREY

I
n the early part of the year, COVID-19 and it was their work that led to the image of
struck, and struck hard and fast. In COVID-19 that is seen everywhere, from the
a matter of a few months, this novel covers of magazines, to charts and graphs
coronavirus infected close to 4.7 million used by medical experts, to the nightly news
people in the US alone, killing 160,000 of broadcasts.
them as of early August, and those number Eckert initially planned to become a veter-
continue to rise with each passing day. inarian, but has always taken art classes for
Indeed, this microscopic monster has fun. She started out studying biology for a
impacted the lives of people around the few years and then switched to scientific
globe in ways we could never have imagined. illustration, an interdisciplinary study that
And yet, it’s safe to say that most of us have combines science and art, after discovering
never seen this virus, although all of us can that she could combine both those inter-
instantly recognize it on sight, thanks to the ests into one profession through medical
work of medical illustrators and animators. profession requiring a very specific type of illustration. She looked into it as a career
These specialized artists use illustrations skill. Here we look at three medical illustra- and determined it was for her. She eventu-
and animations to help the medical com- tors and how they are using the same type ally earned a master of science degree in
munity as well as scholars and the public ac- of 3D tools and techniques employed by medical illustration, having had to com-
curately communicate complex information, filmmakers and others to ply their craft. plete classes alongside medical students,
and in the case of COVID-19, put a “face” to in addition to art classes that focused on
this invisible infectious agent. Alissa Eckert and illustrating scientific information. Right out
The work requires significant education Dan Higgins, CDC of school, she began working at the Centers
and training, both in the medical/science Alissa Eckert and Dan Higgins are both for Disease Control (CDC), where she has
fields and in the arts – a left brain/right brain medical illustrators at the CDC in Atlanta, been employed for 14 years now.

34 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 34 8/7/20 8:13 AM


For her colleague, Dan Higgins, his interest
in art guided him into this career. He was
working as a graphic designer until an
interest in science led him down the road to
a master’s degree in medical illustration. He
began his new career as a medical illustrator
with WebMD before he migrated to the CDC,
where he has been employed for the past
18 years.
“We’re kind of like translators for the
scientists when they’re communicating with
the public,” says Eckert. “We take complex
scientific information and turn it into visuals
that people can easily understand.” This
could pertain to a wide range of topics at
At the CDC, medical animators use a range of DCC software for their work.
the CDC – from viruses and bacteria, to
tuberculosis, AIDS, cancer, chronic health
conditions, birth defects, and so much more.
While the work can be geared toward have been utilizing 3D printing in their work, to the CDC’s website to learn more informa-
the general public, the two artists also output on a 3D Systems’ ProJet 460Plus or tion,” explains Eckert.
do graphics, illustrations, and animations a FormLabs printer. In addition, the two medical illustrators
that are intended for the scientific com- Eckert recalls making a 3D printed model were putting a face to this virus, taking
munity, including physicians and scientists a year ago that was used to train physicians something that is unfamiliar and invisible,
on staff at the CDC for lectures, journal in countries where a specific birth defect and bringing it to life so people would realize
articles, and presentations, where they was prevalent, to teach them how to take that it is real and that it does exist. “We
are conveying the information to fellow accurate measurements. “It’s a life-size wanted people to take this seriously, so we
scientists and researchers. model, so they can practice measuring tech- created it in a certain way,” adds Higgins. To
Just as the subject matter is diverse, niques, which involves a very specific pro- this end, the artists created a gray sphere
so, too, are the image formats used: 3D, cess,” she explains. Other 3D printed models and then added bold red S-proteins –
3D with animation, 2D and 2D animations, of viruses and so forth have been used for spiked proteins (which attach to a cell)
illustrations, 3D printing, and more. Eckert informational and educational purposes, that are a signature of the coronavirus and
and Higgins use Autodesk’s 3ds Max as their sometimes for a conference or lecture. enable it to be identified and recognized.
primary 3D software, along with Pixologic’s “The tactile experience [from a 3D-print- “You would see a similar shape when
ZBrush. They also utilize Adobe’s Creative ed model] really helps people learn about you look at it on the electron micrograph,
Suite as well as a number of plug-ins, the structures,” Eckert adds. though they [the virus] are always kind of
including those from Red Giant (which now When the work involves an animation, the fuzzy and hard to read. We’re just making
merged with Maxon) and Video Copilot. artists will consult with scientists through- it more clear, because they are really, really
The artists additionally employ special- out the project, making sure the science is tiny,” Eckert says.
ized software called Chimera, an extensible accurately depicted. The main goal in this case was commu-
modeling system for the interactive visual- Some projects take quite some time to nication, and as such, the artists had to
ization and analysis of molecular structures complete. But, when COVID-19 struck so balance the colors so that the image was
and related data, including density maps, quickly, Eckert and Higgins had just one bold, vibrant, attractive, and noticeable
trajectories, and sequence alignments, week to come up with an image for the virus. without being too playful, so it would be
from which high-quality images and movies “We had to drop everything we were work- taken seriously without scaring people. “We
can be made. Chimera is developed by the ing on to focus on this one project,” says wanted people to look at the image and
Resource for Biocomputing, Visualization, Higgins, noting that in a typical scenario, the become interested in it,” says Eckert, noting
and Informatics (RBVI) at the University of work would have taken at least three weeks she and Higgins created a number of vari-
California, San Francisco.  of back and forth with the scientists. “We ations of the image before settling on this
According to Eckert, she uses 3D were granted access to the scientists much very popular graphic.
as much as possible, which eases the faster, and they were able to guide us on “We were intending it to be an education-
workflow. “I find the process much faster, which proteins we needed to include and al opportunity, and it just blew up. I never
especially when small changes have to be the quantity of the protein.” thought it was going to do that,” says Eckert
made,” she notes, whereas in the past when In this instance, it was important to grab of the image’s widespread popularity.
they were producing more hand-drawn il- the viewer’s attention. “This was a public Higgins agrees, adding, “We’ve seen our
lustrations, changes were time-consuming. health emergency, and we needed them to work out there before, but this just exploded.
In addition 3D, these medical illustrators pay attention to this topic and hopefully go I even saw it on SNL, which was pretty crazy.”

e d i t i o n 2, 2020 c gw 35

CGW_Issue2-2020.indb 35 8/7/20 8:13 AM


Veronica Falconieri Hays, the COVID-19 virus, in 3D).
Falconieri Visuals Depending on the audience, the imag-
Veronica Falconieri Hays is a certified med- ery can be scientifically precise, or such
ical illustrator specializing in medical, mo- that Falconieri Hays can play with scale or
lecular, cellular, and biological visualization, use metaphor. It just has to be clear and
encompassing still media and animation, at understandable to the audience for which it
her company, Falconieri Visuals, based in the is intended.
Washington, DC, area. “I focus on molecular and cellular visu-
Falconieri Hays received her undergrad- alization, using 3D,” Falconieri Hays says. In
uate degree in biology from Smith College, particular, she employs Maxon’s Cinema
with a minor in art, before earning a master 4D – which she learned in grad school –
of art degree in medical illustration, “which because “it has a plug-in, ePMV, that allows
covered a lot of the basics of how to create me to directly pull molecular data. I also use
accurate illustrations and the general [Pixologic’s] ZBrush for organic modeling.” Medical illustrator Veronica
techniques that are used in a lot of the Once the modeling and animation is Falconieri Hays created this image
medical and scientific visualizations today,” completed, Falconieri Hays uses various of the SARS-CoV-2 virion, the
she says. Adobe tools “to bring it together.” Render- COVID-19 virus, in 3D.
After graduating in 2014, Falconieri Hays ing is done either with the Cinema 4D’s
worked at the National Cancer Institute as standard renderer or with the Redshift
an illustrator and animator before launching renderer, depending on the look she is
her own company in 2017. going for. For compositing, she uses Adobe pieces that project out from the surface of
In order to become certified in this After Effects. SARS-CoV-2. This work required a great deal
field, Falconieri Hays has to meet con- When creating her work, Falconieri Hays of research. In fact, out of the approximately
tinuing education requirements and pass will spend a great deal of time collaborating 27 hours it took for Falconieri Hays to do
an exam by illustrating art, medical, and with scientists and researchers, who will the project, at least half of that was spent
business knowledge. identify the scientific concept and story they conducting research, “just making sure I
“Everything I do translates scientific want to convey, as well as their audience for understood the basis of the virus structure
information, research, understanding, and the project. They will also identify the format and the unique details about the spike
concepts into visuals. This means doing they need, whether it’s video or still images. structure, because it’s a target for vaccine
a lot of research and having a fair amount Then she begins sketching with pencil and development,” she explains. “It’s an area
of literacy in the underlying concepts, and paper. Once the client agrees that all the that an antibody, for instance, could bind
then adapting that visually to the appro- important points are covered and correct, to and block the virus from interacting with
priate audience, whether to experts or the she begins the creation process, whether it’s human cells.”
public,” she explains. “It’s about making that in 3D or 2D. According to Falconieri Hays, animations
connection between complex ideas and As the recent pandemic was developing, are becoming a larger part of the work she is
translating it visually to the right audience.” Falconieri Hays, along with colleagues at the asked to do, often to show how a therapeu-
Naturally, Falconieri Hays was always in- Association of Medical Illustrators, created a tic works.
terested in both science and art, and heard shared reference document, which included While Falconieri Hays may not be creating
about this field while she was in high school. an illustration summarizing the 3D structural visuals for the next blockbuster, the work
“When I was pondering my future career features of the SARS-CoV-2 Spike (S) pro- she does is extremely important. “I do a lot
and college choices, I initially thought that I tein structure (SARS-CoV-2 is the virus that of illustrations that are scientifically com-
either had to choose science or art. Fortu- causes COVID-19). “Research was coming municating to other scientists, but I also do
nately, I heard about medical illustration and out so fast; it’s a lot to keep track of. So, we projects that are more public-based,” she
realized it would enable me to incorporate decided to collaborate and help one another says. “It’s really important having amazing
both into a career,” she notes. by crowd-sourcing a lot of our reference to visuals because the subject matter is so
Falconieri Hays’ client list comprises help medical illustrators as a whole,” she complicated. You’re asking a lot of your
communications agencies that work with explains. “And because I have a particular viewer to step in and really take the time to
biotech companies which have complex expertise in the 3D molecular structure, I understand the science you’re communicat-
science they need to explain to investors, for wanted to create something to give back to ing. If you attach an enticing visual to it, you
instance. Others are researchers and scien- my colleagues if they were asked to visualize get a little more buy-in. You can communi-
tists themselves who need help with visuals the spike protein, for example. This way, cate more science to the viewer if you have
to explain the work on a research project. they’d have a better understanding of how it a visual that hooks them and piques their
She also produces imagery for publications, works because it’s pretty complicated.” interest.” 
such as Scientific American (a recent issue For this particular illustration, Falconieri
cover image and main article image contains Hays looked closely at the 3D structure of
an illustration the artist did of SARS-CoV-2, the spike proteins, which are the hook-like Karen Moltenbrey is the chief editor of CGW.

36 cgw e d i t i o n 2, 2020
S2020.SIGGRAPH.ORG
SIGGRAPH 2020 offers inspiration, putting
the latest in art and tech at your fingertips.
Discover inspiring content that demonstrates
the latest advancements in computer
graphics and interactive techniques research,
education, applications and entertainment.

The 47th International Conference & Exhibition


on Computer Graphics and Interactive Techniques

CGW_Issue2-2020.indb 37 8/7/20 8:14 AM


Working Together
FOR M&E WORKSTATION PERFORMANCE, IT’S DIFFERENT STROKES FOR DIFFERENT FOLKS

BY BOB CRAMBLITT

W
hen one talks about workstation process might appear simpler than it is in great detail. A landing gear for a spaceship in
performance related to product CAD, but looks can be deceiving, according a video game, for example, just needs to dis-
development, CAD/CAM/CAE to Alex Shows, chair of the SPEC Worksta- appear into the fuselage, where on an actual
usually comes to mind. It’s fairly easy to link tion Performance Characterization (SPEC­ CAD model of a space shuttle it needs to
design time-savings to greater productivity wpc) subcommittee. “One of the differenc- properly fold up and be stowed.”
within the product development cycle. Yet, es in modeling demands between CAD and Both CAD and M&E modeling are single-­
professionals producing graphics for media M&E is the diversity of geometry versus ren- threaded operations that improve with CPU
and entertainment (M&E) applications such dering complexity,” says Shows. “CAD spans frequency. But as Shows points out, M&E
as gaming, special effects, and 3D animation a wider gamut of geometric complexity, material complexities place a much greater
face very similar challenges when seeking to while M&E applications incorporate some of strain on the GPU and VRAM to deliver the
optimize their workflows. the most sophisticated interactions among frames per second needed for refresh-
Just as one type of workstation config- an incredibly diverse palette of materials.” ing graphics on the screen when making
uration does not fill the needs for all CAD M&E models also have fewer demands changes to the model and interactively
applications and workflows, neither does it placed on them within the design pipeline, rotating, panning, and zooming around the
for media and entertainment. Performance according to Ross Cunniff, chair of the SPEC scene.
is based on a complex web of interactions Graphics Performance Characterization Modeling functionality is not monolithic
associated with the application itself, the (SPECgpc) subcommittee. “CAD modeling across different M&E packages, of course.
system configuration, the type of models is typically driven by requirements of the Beyond the differences in end-product
being constructed, rendering complexities, back-end CAM pipeline, leading to design requirements – size of the models, complex-
the myriad paths data and storage take, and decisions within the application that can ity of textures and effects, resolution of the
the destination for the end product. sometimes reduce graphics performance,” final images, and length of time displayed on
What’s good for Autodesk 3ds Max per- says Cunniff. “In M&E applications, the the screen – there are inherent differences
formance might not be as good for Maya. image produced is the product. in how the applications themselves handle
Likewise, what works for gaming might not Unlike CAD, most models for M&E need modeling. There are also the continuous
work as well for special effects, 3D anima- to be only marginally functional. changes within versions of the same appli-
tion, or architectural simulations. “M&E models typically just have to look cations as new technologies are implement-
good or be reasonably functional,” says ed to speed operations and increase realism.
NO TWO MODELERS ARE THE SAME Trey Morton, chair of the SPEC Application “Different implementations between
Modeling in M&E applications is marked by Performance Characterization (SPECapc) different versions of an application can make
a series of interactions as the artist makes subcommittee. “The time frame for M&E a large difference in the hardware required to
changes to the model and those changes objects on the screen can be extremely maximize performance,” says Cunniff. “Older
are visualized in the viewport. The modeling short and the objects often do not require versions of [Autodesk’s] Maya, for example,
required significant CPU overhead to transfer
work to the GPU. Newer versions can store
Demanding apps such as Blender benefit from massive multi-threading. work directly on the GPU, removing the bot-
tleneck and making higher-end GPUs much
more useful for high-performance modeling.”

SAVING RENDERING TIME


TO REINVEST
For both interactive and non-interactive
rendering in M&E applications, the focus
shifts from single threads to multi-threading,
where more cores working in parallel can
significantly accelerate performance. This is
especially the case when dealing with very

38 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 38 8/7/20 8:14 AM


workloads, the M&E applications they
use, and the functionality they rely on the
most. But, this is difficult, and the terrain is
constantly shifting, as new versions of appli-
cations introduce new ways of maximizing
efficiency.
The next best thing to homegrown perfor-
mance measurement is to use standardized
benchmarks that most closely align with
Heavy use of textures, like in this model, puts a strain on GPUs and VRAM.
your application and provide the granularity
to measure the myriad paths that an appli-
cation takes. In that vein, there are SPECapc
large, realistic models produced in high-res- invest in a high-core-count CPU and a high- benchmarks based on 3ds Max and Maya
olution for television and movie production, end GPU with enough memory to cache full that run on top of those applications. If you
and architectural models incorporating real-­ animation sequences,” says Cunniff. want a smaller, self-contained benchmark,
world shadows, reflections, and textures. the current version of SPECworkstation
“The critical components for increasing WHAT’S THE FINAL PRODUCT? includes workloads for 3ds Max, Maya,
rendering performance in an M&E applica- As with CAD, the end result of the M&E Blender, and open-source applications such
tion are high core count processors, whether production cycle has an impact on what as the Handbrake media encoder and the
they are general-purpose CPUs or massively configurations will provide the best ROI LuxCore physically-based renderer.
wide vector processing engines like the for hardware investments. Film and TV If you are interested primarily in graphics
compute cores found in a GPU,” says Shows. sequences are rendered at 4K or sometimes performance, the SPECviewperf benchmark
“Which of these is more important depends 8K resolution per frame at 24 or 60 frames (available in Windows and Linux versions)
on your application and workflow.” per second. The large number of high-reso- provides workloads (called viewsets) based
Interactive rendering, when an artist makes lution, uncompressed frames places a pre- on 3ds Max, Maya, and Showcase. All of
a change to a scene and wants to quickly see mium on network or local storage to address these benchmarks are available to users for
the newly applied textures and lighting in the the high data rate demands. free download. Vendors of computer-related
viewport, is heavily reliant on the massive Game development has dual require- products and services that are not mem-
computing cores found in the GPU. ments: creating the game in applications bers of SPEC/GWPG are required to pay a
The speed of both interactive and non-in- such as Maya, 3ds Max, or Blender, then licensing fee.
teractive rendering strike at the core of pro- integrating the assets into game engines
ductivity: A fast GPU with enough memory such as Unreal or Unity. The emphasis in THE EVOLUTION NEVER QUITS
will calculate changes on the fly, eliminating this process is optimizing animation and Users don’t need the biggest or fastest of
waiting time for the artist. A powerful GPU effects such as lighting and shadows to every component, but will benefit from
can also cut down overall render times for a create a seamless gaming experience. A upgrades that address their most problem-
scene and save a studio hours of time that modern GPU with multiple cores and a large atic bottlenecks. Benchmarks that deliver
can be reinvested into the artistic process or VRAM buffer gives game developers the alignment with an artist’s day-to-day work
later production phases. speed they need to create scenes and make can help organizations make the decisions
changes interactively. A fast CPU then allows that will guarantee the best price/perfor-
PARALLEL PROCESSING quick transfer of files into the game engine. mance ratio.
SPEEDS ANIMATION Other functionality within M&E appli- Whatever way you decide to benchmark,
The animation process – creating or cations can stress computing resources be aware that it is a commitment no different
changing motion for characters and objects, as well. Transcoding, the act of converting from dedicating yourself to continuous edu-
then seeing the scene played back in real a media file or object from one format to cation about technologies that can contrib-
time – is heavily reliant on multi-core CPUs another within an application, puts a tax on ute to the quality and speed of your work.
and GPUs. Maya is particularly optimized for a workstation and can benefit from GPU “Applications are continually evolving,”
animation operations, incorporating parallel acceleration, according to Cunniff. says Cunniff. “A GPU that might be big
processing and playback caching to stream- enough for yesterday’s application might
line performance. MEASURE TO GET BETTER well be a bottleneck once the next version of
Parallel processing assigns a computa- Beyond ascertaining how different M&E the application is released.” 
tional task to the best available core, while applications interact with workstation com-
cached playback saves calculations to ponents, professionals concerned about
system or GPU memory so the application performance should be aware of their own Bob Cramblitt is communications director for
doesn’t need to load the changes to every usage patterns. SPEC. He writes frequently about performance
frame, enabling smooth playback. “Animators Ideally, workstation users would devel- issues and digital design, engineering, and manu-
looking for the best performance need to op their own benchmarks specific to their facturing technologies.

e d i t i o n 2, 2020 c gw 39

CGW_Issue2-2020.indb 39 8/7/20 8:14 AM


Transcending
Boundaries
It used to be that cutting-edge visual effects were the domain of feature films. But now,
similar work can be found on the small screen as streaming services (Hulu, Amazon, Netflix,
Disney+, and more) and premium channels (HBO, Showtime, Starz, Epix, and others) are
growing in popularity and offering extraordinary content boosted by CGI. Indeed, VFX in
entertainment appears to have no bounds. Here, we look at the complex digital work playing
out on television, computer, and mobile-device screens. This includes the VFX used to create
the enchanted world of the faeries in Amazon’s Carnival Row and the real-time design and vi-
sualization technology that has brought the amazing world of HBO’s His Dark Materials to life.
With film and television production stalled due to COVID, audiences are rediscovering these
series. To this end, CGW decided to backstep, too, and highlight this compelling work.
– Karen Moltenbrey

40 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 40 8/7/20 8:14 AM


Dark Days
CREATING THE THRILLING VFX OF CARNIVAL ROW’S
FLASHBACK EPISODE
BY KAREN MOLTENBREY

C
arnival Row is an immigrant’s tale,
centered on various races who were
forced to flee their homelands when
war and invaders arrived on their doorsteps
to plunder their resources. In this story, these
venerable beings are collectively known as
the Fae, and they come from ancient, myth-
ical lands, and have settled in Carnival Row,
the seedy immigrant ghetto section of the
sprawling human city of the Burgue.
There are two primary types of Fae who
have settled here: the Pix, full-size pixies/
faeries with wings; and the Pucks, satyr-like
beings with horns and hooves. There are
glimpses of others, too: fauns, centaurs, and
the gremlin-like sprites known as Kobolds.
The Burgue is a class-based society that
resembles a dreary, grungy, steampunk-in-
spired Victorian England, and the Fae are
considered the lowest class of all here, as
the creatures – many of them working as
indentured servants – are stripped of their
dignity and their rights.
To make matters worse, a serial killer is
terrorizing Carnival Row, threatening the del-
icate balance of life in the city, where peace
Artists added digital faeries (below) to shots of actors on rigs (above).
among the Fae and humans is tenuous at
best. Keeping the peace in the area closest
to Carnival Row are constables who care
not a whit about those living here, with the Prime Video. Created by Travis Beacham and Important Looking Pirates, or ILPvfx
exception of human detective Rycroft Phi- and Rene Echevarria, the series is based on (unique environments and more in Episode
lostrate (Orlando Bloom), the only one who Beacham’s film script “A Killing on Carnival 3), plus others.
is respectful of the Fae and tries to solve the Row.” Betsy Paterson, who served as the Season 1, which dropped late last summer,
murders and keep the fragile peace. But, visual effects supervisor on Season 1, says features eight episodes. No release date has
Philostrate (Philo) has a secret of his own: the work needed to feel grounded and gritty, been announced yet for Season 2 due to
He lives as a human but was born a faerie. part of a world that isn’t ours but still feels interruptions resulting from COVID-19.
Just as damning, he has rekindled his love real and physical. Most of the series thus far has taken
affair with Vignette Stonemoss, a refuge Without question, it’s a big show with lots place in Burgue – and especially at Carnival
faerie, within this intolerant world. of VFX, which mainly involve creating char- Row. A great deal of set extension work is
Such is the premise of Carnival Row, a acters and sets, built by a number of studios, used for shots from Carnival Row, as the
web television sci-fi/fantasy drama pro- such as Image Engine (creature animation main drag consists of approximately three
duced by Amazon Studios and Legendary including the central monster), Pixomondo blocks of constructed set that extends
Television Studios, and airing on Amazon (faerie wings), Rhythm & Hues (Kobolds), vertically for only about a level and a half.

e d i t i o n 2, 2020 c gw 41

CGW_Issue2-2020.indb 41 8/7/20 8:14 AM


there is mass confusion and Philo and
Vignette become separated. Told Vignette
would die for him, Philo agrees to have the
message relayed to her that he was killed in
battle so she would escape to safety.
“It was a great opportunity to build a
universe unto itself within this one episode,”
says Paterson. “We’re seeing the home world
Film plate before digital faerie wings were added. of the faeries and the war that led to the situ-
ation we see in the city during the series.”
This particular episode was submitted for
this year’s Emmys, in the Outstanding Visual
Effects category, but did not make the final
cut. It is written by Travis Beacham and
directed by Anna Foerster.

History in the Making


While the typical Carnival Row episode
contains around 200 VFX shots, “King-
doms of the Moon” has approximately 450,
encompassing partial- and all-CG charac-
ters; large, expansive CG environments and
digitally-augmented sets; as well as a big
airship battle. Image Engine and ILP were
Wings with gray lighting.
the two lead vendors on this flashback
episode: Image Engine was tapped for the
creature work, while ILP handled the big
digital environments, the CG faeries and
their 3D wings when the faeries are practical,
and the battle.
According to Paterson, the VFX team
used practical prosthetics as much as possi-
ble throughout the season. This was true for
the faeries’ wings as well as the horns and
hooves of the Pucks as they mingle together
in the crowded streets.
In Episode 3, the village is filled with
faeries, whose wings were a combination of
Final comp of the CG wing added to the shot.
practical and visual effects by ILP, a midsize
VFX facility in Sweden. The wings are
practical when the characters are walking
At either end of the street and off the side into a Fae refugee village in the kingdom of around and the appendages are tucked
streets is greenscreen. The bridge spanning Anoun, in the Tirnanese Highlands, where to their bodies. Sometimes the wings had
the river, seen at one end of the street, was they have come in peace and plan to to be refined digitally, but as soon as the
created in post, along with the train crossing establish a defense post. The Mimasery, a wings begin to move, they are transitioned
the bridge. And, uphill from this street lies holy place, is a preserve for the religious and to CG replacements. (Nick Dudman, special
the rest of the city, which is CG as well. educated, and now serves as a shelter for effects designer, devised a system for easily
However, Episode 3, “Kingdoms of the the Fae escaping from the war. removing the practical wings in the series,
Moon,” is a stand-alone flashback that pro- The soldiers are wary of the magical and then a green tracking cube was placed
vides history and context on Philo and Vig­ beings, but not Philo. He and Vignette, the on the back of the costume.)
nette’s relationship, and how the refugees steward of the sacred library there, become According to Niklas Jacobson, visual
have come to be in their current situation. friendly and have a short-lived affair, during effects supervisor at ILP, the CG wings had
The story line takes viewers out of Carnival which time he shares his secret with her – to look very specific, with an oily, semi-trans-
Row and back 10 years in time, to when Philo that his wings were shorn off when he was a parent feel. And, they had to blend seam-
and Vignette first met. The episode begins child so that he could live a better life. When lessly with their practical counterparts. Even
with Philo leading fellow Burgue soldiers an invasion by the evil Pact soldiers begins, the animation was delicately balanced so

42 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 42 8/7/20 8:14 AM


the CG versions would not stand apart, yet
the animation had to make them feel as if
they are alive and part of the character.
“It’s an incredible amount of work – the
roto alone that’s needed to remove the
practical wings and add the CG wings was
unbelievable,” Paterson notes. “We had to The film plate with a stand-in for the marrok. Note Vignette without her wings.
roto around clothing and other characters,
and there are lots of crowd scenes in the
episode – we had to get those wings in there
between every faerie.”
For the mid- to near-ground faeries
who fly, the actresses were filmed on wires
against greenscreen. For one scene in par-
ticular, however, a giant rig was constructed
over the main courtyard set that enabled
16 to 20-some faeries to fly at a given
time, making the transition to flight more
seamless. “We weren’t separating them out
on greenscreen [for this sequence], even
though it led to a lot of rotoscoping. But, it Artists added the CG marrok to the scene, as well as CG wings for Vignette.
felt more realistic to have them walk through
the set and then lift up and fly out of there,”
Paterson adds. themselves with a serum, which causes artists began the worldbuilding, carefully
When the faeries appear midground to them to transition into the beasts. constructing and then incorporating the
background, full-CG characters are used. same type of trees and the specific type of
Pixomondo was the main “wingman” for Epic Worldbuilding rocks from the live-action plates into the
the majority of Season 1, and did quite a few The landscape in this episode is stunning, digital environments. SpeedTree helped
shots in this episode, too. with breathtaking hills, towering mountains, grow the trees. “The stones and mountains
Technically more complex than the and deep ravines. The episode was filmed are very specific to this area, so we had to do
faeries in the episode were the marroks in Prague and the nearby towns, where custom texturing work to create the specific
(werewolves), changelings that transition filmmakers captured the natural beauty of stones and so forth,” notes Jacobson.
from human to beast form. the environment. For instance, the open- Into this landscape, the ILP artists built
“We scanned all the actors who had their ing sequence with Philo and the soldiers the village, including a massive cathedral-like
own marrok, and we worked hard to ensure marching to the village was shot practically library holding sacred texts, maps, and
that the design of each was closely related with CG extension work. The snow was real, technology research. The bottom two levels
to the actor playing that particular charac- thanks to a well-timed blizzard, which negat- of the library were built practically and then
ter through the use of skin tones and hair ed the need for digital effects. For the most digitally extended to a soaring height, allow-
placements,” says Paterson. Then, it was a part, though, the plate photography in the ing Vignette to fly upward while locating a
matter of building out the creature. Paterson episode was used for extreme close-ups. particular book. “You don’t know how high it
praises Image Engine’s incredible work with The wide establishing shots were a actually is. You never quite see the top,” says
the muscle systems and the skin, as these result of worldbuilding by ILP artists, who Paterson. A spinning rig lifted up the actress
creatures have much more visible skin than constructed the area near the walled-off from the set piece, and the effects were
the typically furred creature. Instead, these Mimasery village including the forests and added later.
have mostly human skin covering an animal mountains around it. “One of the more excit- While ILP had been using SideFX’s
body shape. ing challenges for us was creating a believable Houdini for many years to create effects,
In one particularly scene, Vignette is flying world and planning it out. We received some this episode marks the first time the studio
back and forth across a ravine to help the fantastic artwork from the art department, migrated fully to the software as its primary
soldiers secure an electrical line – which but we also did some concept work our- package for worldbuilding and environment
required a lot of transitioning between prac- selves,” says Jacobson. The artists generated work, enabling the team to take advan-
tical and CGI character work. Then, a CG almost all of the environments with geometry tage of all the tools that exist within that
marrok attacks Philo on the same cliff until due to the large number of shots taking place program.
Vignette rescues him. within the environment; there were only a “We have been using Maya for many years,
The marroks appear in other scenes, few matte paintings, used in the establishing and we love it and still use it primarily for
as well, including one wherein three Pact shots as the soldiers arrive. modeling, animation, and so forth. But, it was
soldiers strip naked in a forest and inject Once ILP received plate photography, the hard to assemble scenery, and it became

e d i t i o n 2, 2020 c gw 43

CGW_Issue2-2020.indb 43 8/7/20 8:14 AM


culminating in what he calls “a milestone in
an environment build for us” on Carnival Row.

Pushing Boundaries
Some recent streaming and television
series, including Carnival Row, are pushing
the quality and quantity of visual effects like
A partial practical set at the Mimasery. never before – a trend mastered by Game
of Thrones, also known for its the massive
scope of work. And, Paterson is aware of the
comparisons being made between the two
fantasy series. “It’s rare that you get a show
where you’re doing this type of creature
work in addition to these environments,” she
says of Carnival Row. “And the environments
themselves are much more complex than
you usually do for television.”
Amazon Prime Video dropped the entire
first season of Carnival Row simultaneously,
though the VFX teams work on a staggered
delivery for the episodes. Still, all the teams
ILP crafted an extensive digital environment, including rock, snow, and smoke.
had what Paterson describes as a fairly
long post on the series, and even did a bit of
added editorial work at the very end. Overall,
more difficult as we started doing more and effects work such as fires and explosions, the visual effects teams had an average of
more big-scale environment work,” Jacobson as well as digital doubles and the blimps 16 weeks per episode, and since they are
explains. “Houdini is a great tool for assem- themselves, plus the destruction,” Jacobson being done concurrently, some of the shots
bling very complex digital builds. Also, the points out. were completed quickly while others were in
integration is so smooth, having everything in Whenever we see the action from the process nearly the entire time. For Episode
one package [for effects and worldbuilding]. airship’s point of view, the shots are com- 3, however, ILP was in production for nearly
Our effects TDs can do setups and provide pletely digital. “We’re seeing the top of the nine months. And, the results show the
them to our lighters to refine certain aspects. mountain and the Mimasery, with all the effort that was taken.
It’s a lean approach, getting everyone using faeries and the Burgue soldiers in the court- The episode is a visually stunning piece,
the same software.” yard below, and it’s all-CG,” says Paterson. but it also gives audiences a much-ap-
In addition to Maya, the artists at ILP “There’s a tiny postage stamp of practical preciated backstory for these two main
use Autodesk’s Mudbox and occasionally people in the courtyard, but everything else characters, as well as context for the
Blender, as well as Foundry’s Mari for textur- – all the faeries flying out, the mountain, faeries’ struggle in the series’ present day.
ing. They also employ asset libraries, such the trees, the snow – it’s all created by ILP. The Season 1 finale solves a number of the
as Quixel’s Megascans for high-detailed They built the whole mountaintop, really. It’s series’ central mysteries, but it also sets the
scanned models. Compositing is done in beautiful.” stage for the growing inequality and tension
Foundry’s Nuke, and rendering is achieved As Jacobson points out, ILP has tackled among the humans and the creatures as we
in Arnold. “It’s integrated into Houdini, so we some amazing creature and other type of enter Season 2. 
didn’t have to switch to a new render engine work since it was founded 12 years ago, but
while we were making this big [software] for the past three to four years has been
transition,” Jacobson points out. called on to do larger-scale environments, Karen Moltenbrey is the chief editor of CGW.
As stunning as the Mimasery envi-
ronments are, the most difficult set, in
Paterson’s opinion, is toward the end of ILP orchestrated a complex battle scene using CGI.
the episode, when the Pact soldiers arrive
in zeppelins and begin to shoot the faeries
from the sky as they hurl Molotov cocktails
at the soldiers. An all-out battle rages as the
sky fills with airships, which rain destruction
down on the monastery.
“We built the airships that are wreaking
havoc in the Mimasery. The fight includes

44 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 44 8/7/20 8:14 AM


Pre-production
in Real Time
PAINTING PRACTICE USES UNREAL ENGINE FOR DESIGN
AND VISUALIZATION ON HIS DARK MATERIALS
BY KAREN MOLTENBREY

S
ome might consider the pre-produc- parallel universe where science, theology, show like His Dark Materials, where you’re
tion work Dan May and his Painting and magic are entwined, and where every- building an entire town for one episode,
Practice company do as “gameplay.” one has a personal daemon, a manifestation you’ve got to make really good decisions
And, in a sense, it is. of his or her soul in the form of an animal.  that are practical, financial, and creative.
Painting Practice, a West London design The feature film was ambitious, yet the What Painting Practice’s team created gave
studio May founded more than a decade television series is even more so in terms of us an ability to make critical judgments that
ago, can be described as a previsualization/ its scope and scale, with a plethora of crea- meant we could get it right on the edge of
VFX facility, offering services such as previs, tures from witches to armored polar bears, affordable and, absolutely, on the edge of
animation, VFX, production design, concept and mythical cities and vast landscapes shootable, in the sense there was no fat on
art, and digital matte painting. It has recently created by CG artists at Framestore (see what we built.”
garnered attention for its design and visual- “Crafting Daemons,” at the end of this fea- Painting Practice originally was set up
ization work for the large sets and complex ture). Before that happened, though, Paint- to facilitate production design, whether
action sequences on HBO’s His Dark Mate- ing Practice provided real-time mock-ups of physical or digital, but as more greenscreen
rials. And they did so using real-time tech- various sequences that enabled the director sets were being incorporated, the compa-
nology by implementing Unreal Technology’s and producers to make decisions concern- ny’s work on previs became more plentiful,
Unreal Engine. ing the series’ complicated sequences. though it still does quite a bit of animation
His Dark Materials is an HBO epic fantasy “Unreal was a great way of getting people as well. “Primarily we’re first-in-the-door,
drama series produced by Bad Wolf Studios to physically be in a space that was not even working for producers, directors, or show-
and based on the book series of the same conceived,” says May, creative director at runners on the vision of the show,” says May.
name by Philip Pullman, the first of which, Painting Practice and one of the company’s “We often help get them off the ground,
“Northern Lights,” was the basis for the fea- co-founders. and then we work through the traditional
ture film The Golden Compass (see “Animal As Joel Collins, executive producer and pre-production art department space, pre-
Control,” CGW, December 2007). The story production designer on the show, notes, vis, and then in the last few years, with Black
introduces Lyra, an orphan, who lives in a “These are very expensive sets, and on a Mirror and now with His Dark Materials, we’re

A look at scene lighting for Trollesund.

e d i t i o n 2, 2020 c gw 45

CGW_Issue2-2020.indb 45 8/7/20 8:14 AM


the process easier and more automated.
For the most part, Maxon’s Cinema 4D
serves as Painting Practice’s backbone –
“It’s great for previs and postvis, for effects
work,” notes May. In addition, the facility
employs the Adobe Creative Suite, along
with Adobe After Effects, and Premiere for
editing and Pixologic’s ZBrush for complex
environment and character designs. The

Painting Practice uses real-time tech to aid group also uses Frame.io for collaboration

design and vis for His Dark Materials. as well as delivery, archiving, and referenc-
ing, along with Quixel products (Bridge and
Mixer) and PureRef, freeware for making
giant art boards.

Worlds and Characters


In essence, Painting Practice’s Concept
team for His Dark Materials on Season 1
(Season 2’s release date is still pending)
worked with the environments and crea-
tures teams as well as with the production
designer to help determine what the worlds
and characters would look like. They would
then review that with Framestore and Rus-
sell Dodgson, VFX supervisor.
“Sometimes the directors wouldn’t come
A look at a smoke-filled scene of Bolvangar.
on board until late in the process, and we’d
need to plan a lot of the sequences. So, it
was my job, really, to have a go at making
very much hand-in-hand with editorial and and white-card modeling, I went the extra those sequences, with various outcomes
the effects-room postvis, which is obviously mile and built a VR experience that the and different tone levels,” May explains.
a quite complicated and involved process director and producers were able to look at “Then when the directors would start, we
because it involves spending money on and experience firsthand,” he says. would show them a bunch of things. Some-
things that might not even make it into the May began exploring this medium further, times they would like the ideas or the prin-
cut, but has to be good enough for people to examining the use of game engines beyond ciple, or they wouldn’t necessarily like all the
make informed decisions about.” gaming applications. cameras or the speed or tone. It would be
In some instances, the company will do “His Dark Materials is full of complicated a hit or miss, but a lot of the time we got it
final shots, especially if it is an environment challenges. The show has a good budget, but quite close, and then we’d make the chang-
and within the company’s strengths, where- with the ambition of the show, that budget es. But, it is really important and essential
by it will do final matte paintings, as they is quickly stretched. So, you have to come that the directors have creative ownership
did on the Netflix dystopian sci-fi anthology up with creative solutions and find ways to of the sequences so they can shoot some of
series Black Mirror. resolve situations, and this is often the tech- that previs; otherwise, [the work] becomes
“We’re not looking to be a post house,” nology that can do it for you,” May says. null and void.”
says May. “We’re purely there to serve and While filmmakers like James Cameron As May points out, there were many
help facilitate productions or post houses to and Jon Favreau have been using virtual instances on Season 1 where the work paid
get them through design or tricky prob- cameras to scout locations for some time off and was used shot-for-shot, and other
lems, whether it’s an animation problem or now, the process up to now has been out of times when it was used but was filmed a bit
[involving] previs storytelling.” the cost range for television. But, Unreal has differently although the elements and beats
opened up that access to far more people. were the same; alas, there were even times
Embracing Real Time Nevertheless, the integration of Unreal when everything changed, particularly when
According to May, he had been looking at Engine into the process called for a retool- there were script alterations.
VR and game engines for some time as way ing of Painting Practice’s pipeline. When the One of the particularly challenging sets
to explore a space. He used the real-time company began its work with the engine, it Painting Practice had to design for His Dark
technology to build the night club for “San had difficulty getting the different software Materials is Trollesund, the main port of
Junipero” (Season 3 Episode 4) of Black to communicate, whereas now there are Lapland in the world of Lyra Belacqua, the
Mirror. “Rather than just doing a few visuals more scripts and plug-ins available to make story’s heroine. For this, the team made a

46 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 46 8/7/20 8:14 AM


scan of a quarry using photogrammetry
drones and used it to create a high-reso-
lution model to import into Unreal Engine.
To this, the group added additional models
and textures to complete the real-time
mock-up.
The previs enabled the director and pro-
ducers to explore the conceptual environ-
ment and make key decisions concerning
the scale of the buildings and the set. The Using Painting Practice’s Plan V.
previs also aided in the storytelling aspect,
so even though the area was called Trolle- A visual comparison of work in Unreal (left) vs. broadcast footage (right).
sund Port, not all the action had to take
place dockside, providing more flexibility
for constructing the set, which was then
extended digitally.
The environments are complicated, but
a good deal of the series’ budget from the
start went toward the complexity of the
daemons, which were photoreal, not styl-
ized. After all, the characters are a big part
of the story.
“His Dark Materials and Black Mirror
have an air of fantasy and science fiction
[respectively], but there’s also a reality, a
grounding, and that’s the space where we
fit well,” says May. “And, they have a raft
of very complicated, weird, and wonderful
challenges that we aim to solve.”
Another critical piece of previs the com-
pany provided was for a fight between two
of the series’ armored polar bears. Episode
7, called “The Fight to the Death,” involves
mortal combat between Lyra’s friend,
Iorek Byrnison, and the usurping king Iofur
Raknison. According to Jamie Childs, who
directed the episode, being able to exper-
iment with a virtual camera on a set that
did not yet exist enabled him to explore
the best camera angles to maximize the
scene’s believability.
“I wanted to walk around and look at the
bear fight because I wanted that fight to
Unreal Engine enables the director and showrunners to plan out scenes.
feel like it was a real fight being shot, not
a CG fight,” says Childs. “I could actually
A sample of a video plan involving the characters in the popular series.
do that with Unreal. I could move around
that room physically, get the camera in the
position I wanted, and see on my camera
monitor what was going on, and record
those shots and cut it together – and that
was really freeing for a director.”
According to Childs, the sensation
reminded him of his early days learning his
craft, when he would go out and just film
things to try them out, letting his creativity
find the essence of the story. “I didn’t really

e d i t i o n 2, 2020 c gw 47

CGW_Issue2-2020.indb 47 8/7/20 8:14 AM


gine setup. The company received funding
that helped push further development of
the tools, and after some fits and starts, the
visualization/effects company released Plan
V. A new software app based on Unreal En-
gine, Plan V is a bespoke studio environment
that enables artists, producers, directors,
and others involved in a production crew to
experiment with lenses, storyboards, previs,
and more.
An overview of Trollesund by Painting Practice. With a simplified workflow and a user-­
friendly interface, Plan V is designed to
enable less technically inclined users to
interact in a high-quality 3D environment
so they can design worlds, sets, and scenes
for films, television, advertising, and games.
The tool also supports local and remote
collaboration.
“You can get an amazing visual look out
of [Unreal Engine] very quickly, and there’s
an incredible amount of assets that are
now available [for it], so it makes building
environments super quick. But expecting
directors and writers and others who are not
necessarily technically-minded to pick it up
is a bit of a tall task,” says May. Plan V makes
viewing the Unreal Engine scenes simple
and affordable.
Moreover, as crews continue to work
remotely for whatever reason – be it pan-
The previs saves valuable shot-planning time on the complex production.
demics, travel costs, personal or professional
obligation – tools like this will become even
more valuable.
think that previs would help me do that side ful sequences occurred in Season 1 Episode As May points out, this is such a fast-
of things,” he says. “I thought it might help 4, “Armour,” as Iorek retrieves his armor. paced industry, and it is more important
me with technically [determining] where “We planned out this town and built it in than ever to keep relevant and keep mov-
to put a camera and things like that, but it the game engine, and could visit it virtually ing forward.
actually made me go, ‘Right, I don’t need to inside the studio, rather than having to drive As of this writing, work is in progress for
worry about any of the noise; I can actually an hour and a half into the Welsh moun- Season 2 of His Dark Materials. Season 1
just go and create something.’” tains,” says May. “And we were able to make was a learning phase of sorts, as the group
In the last episode of Season 1, “Betray- complicated and very cool animations of the became familiar with the virtual production
al,” a great battle plays out with exploding bear running around and trashing the town. tools and cameras as well as the operation
airships firing at the bears and Lyra. The We were able to get in there and discover of the engine itself and the resulting collab-
Painting Practice team dropped the director shots with the director [Otto Bathurst] in oration with the vendors. On the upcoming
and DP into the virtual environment, some the various sessions. We would make multi- Season 2, the group pushed the usage
of which “never saw the light of day due to ple versions of the sequence, do an edit, and further, creating a virtual space where the
flooding [at the real location],” recalls May. then have different versions of the edit, with actors could better understand the sight
Initially, that scene “blew the VFX budget different endings. We ended up with some- lines and so forth. And as the seasons
out of the water because we were having so thing that could be shot, was achievable, progress, the technology will become even
much fun,” he adds. “Then we pared it back on budget, and Framestore was happy with more useful, May predicts, in handling the
to what we could then shoot, although it the volume of shots. It was a collaboration increased fantasy elements and pushing
was a painful process to create something among all the partners that pulled off well.” the storytelling.
that was really interesting and fun and quite “A lot of Season 1 was just trying to
beyond our wildest dreams, then smash it Plan V get things to work and discovering cool
into pieces in a reality check.” Soon interest piqued concerning Painting ways of working and making some great
One of May’s favorite and most success- Practice’s proprietary tools and Unreal En- sequences. In many ways, we made great

48 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 48 8/7/20 8:14 AM


Crafting Daemons
Framestore played a key creative and collabo- ensure emotional, realistic interactions be- show meant Framestore drew on skills from
rative role in the worldbuilding process for His tween human actors and fully-CG charac- across the entire company, with the work
Dark Materials, delivering all of the first sea- ters, first-pass takes were conducted with split between offices in London and Mon-
son’s VFX and served as a key creative advisor puppets, which helped provide visual and treal. “It was a team effort on a grand scale,”
from the earliest stages of production. interactional cues. The puppets were then says Fiona Walkinshaw, Framestore’s global
This saw Framestore build a produc- removed from set, and clean plates featur-  
managing director, film. “We’re no stranger
tion-side visual effects team at Wolf Stu- ing just the actors in situ were filmed. It was to huge projects and tight deadlines, but His
dios in Cardiff led by senior VFX supervisor then up to Framestore’s artists to conjure Dark Materials really feels like a landmark in
Russell Dodgson, on-set VFX supervisor Rob forth the show’s distinctive daemons.  terms of both the quantity and quality of
Duncan, and VFX executive producer James “On the one hand, there was the VFX shots TV audiences witnessed. It’s a
Whitlam. They provided guidance, advice, challenge of creating so many photoreal perfect example of how film and high-end
and input as to how best to bring Philip Pull- creatures,” says Dodgson of the process. TV are converging: There’s a heightened de-
man’s unique world to life – from feedback “You’re building each one of these char- mand from clients and audiences alike for
on the production notes to creating the acters from the ground up, which means VFX work that would look as good in your
show’s lush environments and developing crafting their skeletons and musculature, living room as it would at the IMAX.” 
the nuanced relationships between the and that’s before you even get on to the As well as allowing the company’s artists
actors and their daemons.  intricacies of feathers, fur, eyes, and claws.” to flex their creative and technical muscles,
The result is one of the most ambitious Bringing these characters to life was not the work also tapped another of Frame-
feats of storytelling yet seen on TV, with just a question of volume, however. “It was store’s core skills: the ability to get inside
over 2,000 shots of spectacular CG and obviously important to imbue each daemon a piece of existing IP and breathe life into
animation work bringing the richly-imagined with its own personality,” says Dodgson. “A complex creatures, characters, and settings
universe and its colorful denizens to life. “His deeper concern, however, was how they that exist in the hearts and minds of a great
Dark Materials demanded an extraordinarily then interacted with their humans, and how many loyal fans. 
high VFX baseline,” says Dodgson.   their gestures and behavior augmented, “This isn’t a world we’re building from
Crafting a visual spectacle equal to reflected, or concealed what their human scratch – it’s one that millions of readers
Pullman’s beloved source material drew was thinking or feeling.” feel deeply invested in,” Framestore CEO
on a wide range of talent, and presented The scope and scale of Season 1 of the William Sargent points out.
challenges in terms of scope, scale, and
storytelling. “Every human character having
his or her own daemon means, theoretically,
every shot that features an actor could also
require VFX,” explains Dodgson. “This level
of work and detail is unparalleled when it
comes to television – the sheer volume of
shots requiring the inclusion of a pine mar-
ten, a hawk, a monkey, or a snow leopard
meant our lighters, animators, and CG art-
ists really had their work cut out for them.”
Framestore created more than 50
distinctive daemons as well as the bear-
like panserbjørn, effectively bolstering the
show’s overall cast with its CGI creations. To

things in previs that we probably couldn’t to get realistic about what’s achievable in how it’s going to be used,” May adds.
make for real, ultimately. But doing those terms of time and money.” Meanwhile, the series recently received
techniques and finding discoveries were In addition to His Dark Materials, May two BAFTA awards, including one for visual
still useful,” says May. “Even though we and Painting Practice are using the virtual effects. 
were limited by our imaginations in Unreal, pre-production process on other shows,
we had budgets, health and safety, and a which are under NDA at the moment.
million other things to consider. You have “I think we’re still in the early stages about Karen Moltenbrey is the chief editor of CGW.

e d i t i o n 2, 2020 c gw 49

CGW_Issue2-2020.indb 49 8/7/20 8:14 AM


Spinning a Yarn
NETFLIX’S THE WILLOUGHBYS – NOT YOUR TYPICAL TALE

BY KAREN MOLTENBREY

Images ©2020 Netflix.

50 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 50 8/7/20 8:14 AM


T
hroughout our lifetime, we have parents only have love for each other; they do lovebirds freeze to death. But the ungrate-
read fairy tales of all kinds, nearly all not extend it to the children, who they see as ful pair continue their selfish ways and
of which have happy endings. The nuisances. Better not seen and not heard. commandeer the flying contraption the
Willoughbys, an animated film based on the The children are mistreated. They are kids built, abandoning the children on the
book by the same name, is not one of them. neither fed nor clothed. Never is a kind word mountain top to a frozen fate.
“If you love stories about families that offered to them. One day the children find But maybe the story has a bit of a happy
stick together, and love each other through an orphan outside the gate to their home. ending, after all, which has nothing to do
thick and thin, and all end happily ever after, They want to keep it, but their parents forbid with the parents. Instead, Nanny and the
this isn’t the film for you,” says the narrator, it. The kids find a seemingly perfect place for Commander rescue the children, who are
a world-weary cat, in the opening of the the baby: at a candy factory. Convinced they truly orphans now, and they, along with baby
animated film. “This family’s story is weird, would be better off as orphans themselves, Ruth, the infant at the gate, become a family
hidden away from the modern world in their the siblings come up with a plan: entice – a perfectly imperfect family.
old-fashioned home.” their self-absorbed parents to take an exotic This anti-tale, based on the book by
Indeed, the cat’s perception of the story vacation to dangerous locales around the Lois Lowry, was brought to life in Burnaby,
is accurate. However, when looking at the world. As the pièce de résistance, they add Canada, at a greatly expanded Bron Anima-
film as a whole, “unique” seems to be a the caveat “no children allowed” to their fake tion, a division of Bron Studios, a Canadian
more fitting description than “weird.” brochure, ensuring their parents’ interest. It motion-picture company. The film is written,
works, and off the parents go. produced, and directed by Kris Pearn (Open
Unique Story Happy to be “orphans,” the children’s Season, Surf’s Up, Cloudy with a Chance of
Inside the big, old-fashioned home filled staycation is interrupted by a nanny (Maya Meatballs). In fact, Pearn’s varied back-
with antiques is a history that goes back Rudolph), who the parents have hired to ground in the animation industry (animator,
a long way, a family legacy of tradition, inven- watch the kids. Eventually, the children story artist, character designer, writer, and
tion, creativity, and courage, as depicted in warm up to her, that is, except for Tim, who director) made him an ideal candidate for
the portraits hanging on the walls. The family remains mistrusting. this project, which took on a homemade
magnificence has been passed down from Feeling guilty about tricking their parents aesthetic, due to his experience in 2D,
generation to generation (like their promi- (even after Mom and Dad sell the house so stop-motion, and 3D animation.
nent red, bushy facial hair) – that is, until the they can afford to continue their journey), Producer Luke Carroll optioned the book
current one. the children enlist Nanny and a generous in 2014 after listening to an audio version on
The house now sits in the middle of a candymaker, Commander Melanoff (Terry a family vacation. Pearn signed on, and work
modern, bustling city, closed off from the Crews), to help them build a candy dirigible began in earnest two years later and finished
rest of the world. Living amid all the books, so they can rescue their parents before just about two weeks before North Amer-
paintings, and heirlooms is the latest family tragedy befalls them. However, the children ican went into lockdown due to COVID-19.
of Willoughbys: Mother (Jane Krakowski) and sneak off in the airship by themselves and “Taking the tropes of animated films and
Father (Martin Short), who are selfish and fly off to the “Unclimbable Alps,” the last having the opportunity to play with them to
lovestruck. They share the space begrudg- stop in their parents’ trip. The children tell a story that I think is different in a way
ingly, their children: Tim (Will Forte), Jane succeed in their mission, following a trail that celebrates the independence of kid
(Alessia Cara), and the Barnaby twins (Sean of Willoughby-red yarn up the mountain logic and hopefulness was an interesting
Cullen). While love is an amazing thing, the and arriving in the nick of time before the challenge,” says Pearn.

The Willoughbys, directed by Kris Pearn, is based on book by Lois Lowry.


Images ©2020 Netflix.

e d i t i o n 2, 2020 c gw 51

CGW_Issue2-2020.indb 51 8/7/20 8:14 AM


The Willoughby children long to be rid of their parents.

Unique Design erything in stop motion is handmade, so we Textures were key to achieving the tactile
The artwork from the book is sparse, giving started wondering, what if everything in this aesthetic of the characters. The way Pearn
production designer Kyle McQueen a clean world was handmade? Hence, countless used the cameras also provided a stop-mo-
palette to work from. The design he and the frames [are] overflowing with textures and tion feel. To this end, McQueen devised an
filmmakers chose is certainly atypical, one toy-like components.” environment that could be captured without
that feels homemade. “The stop-motion a lot of digital moving  cameras, and Pearn
influence in The Willoughbys came from this Unique Animation Approach decided to use minimal motion blur, citing
idea of an old-fashioned story – kids growing As big a role as stop motion played in Hal Ashby’s ​Harold &  Maude​and three-cam-
up on books rather than the Internet – and defining the film’s look, it is Pearn’s 2D era sitcoms as inspirations (see “Inspiration,”
so we really wanted to dive into that from animation background, with its hand-drawn page 55). “When we do move a camera, you
a visual standpoint and create something approaches and pose-to-pose animation, feel it,”  says Pearn. “We tried to pick cameras
that didn’t feel digital,” says McQueen. “We that held sway when it came to making the and do setups that gave us a lot of width. We
wanted a world that really felt tactile and characters move. use a lot of depth of field so that your eye
visceral, like turning the pages of a book and “Early on we looked at 2D pose-to-pose always knows where to go. It does kind of feel
smelling the ink.” animation, and I challenged the animators like miniature  photography. And that’s a big
Adds Pearn, “I wanted the audience to to create a movement style for each char- part of the stop-motion appeal.”  
think they could go to Michael’s [craft store] acter based on who they were,” says Pearn. Creatively, the lack of camera motion also
and buy all the materials to make this movie.” For example, Tim is very still, almost like a gives the sense that the children are stuck in
The characters are disproportionate in grown-up. Jane, meanwhile, represents the the house. “I wanted to shoot the house like
shape. But what stands out the most are future, she just wants to escape. She’s like a it was a practical set, like a sitcom. Locking
the textures. The Willoughby family, as bird, fragile but tough, which played into the the camera allowed us to give the audience
generations before them, have big red hair way she moved through the use of arcs.” that three-camera setup feeling where
that looks as if it is made of yarn, a notion While the film is informed by a stop-mo- there are long takes, you trust the acting
that is emphasized by the fact that Mother tion aesthetic and 2D animation principles, and let the composition do the work,” Pearn
is obsessed with knitting. Nanny also sports the world of The Willoughbys is neither in explains. “On the flip side, when we unpin
a big head of hair, only hers is dark brown, actuality. Rather, it is 100 percent CGI. And, the camera, it drives a story point. When
curly, and heart-shaped. “tricking” the computer into believing oth- the children leave the house, we let the
Likewise, all the clothing looks handspun, erwise during the creation process was the camera dolly up, because that telegraphs to
too, like you would see on a stop-motion biggest challenge Pearn and the crew faced. the audience that we’re now loose and out
character – making them look like minia-
tures. That is, except for Tim, who is wearing
a too-small explorer-like outfit he outgrew The Willoughby history of greatness skipped Dad’s generation.
many years ago.
“When I pitched the idea to Kyle Mc-
Queen, he immediately got excited by the
notion of boiling down the shapes to simple
cartoon principles with heightened textures,
almost in the vein of stop motion,” says
Pearn, who spent part of his career at Aard-
man Animation, known for its stop motion
productions such as Shaun the Sheep. “Ev-

52 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 52 8/7/20 8:14 AM


Meet The Characters
Jane (Alessia Cara)  Nanny (Maya Rudolph)  on his doorstep. Once the siblings start
Jane Willoughby, the family artist, is a joyful A huge-hearted optimist, Nanny is hired to tinkering in his high-tech factory, Colonel
and curious 12-year-old. Though outnum- take care of the Willoughby children while Melanoff has softened into a generous spirit
bered by her three brothers, she is full of their parents travel. Once she realizes that and doting dad.   
ideas, opinions, and daydreams, and is eager they’ve had a sheltered upbringing, Nanny
for her voice to be heard. introduces the kids to new food, music,
and views, becoming their tour guide to
modern life. Always bursting into melodies
and giving out hugs, Nanny emerges as the
comedic backbone of the story.  

The Cat (Ricky Gervais) 


Since the adventure unfolds from this four-
legged narrator’s viewpoint, the filmmakers
Tim (Will Forte)   designed the elements on-screen to resem-
As the eldest ble a collection of colorful, handmade toys.
Willoughby child, At first, The Cat is a jaded onlooker prowling
Tim fancies him- through the Willoughby home, pausing to
self their leader. Mother (Jane Krakowski) lick himself and grumble about the latest
He has firm & Father (Martin Short)  human happenings. Yet he roots for the
beliefs about how The selfish Willoughby parents pay little kids and
his family should attention to anyone except each other. increasingly
act to maintain Hidden away in a mansion full of antiques, feels like part
its legacy, which  Mother and Father entertain themselves of their
causes some ar- with old-fashioned crafts like knitting and family, so
guing with Jane. A building  ships in bottles —
​ until their kids much so that
brave, energetic, trick them into booking a vacation. On that he creates
and scholarly  trip, they a diversion
14-year-old, Tim has endless potential ​— ​if learn to reunite
he can give up being in charge, listen to his about the them with
siblings, and have a little fun. Internet Nanny. 
and
Barnaby A & B (Seán Cullen)  decide to Ruth​(Brian Drummond) 
Whether finishing each other’s sentences, sell their Pink-cheeked baby Ruth will scale any sur-
solving complex math problems, or building home face and gobble every snack. After Mother
gadgets from scratch, the young twins from afar. and Father refuse to take her in, the giggly
always act as one Willoughby. Clever go-get- youngster brings the Willoughby siblings
ters, Barnaby A & B love learning and follow- and Nanny into Commander Melanoff’s life.
ing instructions word for word. They admire She also sends the kids on their first trek
their older siblings very much, often acting into the city, foreshadowing their eventual
as their referees.    globe-trotting
journey. 
Commander Melanoff
(Terry Crews) 
A world-famous candymaker whose face
beams from bus and TV ads, Commander
Melanoff is actually quite lonely. New ac-
quaintances tend to be intimidated by his
size, uniform, and baritone bellow, but not
Nanny or Ruth ​—​the infant he discovers

e d i t i o n 2, 2020 c gw 53

CGW_Issue2-2020.indb 53 8/7/20 8:14 AM


Cat’s Tale
Director Kris Pearn wanted The Wil-
loughbys to be a fairy tale. To this end,
he decided to have the cat (voiced by
Ricky Gervais) narrate, enabling the
director to push the animation a little
The film contains a homespun aesthetic throughout.
further over the top.
“The movie starts off from the
point of view of this external charac-
ter, the cat, who’s looking through a into the world. When the children make the the family’s signature red hair as well as the
window. It’s the cat’s tale, told from choice to come back and stay at the house, cotton candy elements.
its point of view, so it might not be the camera is locked again.” “By controlling the movement as opposed
100 percent real,” Pearn explains. To further implement the less-is-more to straight simulation, we could make the
“That gave us a sense this could be approach of simple, graphic character de- hair feel designed, and we could respond to
a once-upon-a-time sort of world. signs, the  crew coined a term related to T
​ he what we were learning from the textures,”
That let us pivot into the world of Willoughbys​’ cinematography: variable frame explains Pearn. “Establishing this style of
metaphor. And because we had exposure. Today, standard features are filmed movement also gave us cost savings in
these heightened textures, we had at 24 frames per second, with every frame various conditions, such as rain, snow, and
permission to then push the choices displaying a different image. With variable wind. The graphic quality of the yarn and the
we would make in terms of posing frame exposure, the filmmakers showed rich texture added to the handmade feeling
and pushing our characters toward certain images for one,  two, or three frames. by not overreacting to the FX elements,
that almost broad Cartoon 101/ “You might be giving them fewer images per which we wanted to feel comp’d over the
Chuck Jones approach with simple second, but it never came at the cost of less movement, rather than embedded.”
silhouettes.” information,” maintains Aniket Natekar, one
Nevertheless, the animators of the film’s lead animators. Unique Effects
always maintained gravity, the sense Pearn explains this further. “Instead of While the imagery in the movie’s foreground
that the world was real. If a character splining the animation so that it’s full-frame is 3D, the backgrounds were matte paint-
fell, he or she would hit the ground range, 24 fps, we would do it on twos for ings, again supporting that homemade feel.
and likely react accordingly. the characters, and then we would do our “I loved the idea that behind a certain layer
“We wanted to have that phys- effects on threes and fours. The feeling that of depth, there’s a painting,” says Pearn.
icality,” says Pearn. “I wanted it to I was trying to achieve was similar to when “Also, we had to commit to the locked
seem like there’s always bones in [filmmakers] would use film and shoot their camera idea so it felt like a sitcom. I found
the characters, but there are bones primary layer and roll it back, and do the ef- that soundstage feeling very attractive to
that have a lot of loose joints when fects on a pass-through. I wanted things to the story.”
they hit big poses. And yet, they are feel like they had a little bit of an off-timing. A good portion of the film takes place
not rubbery.” Of course, the computer really likes it when inside the house, where Pearn found the
things make sense. So, trying to figure out children’s library to be an especially difficult
how to work with the software and the pipe- environment due to the extreme detail and
line to give us the robustness of the textures the difficulty in lighting it so the viewers’
that we were after, and the timing we want- eyes knew where to look. “I wanted the
ed, was really a challenge. But, we had some room to feel rich. It’s sort of a metaphor;
really smart people working on the film. Russ it’s full of all the ideas bubbling in the twins’
Smith [VFX supervisor] was able to get in heads,” he says. Grading was also challenges
there and add scripts and break the widgets, to ensure the characters stood out among
and get [the software] to do what we were all the detail.
creatively chasing. Plus, it was a small studio, The snow near the end of the film was
which enabled us to be really collaborative.” also challenging in terms of establishing the
Bron Animation was already established right combination of 2D and 3D. It took a lot
as an Autodesk Maya-based studio, which of trial and error, Pearn says, to get the snow
the Willoughbys team used as well. The to feel like it was applied to the scene, but
artists also used Pixologic’s ZBrush for mod- also gave the audience the sense that the
eling. In addition, they used Maya’s XGen world is very cold.
geometry instancer for populating polyg- “We had this amazing artist, Helén
onal mesh surfaces with primitives, either Ahlberg, who was our effects lead. She was
randomly or uniformly placed, to generate a 2D animator by training, but had that

54 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 54 8/7/20 8:14 AM


Inspiration
The Willoughbys is a CG-animated
film, though it looks as if it is a hybrid
production of 3D, 2D, and stop
motion. Also, it uses techniques from
dual mediums, infusing the camera
The animated film was crafted at Bron Animation.
style and more used on various tele-
vision sitcoms within this feature-film
production.
superpower where she could step between fours, instead of the normal ones for effects, “Visually, one of the things early
the 2D and 3D worlds,” Pearn adds. so they wouldn’t stand out too much.” on I really wanted to achieve was
According to Ahlberg, effects are usually In addition to fire, the group tackled other the collision of filmmaking styles. I
accurate calculations and simulations, but elements. For smoke or dust or clouds, they wanted the time that the kids spend
for this feature, the filmmakers wanted the tried to make them look like cotton or even in the house to feel like a sitcom,
effects to feel homemade, to fit with the spun cotton candy. And for water, Ahlberg where we really lock the camera and
overall aesthetic. “That was definitely a big didn’t feel like fluids would really fit the style have three-camera setups and long
and extreme challenge for our team,” she of this film. “So, we thought more about the takes. And, I wanted the rat-tat-tat
says. “We would use the 2D mind-set of material and played  around with reflec- of the dialog to remind people of that
building them by hand, but we would do it in tive Mylar strips, just deforming them and  Chuck Lorre kind of time,” explains
the computer.” breaking them apart,” she says. “Splashes Kris Pearn, director. “And then when
The production designer wanted fire would break into little pieces of paper they leave the house, the camera
to look like cutout paper and snow to feel instead of droplets.” unpins and the colors change; the
like 2D confetti flying around. To this end, There is also a rainbow made out of idea is that outside of the gate is a
Ahlberg and the visual effects artists drew cotton candy. The effects department also movie. That kind of collision between
inspiration from a number of places for the handled some of the cloth, such as a carpet those two worlds was something we
work, from stop motion, to paper cutouts, or flag. And, the group was in charge of really got excited about early on in
to children’s illustrations, focusing on the paper electricity, bubbling soda acid fields, the process.”
craftsmanship and then mimicking that and lava. Pearn was particularly influenced
in the computer using Maya and SideFX’s by TV shows he grew up watching,
Houdini. For rendering the FX, the group Unique Ending such as Three’s Company, Cheers, and
used Mantra within Houdini. (The lighting/ In most coming-of-age stories like this, All in the Family, whereby the char-
comp team used RenderMan within Found- there would be a fairy-tale ending. The acters might be wrong about their
ry’s Katana for rendering and Foundry’s parents would see the error of their ways, opinions of the world, but there’s an
Nuke for compositing.) and the family would reunite and live hap- underpinning of optimism.
Their approach varied somewhat pily ever after. Well, that was not the case As for the mixed aesthetic, Pearn
depending on what was needed, but it all here, obviously. was also influenced by his stop-­
started by first sketching out the effects Still, the kids do get a happy ending, but motion background, but also by his
by hand for timing. “We had to really think not the one the audience expects. And the 2D animation experience. “I still love
creatively and go outside the box a bit,” says parents, well, that’s another story with… and the choices that come from pose-to-
Ahlberg. “We didn’t come up with any new abrupt ending. pose animation, like when you watch
groundbreaking technology. It was a matter Likewise, viewers probably did not expect Chuck Jones or the old Disney hand-
of taking a unique approach that would the unique aesthetic of this film. “We really drawn films like 101 Dalmatians or The
give us very strong silhouettes and graphic have tried to create a hybrid world that looks Jungle Book, that feeling that there’s
shapes on all the effects.” like a  cross between CG and stop motion. a hand behind the pencil,” he says.
For instance, when crafting fire, Ahlberg This is a movie that looks like nothing else Despite the stop-motion and 2D
wanted something iconic that felt like fire out there,” Natekar says. influences, Pearn never considered
but didn’t have big, fluid movement like the Adds McQueen: “So much love and care creating The Willoughbys as anything
element usually does. “We played around went into this film, and I really hope that au- but a CGI film. In this vein, practicality
with triangular shapes and would hand- diences find it and love it as much as we do. reigned, as Bron Animation already
sculpt them to look like they were made It’s such a weird, funny, emotional film, and I had a 3D pipeline in place and was
out of paper. And then we put a light that think it’s very unique in the animation space.” able to draw on the abundance of 3D
flickers inside to symbolize the chaos that We couldn’t agree more.  talent in the Vancouver area to create
comes from fire,” she adds. “But when you this film.
look at it, you know it’s fire. We’d even have
some things that were on twos or threes or Karen Moltenbrey is the chief editor of CGW.

e d i t i o n 2, 2020 c gw 55

CGW_Issue2-2020.indb 55 8/7/20 8:14 AM


Classroom Disrupted
TEACHING THE NEXT GENERATION OF ANIMATORS DURING COVID

BY KAREN MOLTENBREY

I
n this era of COVID-19, educational in-person when on-ground courses resume. into the university’s award-winning studios,
institutions have had to rethink the way “Our successful spring and our ambitious, classrooms, and historic buildings while
they teach. In the spring, schools had to thoughtful plans for fall are not really about adhering to health and safety protocols.
move to online/remote learning with just a following some mythical ‘playbook.’ This is A SCAD task force, in close consultation
moment’s notice. With many animation and simply SCAD at its finest: inventive, strategic, with outside health and safety experts, has
visual effects schools/departments current- positive, collaborative, transformative,” created plans for maintaining appropriate
ly on summer break, institutions have been says SCAD president and founder Paula social distancing, with enhanced cleaning of
using the time to look beyond their earlier Wallace. “Very soon, our beloved campuses high-touch areas, as well as recommenda-
Band-Aid approach and more thoroughly re- will reopen and students will swarm joyfully tions on PPE requirements where appropri-
search and evaluate their teaching methods through our doors and classrooms once ate, especially in situations where full social
and directions as the fall semester quickly again. It is a new day in academia, and SCAD distancing is challenging.
approaches. is poised to shine on and keep shining, SCAD classes are already small in keeping
We spoke to a number of animation/ thanks to the resilience, light, and love of this with the university’s mission to ensure all
visual effects schools to find out what types heroic learning community.”  students receive individual attention in a
of alterations they had to make to finish up In March, SCAD launched a new ini- positively oriented environment. The average
the spring semester, and how that affected tiative, Guests and Gusto, a Zoom series class size is 21 students, and lecture-style
the students and curriculum. We received programmed exclusively for SCAD stu- classes are capped at 35 students. 
various responses. We also asked what kind dents during the university’s virtual Spring Real-time virtual instruction, what most
of changes they are looking to adopt for the quarter 2020. The dynamic series, which will SCAD students experienced during the
fall and what kind of impact this ongoing continue, features new weekly content that spring quarter, will continue alongside on-
crisis might have on student learning. represents all of SCAD’s 40-plus top-ranked ground learning this fall. 
Indeed, plans are under way to provide degree programs through illuminating con- SCAD eLearning allows students to work
the best experience under the circumstanc- versations, surprise drop-ins, and interactive independently, explore content, participate
es. (Keep in mind, the schools were queried games.  Guests have included:  author and in online discussions, and move at their own
in early July, just about the time when severe New York Magazine art critic Jerry Saltz; pace on a Monday-through-Sunday sched-
outbreaks were re-occurring. So, schools award-winning producer and songwriter ule. SCAD eLearning offers 24 graduate and
may be forced to alter their plans once again Tricky Stewart; TEDtalk’s head of television undergraduate degrees in everything from
before fall semester begins, as the pandem- Juliet Blake; film director and producer animation to interior design.
ic situation remains fluid.) Morgan Neville; actor Alan Cumming; and  “Because SCAD has always been com-
  GQ creative director and author Jim Moore. mitted to the ‘what’s next’ philosophy and
SCAD Students also engaged with industry leaders execution in professional practice, I see our
Savannah College of Art and Design (SCAD) in their individual classes, which led to many students excelling in this digital and virtual
is on the quarter system, not semesters, students receiving job offers and internships.  wave. Twenty years ago, we took art and
with its traditional academic year span- Meanwhile, SCAD commencement 2020 design education online; over a decade ago,
ning Fall, Winter, and Spring quarters, with was a high-energy, live-streamed event. SCAD was one of the first universities to use
Summer quarter optional. Earlier this year, SCAD celebrated its newest alumni with a REVIT as a required part of the curriculum,
two weeks before the Spring quarter started, personal digital commencement experi- now it’s an industry standard,” says Anthony
the university announced the need to move ence, featuring speaker Alicia Keys and host J. Cissell, AIA, chair of Architecture and
all courses and instruction online due to the Rachel Brosnahan. Urban Design.
virus. SCAD wanted to be sure students had  For the Fall 2020 quarter, SCAD will offer Virtual reality and the online collabora-
that time, as well as the first week of class, to real-time on-ground instruction, real-time tive studio is going to be a standard of the
decide whether they wanted to take classes virtual instruction, and anytime online architectural practice of the future, and
in a completely online environment, or drop instruction. These methods all individual- this is where our students, who are digital
courses and receive a full tuition refund. ize the acquisition of knowledge and the natives, are going to be professionally ready.
Furthermore, if a student was dissatisfied advancement of student outcomes. “Here at SCAD, we are already working in the
with an online course experience this past SCAD will resume real-time on-ground virtual reality realm through our programs
spring, SCAD has offered the option to re- instruction at SCAD Atlanta and SCAD in Motion Media, Digital Effects, and Game
take that course for no additional tuition and Savannah this fall, inviting students back Design. Now we’re exploring how to bring

56 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 56 8/7/20 8:14 AM


those cutting-edge resources and strategic and options to online and on-site students, submission deadlines were extended also.
partners to our Architecture students to po- including face-to-face contact via Zoom with “Students were still able to receive the
sition them as leaders in this virtual model of instructors and other students, Tate notes. experience they expected, which was
professional practice,” says Cissell. incredible given the circumstances,” says
School of Visual Arts Anna Hodge, training & education manag-
Academy of Art University School of Visual Arts (SVA) suspended er, Rising Sun Pictures. “With protocols put
Academy of Art is but one of the many in-person classes beginning Wednesday, in place, students said they felt safe at-
institutions that swiftly responded to March 11, and began remote learning on tending classes during the pandemic. They
address the pandemic issue this past spring Monday, March 16. “In the midst of this also enjoyed the amendments that were
by locking down its San Francisco campus global health crisis, it was critical for us to made to the course due to social distanc-
and moving classes online and virtually. It continue on with the semester so that stu- ing, and were grateful for the experience
may seem like such a drastic shift in learning dents’ progress towards their degrees went and opportunity.”
environments, but the truth is that it was uninterrupted,” says Jimmy Calhoun, chair RSP wrapped up the semester with
a transition that required no fanfare on the of Computer Art, Computer Animation, and students presenting their work in the RSP
school’s part because it was an environment Visual Effects. theater to key artists. Pre-COVID, the FX &
already set up and functioning in place. SVA, like every single free-standing, Lighting and Compositing & Tracking stu-
The university’s online education program, accredited college of art and design, made dents viewed one another’s presentations
established in 2002, allows its students and the best of it via Zoom and the school’s on- together. However, with restrictions placed
faculty to carry on as normal in their classes, line learning platform, Canvas. Once remote on room numbers, the groups were split into
albeit with certain modifications. Make no learning began, the school used RemotePC two separate sessions. Zoom was set up
mistake, our online courses are designed to to provide students with remote access so the students in the other session could
be just as rigorous and comprehensive as to the facility. In addition, many software still watch the presentations, albeit from
those taken on campus, says Catherine Tate, companies graciously provided the stu- another room.
director of the School of Animation and dents at SVA with licenses for the remain- Two weeks after the students complet-
Visual Effects. der of the semester. “We’re very grateful for ed scheduled classes, RSP invited other
“It will require just as much effort and how generously and quickly they provided local visual effects companies to come
commitment to make the grade. To put it support,” says Calhoun. and view the students’ work and provide
simply, our students haven’t missed a beat.... Calhoun also applauds the dedication individual feedback. According to Hodge,
It’s a challenge that puts a lot of systems of SVA’s faculty to unwaveringly deliv- the students valued the networking experi-
to the test, but it’s a challenge that we’ve er their course content, even for studio ence and appreciated the feedback about
long been prepared to ensure our students’ disciplines, and who will continue to meet their projects. Already, she has received
education is not interrupted,” she adds. For and engage with students virtually until follow-up emails from employers making
instance, the school’s Spring Show was held restrictions are lifted. queries about the graduates.
virtually this year and was a success.  The Fall 2020 semester at SVA is sched-
For now, Academy of Art University will uled to run September 28 through Decem- LA Film School
continue to offer its remote and virtual ber 22, spanning 12 weeks, with extended The Los Angeles Film School was able to
classes for the Fall 2020 semester. Howev- class durations. The spring 2021 semester is maintain its graduation ceremonies earlier
er, the school will be opening its labs and scheduled to start on the previously estab- this year, albeit in a virtual setting with the
workshops for studio course homework lished date of January 11, and is to run for the plans to have a larger in-person graduation
along with its residence halls and dorms. full 15 weeks.  when it is safe to do so in the future. 
“We will be taking precautions to protect our Upon reopening, SVA will follow govern- Meanwhile, campus classes were re-
campus community by utilizing virtual class- ment guidelines and best practices in higher vamped to be 100 percent online as of this
es for lecture, demo, and critique (which we education for social distancing, which could interview, in addition to the school’s existing
feel is an unnecessary group risk to perform include some or all of the following measures: fully online programs, and will remain this
in-person), and allow students to reserve limiting class size, wearing masks while inside way until it is safe for students to return
facility time for on-site labs, studios, and campus buildings, and limiting the size of to campus in line with the CDC and local
workshops,” says Tate. campus functions and activities in accor- governmental guidelines. According to a
In addition, Academy of Art has been dance with state and local requirements.  school representative, it is also studying the
forced to accelerate the StudioX process, guidelines of the DGA, major studios, and
a student-run, faculty-mentored experi- Rising Sun Pictures the local IA and SAG AFTRA, and will make
ence that emulates a real-world animation There was minimal disruption to the courses adjustments to the curriculum to support
and VFX production environment where and the curriculum when COVID-19 hit at the new reality of making films in a post-
students work with real clients, on real films Rising Sun Pictures Education in Australia. COVID-19 world. 
and games, with real deadlines – and real It took some time to pivot, but the time lost
problems to solve. The situation also is to set up the new classrooms was added to
enabling the school to offer more flexibility the end of the course, plus a few extra weeks; Karen Moltenbrey is the chief editor of CGW.

e d i t i o n 2, 2020 c gw 57

CGW_Issue2-2020.indb 57 8/7/20 8:14 AM


Ahead of the Curve
ANIMATION MENTOR HAS LONG PRACTICED ONLINE LEARNING FOR ANIMATION STUDENTS

BY KAREN MOLTENBREY

W
hile many animation and visual available to listen and help find solutions for personal than a brick-and-mortar school,
effects colleges and education struggles the students may have encoun- and we wanted people to make friends and
institutions have had to quickly tered. This included providing assistance for connections they’d have for life,” says Beck.
pivot to virtual/online learning due to the issues related to financial struggles, or even “The cool thing is that those friendships
novel coronavirus, not so for Animation Men- lack of motivation in the face of uncertainty. could be across continents and come from
tor. The highly regarded animation school, in They also instituted extra resources on a different cultures, bringing their voices and
fact, was founded on the premise of distance weekly basis, including an office hours-style their stories to the world of animation.”
learning 15 years ago, pairing up its all-remote live session with animator and mentor Paul The founders are as confident in their
student body with mentors, experienced Allen. This gave students an additional way decision now as they were 15 years ago, as
working professionals in the industry. to connect, feel supported, and talk through the advantages to this model are many. For
Since its founding in 2005 by three any issues (creatively or otherwise) they instance, it allows people from anywhere in
working animators – Bobby Beck, Shawn may be facing. the world to learn alongside equally passion-
Kelly, and Carlos Baena, from Pixar Anima- Nevertheless, there were some changes/ ate peers, and it allows people who are more
tion Studios and Industrial Light & Magic precautions taken by the school to keep introverted to have their voices be at the
– Animation Mentor has developed and the education process running smooth- same level as those with louder voices. In
perfected a curriculum and infrastructure ly. For instance, Animation Mentor has addition, students can see other students’
specifically tailored to remote students.   been using Zoom for all its online teacher/ work and mentor feedback on the virtual
The structure of the school’s courses and student meetings for years, but recently campus, regardless of the class they’re
the nature of its community have always implemented additional security features to enrolled in.
been virtual, so the online transition that ensure that the learning experience wasn’t “An open campus means they can learn,
many other educational institutions were interrupted. “Zoom became the go-to for not just from their own class group, but
forced into earlier this year did not alter online meetings this spring, and with that from other students as well. This facilitates
Animation Mentor’s own teaching process- additional scrutiny, instigators bombarded a sense of mentorship, with the advanced
es. The school believes in smaller class sizes the Zoom platform. The security features classes helping newer students gain their
(which it limits to nine students per instruc- we enabled ensured that only our students confidence and footing,” says Beck.
tor) and experienced, tech-savvy mentors. and mentors could join each meeting (for Not only do students join Animation
It also runs on its own proprietary platform, Q&A),” Beck says. Mentor to learn a new creative skill like
which keeps students and mentors engaged Out of the gate, Animation Mentor animation, modeling, storyboarding, visual
and encourages its community to make embraced online instruction. Ambitious, development, and so on, but they also
friends and connections. yes, but the founders believed it to be the come out with so much more, according to
At a time when many schools are right move, even amid many warning against the school. They build confidence in them-
scrambling to shift its education model from an Internet business at a time when the selves, and they make incredible, lifelong
in-person learning to online learning due to dot-com bubble had just burst. “Despite friendships and connections, both with
COVID, it was pretty much business as usual the bubble, we knew that we wanted to be their mentors and the Animation Mentor
at Animation Mentor, at least from a curricu- online. We were part of awesome creative staff. There have even been over two dozen
lum and platform standpoint. “We made communities like CGChar, and we wanted marriages from students who have met
sure our students knew we were available if to take things to the next level. We wanted through Animation Mentor. 
they were in need of help, and we also made to bring animation to people in their homes Of course, there are challenges to online
sure to put additional resources in place to and bring the top talent in the animation learning, as many other colleges are just
help students manage their focus time,” industry directly to people so they didn’t now discovering, such as accountability
says Beck, CEO and co-founder of Anima- have to move across the globe to access and potential feelings of isolation. Never-
tion Mentor. them,” says Beck.  theless, Animation Mentor recognized and
Even though Animation Mentor wasn’t The founders also liked the fact that there addressed these early on, and from the
negatively affected by stay-at-home orders weren’t any models for online animation beginning, focused on making the school
like other schools, some of its students’ schools, allowing them to define what that more than just a place to learn, but a place
lives were heavily impacted by the virus. To could look and feel like. to come together and connect as well. As
this end, the school staff made themselves “We wanted to make online feel more a result, students feel engaged, even when

58 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 58 8/7/20 8:14 AM


they’re spending the majority of their time
alone in front of their computers.
The school also stresses the importance
of deadlines and following the mentor’s
(director’s) instructions. More than just
learning the art of animation and other
artistic subjects, the school also teaches
students good work ethics and habits. “We
want students to be prepared for the studio
environment, and having a strong work ethic
is a big part of that,” says Beck. 
The core teaching model at Animation
Mentor has remained the same over the
years – generally a small class size to each Work by Antonio Vieira, from the 2019 Animation Mentor showcase.
mentor, so that students get more indi-
vidualized attention. The curriculum and
technology, however, are always evolving.
The school is constantly looking at how its
classes are performing, and make routine
adjustments to the curriculum to ensure the
best learning experience. 
Furthermore, the school is constantly
evolving its technology and platform, creating
custom-developed tools to help support its
teaching model. This includes feedback tools
where mentors (and any other community
members) can directly draw over and com-
ment on student work. Animation Mentor
also built a Web-based pipeline for students Work from Cinthia Mussi, also from the same showcase.
so that they can begin learning studio work-
flows while in class, as well as gaining a host
of other useful features from that system.
The core teaching model at Animation
Mentor typically involves some pre-recorded
material that covers the key learning goals
for the week. That’s followed by a live Web
meeting between the mentor and students.
Students get an assignment to complete by
the end of the weekend, and then the mentor
will record a video critique of the assignment,
noting what’s working and what could be im-
proved. This continues each week as student
learning and growth continue.
Work from Daniel Vargas, from that showcase as well.
Animation Mentor offers four terms
per year – Winter, Spring, Summer, and
Fall – and all of the courses and workshops
start at the beginning of each term. Since try go from a very low percentage of remote over the last six months. “People are giving
the stay-at-home orders began in March, workers to 100 percent remote workers in online learning a real chance, and they want
Animation Mentor has seen an increase in record time. It’s something we’ve always to see if it really is ‘as good’ as their brick-
enrollment, something it attributes to the believed in, as it gives artists the opportunity and-mortar school. We hope that people
fact that people are at home with additional to have more balance and gives the industry are pleasantly surprised. It’s not something
time to focus on animation. the opportunity to tap into talent that they we had to piece together overnight,” Beck
Will this trend toward remote education may have had to pass on previously due to points out.  
and even remote working continue across visa restrictions,” he says. 
the industry? Beck believes so. “Firstly, it’s As far as Animation Mentor is concerned,
been interesting to see the animation indus- it has seen an increase in the student body Karen Moltenbrey is the chief editor of CGW.

e d i t i o n 2, 2020 c gw 59

CGW_Issue2-2020.indb 59 8/7/20 8:14 AM


Hybrid Drama
THE BLACKLIST’S OUT-OF-THE-BOX PRODUCTION STRATEGY DURING THE PANDEMIC

BY KAREN MOLTENBREY

I
f necessity is the mother of invention, problem was, that episode was only halfway and integrated into the live-action that had
then adversity can be considered its through filming in New York. already been shot.
father. Both are fitting descriptions of the Nevertheless, by thinking outside the box
tack producers of the NBC crime thriller The and using CG animation to fill in the missing Creative Problem-Solving
Blacklist took after filming abruptly ceased segments, the showrunners were able to The Blacklist stars James Spader as Ray-
when stay-at-home orders were instituted accomplish their goal with a very unique and mond “Red” Reddington, a former US Navy
because of COVID-19. suspenseful episode that leaves audiences officer-turned-high-profile criminal who
Unlike some television series that had counting the days until the series returns. agrees to work for the FBI to capture (or kill)
already completed production and even This is not the first time that CGI has the world’s most dangerous operators and
post-production for the season, The Blacklist saved the day for films and TV series that terrorists on the government’s “Blacklist”
still had a number of episodes to go before have encountered unforeseen obstacles (in exchange for immunity) – all the while
its Season 7 finale. In fact, The Blacklist was in during the middle of shooting, mostly involv- following his own secret agenda. The twist:
the midst of shooting Episode 19 of 22 when ing actors who have unexpectedly passed This antihero will only work with the young
the coronavirus lockdown went into effect. away before filming was completed (Paul agent Elizabeth Keen (Megan Boone), who
What to do? The network already had Walker in Furious 7, Oliver Reed in Gladiator, may or may not be his daughter.
renewed the series for an eighth season, and Brandon Lee in The Crow, and Nancy March- Season 7 Episode 19, called “The Ka-
audiences expect an edgy show, especially and in The Sopranos, to name a few). But, zanjian Brothers,” finds the FBI Task Force
one as dramatic as The Blacklist, to close what happens when the situation adversely investigating an accountant with criminal
out the season in a thrilling, suspenseful affects not just one person, but the entire clientele, and to find him, they try to locate
way. Realizing that completing the planned cast – and crew? The solution was CGI. Only a pair of brothers who are hired to protect
season-ending Episode 22 was out of the this time, entire sequences were animated him. Meanwhile, the cat-and-mouse game
question, the producers believed Episode 19 in a comic-book/graphic novel style – between Liz and Red is coming to a head,
would make the second-best ending. The including actors as well as environments – as is Liz’s relationship with her mother, the

60 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 60 8/7/20 8:14 AM


dangerous Katarina Rostova, as Liz is forced series, the showrunners had an aesthetic in recent years. But, it was not quite ready for
to choose sides in the deadly game between mind; they also pointed to animated films this prime-time application. To this end,
Red and Katarina. such as those by Richard Linklater (Waking the Proof team in Atlanta began develop-
Shooting in New York was only partially Life, A Scanner Darkly). “They were fond of ing special shaders for the imagery within
complete when the cast and crew were sent rotoscope-style animation, and were familiar Autodesk’s Maya.
home. During brainstorming sessions, series with the work at Proof,” says Matt Perrin, “Because we were pitching for final
creator Jon Bokenkamp and executive pro- senior visualization supervisor at Proof in Lon- delivery on a show for broadcast rather than
ducer John Eisendrath mulled over a number don. “That was kind of the jumping-off point for previews, we had to redevelop our toon
of options, including a live cast reading to fill for us, and we developed the look from there, shader to add more detail to the models and
in the missing shots. Then they pondered creating our own toon look that was more to get a closer likeness to the actors with
whether a hybrid live-action/animation sophisticated [than what we use for previs] hatching on the faces,” says Coglan.
approach would work. After all, The Blacklist and more in line with what they wanted.”
has been made into graphic novels in the The work was indeed a departure from Animation Meets Live Action
past – not such a large leap given the show’s the typical animations Proof usually does for Due to time restrictions – the team of 30-35
pulp-fiction feel to the various blacklisters visualization work. Yet, most of the anima- artists and TDs (20-plus in London and
and even Red himself, who dons a signature tors there, including Perrin and Coglan, had 10-15 in Atlanta) had just over five weeks
trench coat and fedora. Eisendrath knows at one time or another worked on projects to complete the work – there was no time
Ron Frankel, owner of visualization company for final delivery. And as both point out, to devise an entirely new process. “We had
Proof, Inc., and approached him to see if the although the visualization work is intend- to rely on what we had done all along, and
idea was doable and to seek general advice ed as a pre-production planning tool, the use that as a model and adapt as we went
and information due to their unfamiliari- quality has grown quite sophisticated in along,” adds Coglan.
ty with the medium. After a great deal of
discussion, Bokenkamp and Eisendrath
decided to proceed, and hired Proof to The toon-style animation meshed well with the series’ spy drama theme.
help them end the season with Episode 19,
which would be fleshed out with animation
by Proof, whose own staffs in Atlanta and
London were under stay-at-home orders
and working from home.
According to Proof producer Patrice Avery,
all the characters with unfinished parts
became animated, which included all of
the main and featured casts. “It was pretty
much, ‘Here is what we’ve shot so far, and
this is what we need.’ So, sometimes we were
transitioning from a close-up of Liz to an
animated Liz,” she explains. “It was a matter
of making it work with what we had [filmed].
It was an interesting ride, that’s for sure.”
The episode begins with an introduction
by the cast explaining the reason for the
hybrid direction. Then throughout, there is
an animated morph from the live-action Proof generated CG versions of the actors with unfinished parts in the episode.
into the CGI. And within the animation itself,
comic-book chyrons are sometimes used
to provide context and to emphasize subtle
emotional beats.
The use of the two methods is split nearly
50/50, with approximately 22 minutes of live
action and 21 minutes of animation.
“We all knew the aesthetic Jon Boken-
kamp was going for and found it fairly
straightforward to adapt their ideas,” adds
Adam Coglan, visualization supervisor at
Proof in London.
Because of the comic-book/graphic novel

e d i t i o n 2, 2020 c gw 61

CGW_Issue2-2020.indb 61 8/7/20 8:14 AM


near the deadline,” Perrin points out.
Initially, the animators weren’t going to
incorporate much lip sync, but Coglan and
Perrin determined they could use Proof’s
previs rigs to do some basic work in that
regard. “The rigs were not set up to do full-
on facial lip sync, but the animators were
doing the lip sync as they were going along
anyway, so all we had to do was switch it
on in the end, which pleased the Blacklist
In addition to characters, Proof also matched live-action environments.
group,” says Coglan.
Meanwhile, the audio files were recorded
by the actors themselves from their homes.
One immediate adaptation involved from Allegorithmic) for texturing and sculpt- The artists also had to toon-ify the back-
a remote workflow due to the at-home ing. They also used Adobe’s After Effects for grounds. Although, the hybrid production
restrictions. As a result, the animators had the warped transitions from live-action to enabled the producers to be more flexible
to get used to communicating remotely animation. An Adobe Photoshop filter was with the planned environments. “When John
through Zoom and WhatsApp. They also used to toon-ify the backgrounds. and JB (Jon Bokenkamp) committed to do-
relied heavily on Teradici technology to log ing the comic-book [style], they committed
in to the Proof studio network after the Characters with Character completely; it inspired them to get a little
OpenVPN they had been using was unable To create the characters, an asset builder more exotic with some of their locations
to handle the added workload. “The process at the London location pulled as many of and play with things they perhaps hadn’t
went extremely well. The IT guys rebuilt our the bodies, clothing, and other items from thought about when they had the restraints
infrastructure to enable us to work from its generic character libraries as possible, of shooting [the DC-based show] in New
home, something we never really did before, and then built the remainder within Maya. York,” says Perrin. “All of a sudden, a scene
so we could work on some other shows we While that was ongoing, proxy versions of that took place in a dimly lit apartment was
had going prior to The Blacklist,” says Coglan. the characters (grayscale stand-in mod- now at the Washington Mall, which was a
The team also had to ensure that the final els that didn’t resemble the actors) were big build for us.” There were more crowd
output was void of all the shot information employed for the animation, to get a feel for scenes, too, and even one sequence wherein
that appears on visualizations. “Logging the scenes, since “we were literally building a helicopter lands in a forest clearing as the
and tracking that information without the everything from the ground up,” says Perrin. accountant attempts his getaway.
HUD that we usually depend on was a new There were no storyboards – the animators While some scenes enabled the artists
process for us,” says Perrin. Additionally, they had to do all the staging themselves. to flex their creative muscle, other scenes
used Apple’s ProRes video compression Later, using detailed cast information that had already been filmed required them
format for the final export, which is not very (photos, body measurements, and so forth), to translate those physical locales into CGI,
common in the feature-film world. the modelers continued the character builds which they did with the help of blueprints,
One of the biggest changes came in the so they resembled the respective actors. drawings, and even references in past
workflow, as the project schedule for The The finished models were then sent to the episodes. For instance, the artists built the
Blacklist had to be greatly compressed, Atlanta-based studio to be toon-ified and medical facility where Liz’s grandfather lies
which led to more overlap among the hatched; the hatching was often augmented in a coma using set drawings from the crew.
departments – asset building, R&D, layout, with hand-drawn lines on the main char- “They had already filmed some shots in that
animation. “There was no time to wait for acters’ faces, as it’s a look that requires a location, so it was important for us to match
one department to finish before we put it degree of finesse, notes Perrin. the continuity as we transitioned to the
through to the next,” explains Coglan. “So, Afterward, the models were passed comic-book world,” says Perrin.
for a long time, the producers had to look back to the London team, where the client It’s not easy to transition production on
at grayscale characters that didn’t look signed off on them and they were placed dime, but that is exactly what the actors,
anything like their respective actors.” into the scenes. producers, crew, and Proof animators did
Because the imagery for The Blacklist was The scenes progressed at different rates, when faced with the sudden shutdown.
so heavily stylized, that meant redeveloping with some in the animatics stage while And, they were able to find a successful
the asset pipeline, and all of the Maya-based others reached final animation. “And [the solution thanks to the use of computer
shaders and lighting rigs the group typically producers] understood that. Often they graphics, even embracing the flexibility the
used had to be revised to achieve the toon were still looking at their hero characters medium provided in terms of action and
look and the hatch lines. The artists still used in grayscale, but they trusted that every- storytelling. 
Maya for the animation and most of the ren- thing would look right at the end. They
dering, along with Maya, Pixologic’s ZBrush, knew what to look for – shot design, story
and Adobe’s Substance Painter (formerly progression – with the details to be filled in Karen Moltenbrey is the chief editor of CGW.

62 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 62 8/7/20 8:14 AM


Quest for Reality
A PRIMER ON LIGHT FIELD TECHNOLOGY

W
e increasingly have been hearing metallic or speculative surfaces will appear
about light field technology as it far more ‘real.’
pertains to simulating the “ulti-
mate” visual experience. But, what exactly Which segments of the industry will
is light field technology, and why should we benefit most from light field tech, and in
care about it? what way?
In the purest sense, a light field is “just” Firstly, light field tech could benefit live-ac-
a mathematical function to describe light tion on-set capture, where the additional
flowing in all directions through all points in a data could be widely exploited in post-pro-
volume. When applied to cameras, where a duction, particularly in visual effects where
conventional image is a captured represen- it could allow for easier or higher-quality
tation of light intensity, a light field image integration of elements.
captures both the intensity and the direction Secondly, if in the future display devices
of that light. When applied to display devic- were to become available at scale, post-pro-
Dan Ring
es, the combined function of intensities and duction could pass the data through to
directions means the captured subject can the final display to create an unequaled
be visualized from any perspective. viewing experience. Well before this became Practical digital light field capture is a com-
Here, Dan Ring, head of research at practical or affordable for home use, it could plex engineering problem as well as a com-
Foundry, provides a primer on this technol- be a compelling part of premium cinema, in plex computational problem. The explosion
ogy in a Q&A with Computer Graphics World a more persistent way than stereo 3D has of available compute, storage, and network-
Chief Editor Karen Moltenbrey. managed. Light field displays could also ing over the last 20 years has brought the
have an impact if they were used instead field to the cusp of being viable.
Why is light field technology important? of LED panels in virtual production envi- Visualizing light fields had been a problem
A conventional lens-and-sensor system ronments, as they would enable natural up until around 2012, when techniques for
collapses all of that dense light field data parallax, lighting, and focus. compressive sensing of light fields on the
down into a two-dimensional image. This GPU were developed and used by MIT,
loses information and effectively makes final What about any segments outside of MPI & Nvidia, for example. This enabled
choices at capture time (about things like our industry? more content to be delivered to multi-layer
focus, parallax, and even camera posi- Light fields already have uses in industrial display devices at higher spatial and depth
tion) that cannot later be manipulated in applications, where the extra data can be resolutions, and started putting light fields
post-production, and also cannot be re-cre- used for detailed inspection (http://raytrix. under people’s eyes and driving interest in
ated for display to viewers later. de/inspection/, for example). Visualization the technology.
But, if the richer data could be captured of products in the industrial and automotive
and displayed to the user, it would provide a design space will particularly benefit from How important are light fields to achiev-
viewer with a natural sense of parallax from light fields, where the value of more physi- ing a realistic visualization experience?
head movements, and also allow a viewer’s cally correct light transport is important. Simply put, if you could fully capture the
eye to converge and focus naturally into complete light field of a space and fully
different depths within the scene. Light field technology is not new, is it? display it back later to a viewer, it would be
Deferring these photography decisions The mathematical and physical concept of visually indistinguishable from the reality.
on capture allows greater freedom a light field dates at least back to the work In practice, of course, there will be limits on
when visualizing. of Michael Faraday in 1846 and has been resolution and dynamic range, which make
The viewing experience would then be continuously expanded on since then. The it an imperfect experience, but in principle,
much closer to ‘being there,’ in a way that practical applications in photography are it still has the potential to deliver a visual
stereo 3D displays have only ever approxi- also not new and have been used experi- experience that can’t ever be achieved by
mated. In addition to the viewing position mentally for at least 100 years. two-dimensional images.
and ability to focus on different depths, the A key part of a ‘realistic visualization
added visual richness afforded to the viewer It seems that suddenly we are hearing experience’ is obviously the actual experi-
is in view-dependent surfaces. For example, more about light field tech – why is that?​ ence. Light field display technology offers

e d i t i o n 2, 2020 c gw 63

CGW_Issue2-2020.indb 63 8/7/20 8:14 AM


a different way of reproducing a captured
or approximated light field than, say, a
VR headset.
With the current volumetric display de-
vices, the visualization is delivered through
a physical display in the same world as the
viewer – they’re not being asked to be taken
out of their current world.

What are some of the specific obstacles


to achieving light fields, and why are
A light field array built by the Saarland Informatics Campus.
they important?
The volume of data is orders of magnitude
greater than conventional imagery, and the
weight and size of capture equipment is sig- is commercially viable, there’s a chance that could be very compelling, adding a sense of
nificant compared to current camera tech- niche can expand. We may not need to solve immersion without necessarily needing a full
nology. While there aren’t any compelling capture to post-production to viewer all in wrap-around experience.
reasons to support the technology (benefits one go. In either case, the ambition would be to
on set, benefits in post-production, or move away from stereo display technology,
benefits to a viewer), it is highly unlikely that When we finally do overcome these is- which is a very poor approximation for a
adoption will happen any time soon. The sues, what will the result look like? human visual system.
movement of such large amounts of data I’d start from the answer to the above
is impractical, and the energy requirements question, ‘How important is light fields to Is there any other information about
(and heat output) of prototype displays are achieving a realistic visualization experi- light fields you would like to highlight?
very large. ence?’ If we have that, then there are some Foundry has been developing light fields re-
Assuming the above problems of storage, first things we can think about that might be search as part of SAUCE, a collaborative EU
computation, and transport can be solved, practical enterprise applications before the Research and Innovation project between
there also needs to exist the production tech could one day evolve to home use: Universitat Pompeu Fabra, Foundry, DNeg,
pipelines for working with light fields, from  Large displays used for on-set back- Brno University of Technology, Filmakad-
capture to post-production and delivery. On drops, replacing LED walls with environ- emie Baden-Württemberg Animationsin-
the post-production side, deep images – ments that have the correct perspective stitut, Saarland University, Trinity College
which are an image-based, camera-view-de- from multiple viewpoints and allow natural Dublin, and Disney Research to create a
pendent projected volume approximation focus pulls into synthetic environments. step-change in allowing creative industry
– have been used for VFX and animation for  Large displays used for future cinema, companies to reuse existing digital assets
a while now. Even though the data rates are to maintain a premium viewing experience for future productions.
significantly lower than light fields, they are for big-screen entertainment. The goal of SAUCE is to produce, pilot,
still substantial enough to make working with  Large displays used for live events. and demonstrate a set of professional tools
deep images challenging. and techniques that reduces the produc-
Again, the investment required and the Why do light fields have the potential of tion costs of enhanced digital content – in
timescales to produce are huge. eliminating viewing gear in VR? particular, targeting the creative industries
Digital CAVE environments aren’t new but by increasing the potential for repurposing
How does one go about solving could be greatly improved with light field and reusing content as well as providing
these issues? display panels, removing the need for head significantly improved technologies for digi-
Like all technology advances, we see a lot gear while greatly improving the experi- tal content production and management.
of dogged persistence by innovators in ence. This isn’t likely to be viable in a home For more insights into light fields and
capture technology and in display technol- environment, but we think that the switch related topics visit Foundry’s Insights Hub at
ogies. Once one of these finds a niche that from headsets to an immersive wall display https://bit.ly/insightslightfields. 

2020, Issue 2: COMPUTER GRAPHICS WORLD (USPS 665-250) (ISSN-0271-4159) is published bi-monthly with special additional issues in January and July resulting in 8 issues
per year by COP Communications, Inc. Corporate offices: 620 West Elk Avenue, Glendale, CA 91204, Tel: 818-291-1100; FAX: 818-291-1190; Web Address: info@copprints.com. Pe-
riodicals Postage Paid at Glendale, CA, 91205 & additional mailing offices. COMPUTER GRAPHICS WORLD is distributed worldwide. Annual subscription prices are $72, USA; $98,
Canada & Mexico; $150 International airfreight. To order subscriptions, call 847-559-7310.
© 2020 CGW by COP Communications, Inc. All rights reserved. No material may be reprinted without permission. Authorization to photocopy items for internal or personal use, or
the internal or personal use of specific clients, is granted by Computer Graphics World, ISSN-0271-4159, provided that the appropriate fee is paid directly to Copyright Clearance
Center Inc., 222 Rosewood Drive, Danvers, MA 01923 USA 508-750-8400. Prior to photocopying items for educational classroom use, please contact Copyright Clearance Center
Inc., 222 Rosewood Drive, Danvers, MA 01923 USA 508-750-8400. For further information check Copyright Clearance Center Inc. online at: www.copyright.com. The COMPUTER
GRAPHICS WORLD fee code for users of the Transactional Reporting Services is 0271-4159/96 $1.00 + .35.
POSTMASTER: Send change of address form to Computer Graphics World, P.O. Box 3296, Northbrook, IL 60065-3296.

64 cgw e d i t i o n 2, 2020

CGW_Issue2-2020.indb 64 8/7/20 8:14 AM


CGW_Issue2-2020.indb 65 8/7/20 8:14 AM
CGW_Issue2-2020.indb 66 8/7/20 8:15 AM

You might also like