Tag Archives: tv

How long is a piece of string? – Budgeting for your VFX

This post aims to be a bit of a follow up to the Stick vs Carrot post I wrote a long while ago about why I don’t work for free. It presumes you are not wanting something for nothing, so if you are, or have little budget, I strongly encourage you to read Stick vs Carrot first. This post is aimed at exactly the same people, ie small industries, students/graduates wanting help with their videos, musicians wanting music video help. It is also for those who have never hired someone before to do VFX or consider all VFX to involve a green screen.

Regularly I’ll get emails saying something like, “I’ve just completed my first album and am looking to hire a VFX guy for help with my first music video. How much will it cost to add VFX to my dancers?”
Your question opens up a veritable Pandora’s Box of new questions. Much more information is needed.

In an ideal world, before you start a thing, even putting pen to paper to create a storyboard (you are creating a storyboard right?), plan out shooting, chat to VFX companies about what can and can’t be done. There are many quick, cheap solutions, but you may find some of your plans are way too adventurous. When filming with VFX in mind, rather than applying a fix-it-in-post attitude, a few pitfalls can be avoided, but also planned for. For example, many VFX are so-called invisible VFX. They don’t go bang, they don’t melt buildings into a raging torrent of water, they just sit in the background and hide things that may draw attention to themselves. Sometimes they’re even in the foreground. Period dramas are an excellent example of this. In Britain, we are lucky enough to still have many beautiful regency houses in fantastic condition, but they are often bordered by various modern paraphernalia such as electrical cables, gift shops, a nearby oilseed rape farm, a satellite dish, a Starbucks. All of this needs removing so it doesn’t feel incongruous with the regency feel of the drama. These invisible effects appear in many types of show or promo. On a small budget video they may also be invisible costs you haven’t considered. Look out for them.

When contacting VFX companies, (or especially in an effort to save cash, individual artists), check your budget. Really now, check it. If it’s really low, only a few thousand, consider how essential your chosen VFX really are. Junk things you’ve added because you saw it in The Hobbit and think it might be cool in your shaver advert. Don’t be offended if individuals like myself tell you to go away and save some cash. Add an extra contingency of about 40% on top if you can. Why? Things change. All the time. We’re all human and you may find that you don’t like the results, even if they do look thoroughly convincing. All VFX houses can provide quotes for you to assist roughly with your budgeting.

Make a storyboard. Even if it’s really rough sketches. There are guides to it online, but quick pointers are the following; an image for each shot, large arrows showing camera movement, VFX motion and direction. The more detail the better. It may seem time-consuming, but overall it will save you time and money. When chatting about VFX, refer to the boards, to scripts, to reference images, heck even full-on style guides and treatments are great. Knowing the camera you will shoot on is advantageous.

Even after all of this, there will be to-ing and fro-ing. This is natural as oddly enough it’s a creative process, but with some forward planning you’ll become a respected creative rather than one who inspires groaning upon entering a room. Take your time, plan ahead, ideally chat to VFX types before production, shoot only what you planned to, don’t move the goal posts and you’ll hit the end with minimal compromises.

Richard Hammond Builds a Planet – UK Airing

The first episode of the British cut of How to Build a Planet is to be shown this weekend at 9pm GMT on BBC One.

Information on what I did on the show is in my previous blog post.

The British cut is different to the US one. The cut shown on Sci had to be edited to allow for the ad breaks. So, if you like your Hammond unsullied, this is the showing for you! Additionally, this being the UK, Hammond appears in the title of his own show. The international cuts often drop his name so as to make them more marketable in countries where he is little known.

The second episode is likely to be broadcast a week or so later but is yet to be confirmed I think.

More info at the at the BBC

How To Build A Planet – My VFX Input

Not so long ago I worked at Lola Post, London, on another documentary hosted by Richard Hammond. Similar to the Journey to The Centre of The Planet and Bottom of The Ocean shows I worked on some time back, this entailed a heck of a lot of vfx.

The concept is that we see the constituent parts of scaled-down planets and the solar system being brought together in a large space over the Nevada desert. In order for Hammond to be able to present things at the necessary altitude, he is up at the top of a 2 mile high tower, which is obviously not real for various reasons. Nor is the desert much of the time. Or Hammond.

My input on the show was working on dust and sand particle systems. I was working on 2 sequences of shots. I will warn you now that some of this will get technical.

The first sequence shows a large swirling cloud of high-silica sand and iron. This includes a shot which was to become my baby for a month or two. It pulls out from Hammond at the top of the tower, back through the dust cloud swirling around him, then really far back so we see the entire 2km wide cloud in the context of the landscape around it. The whole shot is 30 seconds long.

The second sequence of shots shows the formation of Jupiter out of a large swirling disc of matter. Jupiter itself attracts dust inwards, which swirls as it approaches.

A few challenges presented themselves quite early on. One was creating particle systems in Softimage’s ICE that behaved correctly, especially when it came to dust orbiting Jupiter as the whole system itself swirls around the protosun. The initial swirling round the protosun was solved using a handy ICE compound that Lola have kicking about on their server, but if you use that twice in an ICE tree it is only evaluated once as it sets the velocity using an execute node, effectively overriding the new velocity value for each particle, rather than passing that out so it can be added to the previous velocity.

The solution to this was to break apart the compound. Integrating new nodes, including some out of a Move Towards Goal node, meant that I was able to make a new compound that I could proudly label Swirl Towards Goal. It sets the goal, then outputs a velocity which can be added to the velocity from the previous swirling compound higher up the tree. It even has sliders for distance falloff, swirl speed, and weight.

The most challenging aspect of this project was actually rendering. The swirling dust in each of my shots is made up of about 4 different clouds of particles. One alone has 60 million particles in it.

Enter Exocortex Fury, the fabled point renderer that was to save our bacon. Aside from one fluffy cloud pass per shot, rendered as a simple Mental Ray job on a separate lower detail cache, each cloud pass was rendered with Fury. Unlike traditional particle renderers that use CPU to render, Fury is a point renderer which can take advantage of the raw power of graphics cards. The upside is a far faster render compared to traditional methods, and done correctly it is beautiful. To speed things up further, particles which were offscreen were deleted so Fury wouldn’t consider them at all. Downsides are that it can flicker or buzz if you get the particle replication settings wrong and it has no verbose output to tell you quite how far it is through rendering. Between us dust monkeys many hours were spent waiting for Fury to do something or crash.

Adding to the complications was the scale of the main scene itself. The tower is rendered in Arnold, a renderer that works best when using one Softimage unit per metre. Unfortunately the huge scene scale caused problems elsewhere. In a couple of shots the camera is so high off the ground that mathematical rounding errors were causing the translation to wobble. Also, as particles, especially Fury-rendered ones, prefer to be in a small scene to a gigantic scene for similar mathematical reasons, they weren’t rendering correctly, if at all. The particles were in their own scenes for loading speed and memory overhead purposes, but in order to fix these issues, the whole system was 1/5 of the main scene scale and offset in such a way that it was closer to the scene origin yet would composite on top of the tower renders perfectly.

How to Build a Planet is on show in the US on Discovery’s Science channel before being shown to the UK in November.
Discovery Sci – How to Build a Planet

South Bank Show Trailer

A few months back I worked on a trailer for the South Bank Show, featuring Melvyn Bragg walking through the Leake St tunnel under Waterloo station. Bragg was shot on a greenscreen, with the environment being recreated in Softimage by myself and fellow freelancer Rasik Gorecha.

The obvious question there is why? Why can’t Mr. Bragg just go into the tunnel and we shoot it there, huh? Well, there are a few obvious answers to that. The tunnel, itself a road with access to a car wash half way down, is dank, contains certain undesirable types Mr. Bragg would probably best steer clear of, and is continually in flux thanks to it being one of the few areas in London where it is legal to graffiti. It’s also not the most comfortable of places to sit around in for long hours on a shoot. The other reason is that lots of the graffiti was to be replaced with animated posters and artwork featuring well known faces from the arts. That process is a lot easier if created digitally and lit using indirect lighting solutions.

My input on this was twofold. Firstly I set up the lighting in Arnold. After an hour or so of experimenting, the solution found was to place shadow casting point lights in the ceiling under about half of the strip light fittings, plus a spot light at either end of the tunnel. Additional fill lights were used to brighten up the nearest walls. The lights in the walls toward the back of the tunnel are merely textured models and not actual lights.

One of the things with a Global Illumination solution like Arnold is that it can lead to fizzing. One solution to lighting this tunnel would be area lights. This was ditched as a plan extraordinarily fast as it led to lots of noise, plus the modelled lights themselves act as bounce cards essentially negating the need for area lights at all.

Rasik had the majority of the modelling done by the time I joined in the project but was yet to embark on cables. Whilst he set up initial texturing, I became cable monkey. I modelled cables and brackets, trays for them to run along, pipes and all sorts. It took a few days of continually modelling cables before I’d finished them. Simple stuff but it really added to the believability.

South Bank Show Trailer

The top of the two images above is the model with finished textures and below that is the finished lighting.

The final trailer is not as it appeared on Sky for 2 reasons. They added their own logo at the end, naturally enough, and they own full copyright of the sound bizarrely, so mine’s a silent movie. Add your own ragtime soundtrack as appropriate.

The Bible Series – VFX

Recently in America, The History Channel broadcast The Bible Series, knocking American Idol into the weeds for ratings. The real reason of course to celebrate this fact is that I worked on VFX for this, along with many others hired by / working at Lola Post, London.

There were hundreds of shots. As the series covers many well-known events that are either epic in scale or miraculous in nature, it’s hard to cut corners with this kind of content.

One of the advantages of VFX is the ability to extend sets or create new ones. The most used model shared amongst the 3d crew was that of Jerusalem. It was originally an off-the-shelf-model of a real scale model, intended to be seen from a distance, so it needed to be tweaked and improved upon where appropriate on a shot by shot basis. With so many artists having touched the model at one point or other, the lighting setup, materials and textures got improved to the extent that once composited, the shots really shone out. Many of the shots I did for The Bible featured Jerusalem, either as an entirely CG set or an extension tracked into existing footage.

One story that is covered in the show is that of Moses parting The Red Sea, with the Israelites being chased by Egyptians through the parted waves. The shot I did for this sequence is a slightly top down shot, following the fleeing crowds through the freshly created gap in the ocean. To achieve this, I effectively split the 3d ocean into horizontal grids and vertical grids. The horizontal grids were simulated with aaOcean in Softimage. The vertical ones were distorted to represent the sea walls, textured with composited footage of waterfalls running upwards. The join where the two sets of grids met was blended using a matte and Nuke’s iDistort node. Softimage’s CrowdFX was used for the fleeing crowd. Twirling smoke elements were added once passed to the comp.

An advantage of Softimage’s ICE simulation system is that making a convincing cloud or mist is a fairly straight forward procedure. I was tasked with creating a storm over Jericho, a swirling mass of cloud and debris that had to look huge and imposing whilst looking down through the eye of the storm.
With clouds, water, and many other fluids, scale can be half the battle. A large wave only looks large if surrounded by smaller ones, a cloud only looks like a huge ominous mass if seen as a collection of smaller masses, but go too small and the effect is lost entirely. In the case of the cloud, if too many small details were apparent it very quickly seemed fluffy. Cute a storm is not. Once the cloud’s scale was correct, there was the issue of it having to spin, distort and generally seem organic. Handily ICE has a node for rotating clouds around points in space so that solved that one. The distortion was shape animation applied to a lattice attached to the cloud.

The rest of my involvement on The Bible was tracking shots in PFTrack and adding in set extensions. Most of the 3d content was rendered using Solid Angle’s Arnold Renderer.

The shots I mention above, along with a few others, are now online in my updated 2013 reel.

For further details on VFX in The Bible, check out FXGuide’s feature on Lola’s work.

Brand New Showreel!

The work in the following reel is created using Softimage, Terragen, Nuke and PFTrack.
Text in the bottom right shows what I created for each shot.
See PDF for further details.
Download PDF shot breakdown

Edited on 15th Oct – Now updated with work from The Bible Series and How To Build a Planet

China and Mankind

After a long period of no blogging it is high time to update you all on what I’ve been up to in recent months, and indeed not-so recent months. Aside from the occasional time freelancing for others, I’ve mainly been encamped in Lola Post, London.

A little while back, myself and Tim Zaccheo, head of 3d for Lola, put together a TV ident for Chinese documentary channel, CCTV-9. I have yet to put this up here as I’m not sure it’s available anywhere else yet. Perhaps somebody in China could tell me if it’s broadcasting. If you head over to www.lola-post.com and look through the recent work there you will find a few screen grabs though! From my point of view, I did a fair amount of Terragen 2 work, really pushing the limits of what could be done with the time we had, recreating the somewhat iconic look of the Guilin Mountains and somehow fashioning a cubic mountain to go with CCTV’s cube theme they have. Tim was responsible for a rather smashing waterfall, comping, and the final resolve from the spherical Terragen world into a cubic Softimage one. It will make sense once I get hold of the video and post that up. Coming soon I promise!

After a brief hiatus of modelling trucks and various dockyard equipment I came back to Lola and started on the show that many others in London are working on, Mankind; The Story of All of Us, to be shown on History. It really is very VFX heavy and something to look forward to. Without revealing too much I’ve been animating arrows, maps, built an aqueduct faster than Caesar ever did, and worked on 2 bullet-time shots! Phew! It really is a cracker.

So expect a CCTV post soon and a Mankind related one closer to its broadcast.

Orbit shots

On the Recent Work page, and indeed right here, is a video of a few of the shots I worked on for Orbit: Earth’s Extraordinary journey.

The first and last shots featured are both from the same ‘journey’ setup that was used for many other shots too. The setup featured many different elements on their own passes, each passed into its own part of a Nuke composition. As the project progressed, both the 3d scene and the Nuke script needed subtle reworking.

The second shot is a pair of emFluid particle systems, whereas the third is a simple enough ICE simulation in Softimage. The particles in those two shots were rendered with beta versions of Exorcortex’s Fury rendering system which loads the particles onto the graphics card, rendering them in OpenGL. Without Fury the second shot would have been particularly time-consuming to render. It contains millions of particles and took many many hours to cache out.

Orbit: Earth’s Extraordinary Journey

This Sunday at 2100 on BBC2 sees the start of Orbit: Earth’s Extraordinary Journey, a 3-parter presented by Kate Humble & Dr Helen Czerski about the Earth, its orbit, its tilt and how these things affect us all.
It’s something of a VFX-laden job with the task of creating graphicky goodness falling into the capable hands of Lola, London. This included myself as a freelancer.

I worked on a handful of complicated shots for this including one where the hot air above india rises, sucking in cold air off the sea. That was a very dense particle system with a few caching issues, but we got there eventually.

The hardest thing with this show is there are a lot of shots which explain slightly different things but which share a similar 3D scene. Creating an appropriate camera move around what are essentially spheres in space should be a simple deal. One shot I was tasked with shows the Sun rising over the Earth. We pull back to see the Earth as a whole passing through space then follow it round its orbit. That was one camera move. Sometimes it’s the apparently simplest things that are actually the hardest. Moving the camera in such a way as to get the Sun to rise at a constant speed, then following the Earth at a reasonably constant distance, but continually orbit the Sun as well, took a lot of fiddling. We had a camera rig which worked really well for close to the Earth shots but not for wide shots. In the end it was hand-animated without a rig.

The second tricky thing with space is scale. We regularly had to move the Sun much nearer the Earth than it really is so it can be seen clearly as opposed to being a tiny insignificant dot with less drama than a wet tea towel.

See the link below for more details.

http://www.bbc.co.uk/programmes/b00xztbr

Richard Hammond’s Journey To The Centre of The Planet

Not so long ago I finished working at Lola on this project, soon to be broadcast on prime time BBC here in the UK. Can’t say a lot about it yet other than it’s CGI heavy and interesting stuff. The name is possibly in progress. Not sure, it’s changed a few times! Here’s a press release and no I didn’t get to meet him.

http://bbc.in/lwdbRu