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Talk to a Movie Digital SFX Expert

Thad Beier has been working with computer graphics and film since the late 70s. In 1995 he and three partners founded Hammerhead Productions, a company that specializes in computer-generated special effects. Thad received a Technical Achievement Award from the Academy of Motion Picture Arts and Sciences (the Oscar people, not the MPAA) in 1998 for one of his many technical innovations. He's worked on Terminator 2, Angels in the Outfield, The Fast and The Furious, and the upcoming Blue Crush, among other films. He wrote this 1992 Siggraph paper, and now writes all of Hammerhead's software tools and manages the company's mixed bag of SGI and Linux equipment. So ask Thad anything you want about computer-generated special effects. We'll send him 10 of the highest-moderated questions, and post his answers when we get them back.

261 comments

  1. Will SFX Overtake Actors? by FortKnox · · Score: 4, Troll

    Do you think movies like Final Fantasy become increasingly popular, and eventually SFX characters will overtake human actors??

    --
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    1. Re:Will SFX Overtake Actors? by YanceyAI · · Score: 3, Interesting

      Another interesting question might be will actors of old get new roles. Think of a sequel to Gone With the Wind, for instance, using the 'original' actors.

      --
      Can I bum a sig?
    2. Re:Will SFX Overtake Actors? by Anonymous Coward · · Score: 0

      Yeah, like blaspheming fred astaire on a dirtdevil commerical?

    3. Re:Will SFX Overtake Actors? by TheWickedKingJeremy · · Score: 1

      Movies like Final Fantasy probably will become increasingly popular - as is the case with all SFX-driven movies. That is just a trend of modern Hollywood for better or for worse... (BTW, the correct answer is "worse")

      As for SFX characters overtaking human actors - not a chance. They aren't even close to replicating the performance and believability of a talented human actor... (did you even see Final Fantasy? *cringes*) On the contrary, I think if they "over-use" CG-characters there will be a backlash... People will long for the good ole days when movies were more "real"... Such is the problem with the most recent Star Wars films... Everything seems so artificial it is hard to care, or even believe the action is really taking place. I personally think the SFX in in SW4-5 were far more effective.... There is such a thing as "too much of a good thing."

      SFX characters will always have their place (Toy Story, Shrek, etc) but I think you will find that there is more than enough room for us humans as well.

      --

      my religion lies somewhere between buddhism and super monkey ball - pamphlet?
    4. Re:Will SFX Overtake Actors? by Anonymous Coward · · Score: 0

      Of course it will. Eventually the technology will get so good you wont be able to tell the difference (both visually and interpretation)

    5. Re:Will SFX Overtake Actors? by dvdeug · · Score: 3, Funny

      I'm still waiting for the next Shirley Temple movie...

    6. Re:Will SFX Overtake Actors? by Skyshadow · · Score: 2, Interesting
      Of course it will. Eventually the technology will get so good you wont be able to tell the difference (both visually and interpretation)

      That's so absurd that its probably blatent flamebait, but I'll answer it because I'm gullible:

      There's a big, *big* difference between perfectly modeling the appearance of a human being and generating a believable and interesting range of acting from the model.

      Many great performances start out on page with very little direction from the script. Consider the scene in Unforgiven where Gene Hackman's character beats a gunslinger played by Richard Harris: On paper, it was a severe beating which occurs because Harris's character (English Bob) is seen as a challenge by Hackman's Little Bill, who makes an example out of him.

      Now watch the scene. Watch Little Bill's face and body language while he's beating English Bob -- you can see, *taste* his sadism and brutality. Watch Little Bill's face when he's done -- he visably reigns himself in, then looks dazed and almost post-orgasmic.

      What made that a great scene was absolutely not the writing, but Hackman's exploration of the sadistic nature of his character. It takes a gifted, experienced actor with a lifetime of experience to generate that sort of performance, not some geek at a computer using a modeling tool.

      --
      Every year during my review, I just pray the words "slashdot.org" aren't mentioned.
    7. Re:Will SFX Overtake Actors? by sQuirlbuz · · Score: 0

      No. People still go to plays and musicals to see live performances all the time. I think this is similar. Not as in real actors are live versus cgi being fake, but it's the human element. It is much more impressive to see a human act a good part than to see something created/artificial go through programmed motions.

    8. Re:Will SFX Overtake Actors? by rnd() · · Score: 2

      There will be creative geeks using high powered modeling tools. Look, acting is art, but so is CGI. It may take a while for CGI to evolve into something that rivals what actors can do, but that certainly doesn't mean it's impossible.

      --

      Amazing magic tricks

    9. Re:Will SFX Overtake Actors? by taernim · · Score: 3, Interesting

      There was a classic episode of The Critic (of Jon Lovitz fame) that explored this very topic.

      One of the "revised" edits was Casablanca where Isla does not get on the plane.It's definitely a topic to think about, especially with directors' fetish for going back and "fixing" their movies, 20+ years later.

      To check out the Critic episodes, go here

      --
      "PC Load Letter? What the $@#% does that mean?!"
    10. Re:Will SFX Overtake Actors? by flewp · · Score: 2

      One thing to consider is when using computer modelled people, they most likely are also using motion capture of real people. That's just for the basic movements though, but I'd imagine in the future (if not already in testing/application) they'll be able to really use motion capture for such things as facial expressions. But that leads to a question, if you need actors do all this motion capture, why bother with the CG renders at all? For games it works well, since they can then select the appropriate motion cap sequence, but for a movie, something that's static, just using a real actor would probably be best. Movies that are supposed to have a CG look (Shrek, Final Fantasy, etc) are obviously exceptions. I just don't see CG actors replacing actors for quite a long time, if ever. Although who knows, when AI becomes almost indistinguishable(sp) from real intelligence, the CG will be just as real.

      Now, for my question to Thad Beier: Want to hire me?

      --
      WWJD.... for a Klondike bar?
    11. Re:Will SFX Overtake Actors? by yoyodyne · · Score: 1

      Or an X-rated version of The Professional...

    12. Re:Will SFX Overtake Actors? by phriedom · · Score: 1

      So you are suggesting that they should use computer graphics to portray Jean Reno having sex with Natalie Portman when she was 13? If thats a joke, its not funny, its sick. Please tell me you didn't mean it that way, or you hadn't really considered the implications.

      --
      Don't moderate flamebait as Troll. Know the difference or you will be Meta-moderated.
    13. Re:Will SFX Overtake Actors? by phriedom · · Score: 2

      " But that leads to a question, if you need actors do all this motion capture, why bother with the CG renders at all?"

      Well I know it was a rhetorical question, but I think that the possibility of such a thing makes movie producers salivate. No more paying a "big name" 10 million dollars for a movie. Somebody "owns" the right to the face and image, so the actors are totally replaceable. They could have done a spectacular Tomb Raider with a photorealistic Lara with a perfect figure, perfect skin, etc. used a gymnast and/or a dancer at $100/hour or something for the action motion capture, then used a really talented but ugly no-name actress with a good voice for the voice acting and the face motion capture. It could all be done on a sound stage with CG backrounds. Or say for some other movie we want to use Cathleen Turner, but we want her to look like she did back in Romancing the Stone.

      I'm not saying this is a Good Thing or a Bad Thing. Photo-realistic computer generated graphics are just a tool, but a revolutionary one.

      --
      Don't moderate flamebait as Troll. Know the difference or you will be Meta-moderated.
    14. Re:Will SFX Overtake Actors? by flewp · · Score: 2

      It was somewhat rhetorical, but you bring up some excellent points. One thing I started thinking about after posting was if the public would be willing to accept a new breed of CG actors/actresses. Afterall, it's often a big name actor/actress that draws people to the box office. Sure, you could use the same CG character for multiple movies, but are people going to relate to them? They won't be involved in any scandals (unless one of the artists uses them in an unauthorized porn or some such). There won't be any personal lives to follow. I personally will see a movie sometimes based on if I like the actor or not in real life. If he's known to be a total jackass, I may not be inclined to support his/her work. Usually though, it's just based on if the actor/actress is good at their job, or from people whose opinions usually reflect my own. I think people just love the juicy gossip of celebrities, and won't be that willing to give it up.

      --
      WWJD.... for a Klondike bar?
    15. Re:Will SFX Overtake Actors? by phriedom · · Score: 2

      Yes, what would People magazine and Entertainment Tonight do if there were no movie stars. I think they could make do. After all, look at the Hilton sisters, who have accomplished nothing other than inheriting a whole lotta money.

      I think most of the audience won't reject a good character just because it is CG. Pierce Brosnan is retiring from the James Bond movies. Big fans of James Bond movies will still go no matter if the next JB is CG or a real person to be named later. Heck, with the proper CG, Jason Alexander could be an action star.

      --
      Don't moderate flamebait as Troll. Know the difference or you will be Meta-moderated.
    16. Re:Will SFX Overtake Actors? by Anonymous Coward · · Score: 0

      Hey Kathleen, put your god damn clothes back on! O&A

  2. Fast and the Furious... by motardo · · Score: 0

    What kinds of effects were used in that movie, from what i saw in the trailers, there wasn't any kind of special effects other than cars and explosions.

    1. Re:Fast and the Furious... by Anonymous Coward · · Score: 0

      The entire scene with the train at the end of the movie. The views from inside the train, and from outside, with the train closing in on the two racers.

    2. Re:Fast and the Furious... by Anonvmous+Coward · · Score: 2

      You'd be surprised. If you happen by a book store with an issue of Cinefex with Harry Potter on the cover, take a gander at it. They show some of the detailed effects used in F&TF.

      Here's a short list:

      - There's a CG scene where the camera follows the NO2 to the pistions of the engine.

      - There were several shots with really sophisticated camera panning movements. This was done by using a cylindrical array of cameras and then composited in 3D. This created a computer controlled 'panning background' that could be re-animated as often as desired.

      - There's a scene in the end where two cars jumped a train crossing, barely missing the train: The train and the cars were filmed at different times and composited. Whoever did the work did an awesome job of having the train reflect on the car to seal the illusion.

      There were other effects too. I'm sure that the guys who worked on that movie would smile if they read the part where you said 'there wasnt any kind of effects...'. That means they did their job well. :)

    3. Re:Fast and the Furious... by alwayslurking · · Score: 1

      There was a David Fincher style impossible tracking shot through an engine. Possibly some overlay work to allow stunts involving the principals to actually be stationary while appearing to be at high speed. Maybe some tidying up of expensive, destructive set-pieces to edit out the stunt equipment (ramps, air cannons, etc.)

    4. Re:Fast and the Furious... by motardo · · Score: 1
      There were other effects too. I'm sure that the guys who worked on that movie would smile if they read the part where you said 'there wasnt any kind of effects...'. That means they did their job well. :)

      I never said that I saw the movie, only a trailer :P

    5. Re:Fast and the Furious... by Anonymous Coward · · Score: 0

      WTF is up with the stupid moderators, motardo was asking a legitimate question, stupid dumbfucks

    6. Re:Fast and the Furious... by Anonvmous+Coward · · Score: 2

      One of the effects I mentioned was in the trailer. Heh.

      There was another movie not that long ago (forgot the name, it didn't last long in the theaters...) that used CG for car stunts. It was so obvious in the trailer I didn't even bother going. Ergh I have the image in my mind but no idea what the title was.

    7. Re:Fast and the Furious... by Oliver+Wendell+Jones · · Score: 2

      This is one movie with a HIDEOUSLY done CG car stunt. I've seen better Playstation graphics before...

      http://us.imdb.com/Title?0164334

      --
      A computer once beat me at chess, but it was no match for me at kick boxing -- Emo Phillips
    8. Re:Fast and the Furious... by Heywood+Yabuzof · · Score: 1

      Was it Gone In Sixty Seconds?

      I seem to remember an obvious CG jump scene in the trailer for that movie - that only added to the list of reasons not to see it! :-)

    9. Re:Fast and the Furious... by Anonvmous+Coward · · Score: 2

      You win!

      That's the one I was thinking of. Thanks. :)

      Driven looked like a shitty movie, but they did have a scene in it I'd like to see. They used a combination of motion control photography and CG in order to have a car fly through the air in slow motion while the background was moving at normal speed. The idea was to deliver the impression of 'time slowing down when tragedy occurs'.

      Filling a movie full of effects is not preferred, but using digital effects in order to convey a mood or enhance the story telling like Driven did is welcome and encouraged.

    10. Re:Fast and the Furious... by Anonvmous+Coward · · Score: 1

      Nope, the other guy got it. It was 'Along Came a Spider'. Heh. Thanks for the help. :)

    11. Re:Fast and the Furious... by _aa_ · · Score: 2

      Most people don't know this, but Vin Deisel doesn't really exist. He's a 100% computer generated actor conceived by AOL/Time-Warner to replace an aging sylvester stalone.

  3. Are 'FX programming' days numbered? by Anonvmous+Coward · · Score: 5, Interesting

    Every year, 3D packages get more and more sophsticated. Not just in terms of rendering effects, but in their scripting capabilities as well. Do you see a day where the artist will be able to handle the rendering features and the scripting of a 3D prog so well that it'll no longer be necessary to have a dedicated programmer on board?

    Is there a particular type of problem that will always need a programmer?

    1. Re:Are 'FX programming' days numbered? by MisterBlister · · Score: 1
      In theory, some day programmers won't be needed, but that same argument applies to programming in general, not just SFX.

      That day, however, is a long way off. All the good effects houses still have lots of dedicated programmers pumping out custom solutions to be used with the off-the-shelf packages.

    2. Re:Are 'FX programming' days numbered? by Anonvmous+Coward · · Score: 2

      Yeah, I see what you're saying. However my question was more along the lines of "how long before the artist can do the programmer's job via scripting, etc."

    3. Re:Are 'FX programming' days numbered? by Jobe_br · · Score: 3, Insightful

      More apt might be "will the artist ever WANT to do the programmer's job via scripting" - I know quite a few artists that don't mind using the computer, but its more of a chore than a joy. This doesn't seem to be something that changes over time ... it just seems to be a philosophy many creative talents share.

    4. Re:Are 'FX programming' days numbered? by Anonvmous+Coward · · Score: 2

      "I know quite a few artists that don't mind using the computer, but its more of a chore than a joy. This doesn't seem to be something that changes over time ..."

      True, but there are also those (who often work in the SFX field) that do whatever it takes to get the shot completed. I'll give you an example:

      Once I had a rather short deadline to animate a character for a title sequence for a show that was about to be filmed. Unfortunately, the director had a terrible time expressing to me what it was exactly she wanted me to do. (half of this was the mentality that I'm rotten and evil because I'm male, the other was that we had no time to develop character tests and so on.) We had to have a final render the following evening.

      What I did to solve this problem was I dragged her into the studio, set up a camera, and had her 'direct' me so that I'd act out what she wanted the character to do. After a couple of takes, we got one she liked. I took that footage, captured it, and used it in the background while manipulating the character.

      I went frame by frame pushing bones around until the end of the sequence. I had a nicely animated character that almost looked mo-capped. The result? The final render was a success.

      I don't think many people would have chosen to attack that problem I did. I don't think they'd want to learn how to act or to direct a director. (heh) Heck, I probably could have told her "no, I can't do it in time." and moved on. Instead, I took the tools I had available and created a not-so-ordinary solution. I had no idea if it'd work, but I saw it to the end.

      There are people out there who have a similar attitude towards getting shots like these done. It doesn't surprise me at all that they end up in FX. Heck, I'm working myself that way within the next year.

    5. Re:Are 'FX programming' days numbered? by KewlPC · · Score: 1

      Looking at Hammerhead's website, it is clear that Thad writes the tools that they use. He wrote their proprietary digital compositing software, their rotoscoping software, tracking software, etc.

      All the large/high-end VFX studios use at least some proprietary software, whether it is just a few csh scripts to check an artist's work into the asset management system, or their own rendering and compositing tools (Weta Digital used their GRUNT (Guaranteed Rendering of Unlimited Numbers of Things) renderer to render the scenes output by their Massive crowd-generation software; ILM's Viewpaint, CompTime, Sabre, Cari; Digital Domain's Nuke). So yes, most large or high-end VFX studios will continue to have at least one dedicated programmer, because they'll continue to need their own software that is designed to work in their production pipeline. And, let's not forget, there is no such thing as a tool that does everything. A studio might decide that the soft-body dynamics a certain commercial animation program provides doesn't have the level of quality and/or control that they need, so they write their own soft-body dynamics simulator.

      It isn't just about writing scripts for Maya or whatever. In fact, modellers and animators only handle the rendering aspect of it in the smallest VFX houses. The TDs (technical directors) handle that in any VFX company that can afford to hire more than 2 or 3 people.

  4. Answer honestly. by tcd004 · · Score: 5, Interesting

    What is one movie that uses CGI that you wish had never been made because it gives your craft a bad name?

    Thanks!

    READ THIS!

    tcd004

    1. Re:Answer honestly. by Anonymous Coward · · Score: 0

      What is one movie that uses CGI that you wish had never been made because it gives your craft a bad name?

      How about the Babylon 5 pilot. (That qualifies as a movie, doesn't it?)

    2. Re:Answer honestly. by tux-sucks · · Score: 3, Interesting
      What is one movie that uses CGI that you wish had never been made because it gives your craft a bad name?

      On the flip side, what is one film that you would consider as the paradigm for computer generated effects?

    3. Re:Answer honestly. by Anonymous Coward · · Score: 0

      Two words: Jar-Jar Binks

    4. Re:Answer honestly. by Anonymous Coward · · Score: 0

      Heh...from the looks of it, I predict the answer will be: Blue Crush.

    5. Re:Answer honestly. by MaxVlast · · Score: 1

      Do you have any idea when that was made? It's quite impressive for the year.

      --
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    6. Re:Answer honestly. by JabberWokky · · Score: 2
      I believe you mean "paragon", not "paradigm".

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    7. Re:Answer honestly. by Anonymous Coward · · Score: 0

      The first bit of B5 was done on a freakin' Amiga, for christ's sake, and *still* looks better than shows that are being put out today (IE, Andromeda)..

      B5, in entirety, did for TV what Star Wars did for movies. Push the envelope.

    8. Re:Answer honestly. by Anonymous Coward · · Score: 0

      yum. video toaster. alas...they just don't make goodness like that anymore.

  5. I would like to ask by Anonymous Coward · · Score: 2, Insightful

    Since special effects are so expensive, why not go back to having plots?

    1. Re:I would like to ask by MaxVlast · · Score: 1

      Somebody mod this one up -- it's a question that deserves an answer.

      --
      There should be a moratorium on the use of the apostrophe.
      Max V.
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  6. How long? by Jesus+IS+the+Devil · · Score: 2, Interesting

    How long do you think it'll take for the types of animation you see in movies today be render-able in realtime? I can't wait till some seriously realistic video games... or porn flicks appear. :)

    --

    eTrade SUCKS
    1. Re:How long? by King+Of+Chat · · Score: 2

      Realistic porn flicks? You mean where a fit looking woman tells a fat hairy bloke to fuck off?

      I don't think it's realism you're after.

      --
      This sig made only from recycled ASCII
  7. So... by Wakko+Warner · · Score: 2

    ...do you ever get sick of hearing the sounds you created being used over and over again in lame techno/trance songs?

    Case in point: The concussion bomb in Episode 2, which has been showing up in a bunch of crappy songs lately...

    - A.P.

    --
    "Remember when the U.S. had a drug problem, and then we declared a War On Drugs, and now you can't buy drugs anymore?"
    1. Re:So... by Anonymous Coward · · Score: 0

      "Thad Beier has been working with computer graphics and film since the late 70s"

      Way to pay attention, retard.

  8. How much of the SFX are CG? by program21 · · Score: 3, Interesting

    About what percentange of effects and the like in the average movie is there? And how do you think this will be 5 or 10 years from now?

    --
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    1. Re:How much of the SFX are CG? by tps12 · · Score: 1

      Yeah, and how much of the LZP are MQ?

      --

      Karma: Good (despite my invention of the Karma: sig)
  9. Realistic Water by 4of12 · · Score: 4, Interesting

    How much progress are you and others making on realistic depictions of water (waves, splashing) at different scales?

    (I still remember the clumsy ship in a bathtub effects from the 1970s!)

    Even in recent productions like The Perfect Storm, I haven't been "convinced" sufficiently that it's a real wave.

    --
    "Provided by the management for your protection."
    1. Re:Realistic Water by Anonymous Coward · · Score: 0

      Did you see A.I.? Incredibly realistic water in the flooded NY. I didn't even realize it was CG until i heard the commentary on the DVD.

    2. Re:Realistic Water by nEoN+nOoDlE · · Score: 3, Insightful

      I think if you haven't been convinced, then you'll never be convinced. Special effects are often used when it would be impossible/very difficult to actually film. You probably weren't convinced of the waves in Perfect Storm because you thought to yourself "Nah, that couldn't be shot in real life, it must be CG." I for one, was totally convinced of the CG water in Titanic because I didn't automatically have to disbelieve that they actually shot a regular ocean. I find this problem a lot when people are criticizing CG heavy films such as Star Wars. Everyone says the CG wasn't convincing enough and, true, some shots weren't, but when I was watching the segement where the clones come in and start fighting the battle droid army, I was completely convinced that most of the foreground clones were real, as well as the ground they were standing on and only the background and haze was digital (because it would be impossible for them to get that many clones and huge battle droid stations don't exist), but I found out that pretty much the whole shot was completely CG, and that amazed me. I think CG has gotten to the point where the only way someone can distinguish it from reality is because reality isn't accessible enough when you can just recreate it in the computer.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    3. Re:Realistic Water by Rakarra · · Score: 2
      I think if you haven't been convinced, then you'll never be convinced. Special effects are often used when it would be impossible/very difficult to actually film. You probably weren't convinced of the waves in Perfect Storm because you thought to yourself "Nah, that couldn't be shot in real life, it must be CG."

      But of course, not all CG is the same. Some movies have excellent CG (Star Wars, Lord of the Rings, with the exception of a few shots in the cave troll scene), while others have terrible CG (like the Mummy Returns). Certain types of objects are easy to render (rock, metal, plastics), while others are still notoriously difficult (flesh, fluids).

  10. Thad are you into goats and beastiality? by Anonymous Coward · · Score: 0
  11. Shaders by f00Dave · · Score: 5, Interesting

    How much overlap is there between the programable graphics processing units (AKA "shaders") found on modern game platforms and the software/hardware used in the special effects industry? Would programming skills for one translate to the other?

    BTW, I realize that special effects are half artistry, half mathematics and half sweaty work: kudos from a 'GL hacker... ;-)

    --
    .f00Dave
    1. Re:Shaders by tetuth · · Score: 2, Funny

      BTW, I realize that special effects are half artistry, half mathematics and half sweaty work

      Yes, with mathematics being extra important, which is why it totals to three halves. :P

    2. Re:Shaders by ralmeida · · Score: 0, Redundant

      (...) I realize that special effects are half artistry, half mathematics and half sweaty work: kudos from a 'GL hacker(...)

      If your GL apps don't work correctly, you should first check the math part...

      --
      This space left intentionally blank.
    3. Re:Shaders by f00Dave · · Score: 1

      Yes, with mathematics being extra important, which is why it totals to three halves. :P

      Oh SHIT! I forgot my SARCASM TAG!!! ;-]

      If I could, I'd mod myself down, since this is now O/T....

      --
      .f00Dave
  12. Best FX platform? by SunCrushr · · Score: 0

    What currently is the best movie FX platform and OS? What kind of software, machines, video cards, etc. do you currently use for your CG?
    Also, what is a good platform, OS, and software package for a beginner low budget movie artist to start out on?

    Thank you.
    -SunCrushr-

  13. Trickle down to the mainstream - by jackDuhRipper · · Score: 5, Interesting

    Greetings -

    How much of the code you've written and/or worked with over the years trickled down to mainstream users in meaningful ways, and in what timeframe should we/you expect this to occur?

    i.e. How quickly does the software and hardware tools of your trade today become part of the arsenal of either home digital fx enthusiasts, hobbyists or "small film" makers tomorrow?

    1. Re:Trickle down to the mainstream - by Anonvmous+Coward · · Score: 2

      I find this question interesting as well. Lots of updates that we've seen to Lightwave, MAX, and Maya are a result of movie studios creating software to solve a particular problem.

      As a matter of fact, a studio recently announced that they're productizing a compositing package they developed called 'Nuke'. I think 'Messiah' was the result of a similar effort.

      I'm really curious what he has to say about this.

    2. Re:Trickle down to the mainstream - by stickybuffalo78 · · Score: 1

      I am interested in this thread as well, though I'm willing to make a little more of an asumption and say how long before the only difference between my ability to create 3D effects and the FX-house is the number of machines they have, and the amount of hard drive space? I have a friend who works for ILM, and his updates of what he's using, while very impressive, basically describe what I could do with a pile of startup capital and a team of similarly interested artists/computer scientists.

    3. Re:Trickle down to the mainstream - by KewlPC · · Score: 1

      Check Hammerhead's website. Licenses for most of their proprietary tools can be purchased.

  14. Ripe for re-creation? by seldolivaw · · Score: 5, Interesting

    With modern FX, it's fair to say that anything that can be imagined can be produced on screen. However, that hasn't been the case until recently: if you had the option of re-making one movie of your choice (science fiction or otherwise) in which the imagination of the film-maker was clearly hampered by the technology available at the time, which would it be?

    1. Re:Ripe for re-creation? by citizenc · · Score: 1

      Excellent question. =)

  15. Real vs. Realistic by Anonymous Coward · · Score: 1, Interesting

    We're rapidly approaching the point where we can use technology to duplicate reality and have the two be indistinguishable from each other. This provides an unprecendented potential for abuse. Do you see this as becoming a common problem; what are some of the pitfalls we should be wary of when using technology to create "reality"?

    1. Re:Real vs. Realistic by Anonymous Coward · · Score: 0

      --I second this question. As someone heavy into politics, I can foresee the abuse potential of creating artificial phony "evidence" used for political persecution. How can the community insure that this doesn't happen?

  16. Role reversial by Anonymous Coward · · Score: 2, Interesting

    Currently, movies are made overwhelmingly by being filmed by film crews. Computer-generated special effects are just used to add to what cannot be filmed. Do you ever see the day coming when movies are instead overwhelmingly made by computer SFX crews, with minor parts being done by film crews?

  17. Cost by Fembot · · Score: 5, Interesting

    When films are labled as "100$ Million on special effects" where does most of that money go? On rendering hardware or what?

    1. Re:Cost by MisterBlister · · Score: 1

      Most of the cost goes into artist & programmer salaries.

  18. My biggest question... by JoshuaDFranklin · · Score: 4, Interesting
    Why did you work on Angels in the Outfield?

    Seriously though, do you do any sort of screening or advice on use of effects, or just follow whatever the customer ordered? Surely you don't want your name plastered on effects that were an embarrasment.

  19. Meesa Big Bad Ideeeea by Lev13than · · Score: 5, Funny

    How many years do you think the introduction of Jar Jar Binks has set back the quest to gain legitimacy for your industry?

    --
    When you have nothing left to burn you must set yourself on fire
    1. Re:Meesa Big Bad Ideeeea by airdrummer · · Score: 1

      sorry 4 the ot, but isn't jarjar the 1st reptilian alien that's _not_ evil? (npr recently had a guy talking about the 4-5 alien types who said the reptilians are all bad...anybody got a link? )

      and not only is jarjar a good guy (if reviled;-) he embodies the philosophy that any random action always works out in your favor: eg, the battle scene;-)

  20. How discretionary are you? by Mr+Guy · · Score: 5, Interesting

    In many movies, people walk away from them saying, "Man, they FORCED that CG."
    How much discretion do you have in saying, "You guys should really do that with makeup effects."
    In a corrollary, are you more in the CG-Should-Be-Impossible-To-Spot or the CG-Should-Be-The-End-All-Of-Effects camp?

  21. Directors approach? by FurryFeet · · Score: 5, Interesting

    I'm guessing you get to work pretty closely to directors. If so, can you tell us what is their approach to the new tools technology has given them? Are they still "thinking celluloid" made cheaper by rendering it digitally, or do they really seek to break the mold and make shots that were previously impossible?

  22. What it takes... by phreak404 · · Score: 1

    If a younger person about halfway through college wanted to shift focus and become a CG effects programmer or artist even, where would you recommend he/she begins? Should they just stick with a CS degree and do master's work in CG? What if your school offers no particular CG degree?

    1. Re:What it takes... by tfelts · · Score: 2, Interesting

      Along a similar vein, if you had a young teenager who was interested in graphics, what skills should they start learning? What software packages (open source or otherwise) would they benefit the most from learning about? Should they
      get going on Linux?

    2. Re:What it takes... by zatchmo · · Score: 1

      How about if an older person, about halfway through his 20's wants to shift into a CG effects programmer. Where does that person start in regards to becoming a suitable candidate?

    3. Re:What it takes... by KewlPC · · Score: 1

      Learn as much as you can about VFX. Gain as deep of an understanding of all aspects as you can. Try to imagine what you, as a VFX artist, would want in a tool. Then try to code that ;)

  23. best way to get into the industry? by josepha48 · · Score: 5, Interesting

    What is the best way to get into the computer generated special effects industry? Is it who you know or what you know? If it is what you know what should one know? (Programming, graphics tools, etc...).

    --

    Only 'flamers' flame!

    1. Re:best way to get into the industry? by Jobe_br · · Score: 1

      This isn't really that difficult to figure out on ones own. Check out schools that have strong film programs, such as Columbia College (in Chicago). My fiancee is a Columbia alum and she gets info all the time about job opps, things that are getting shot here and there, etc. Its hard to get into the industry with a salary ... most have to work for free for a good bit, before they'll get any money (and then only if you're good!)

      Cheers!

    2. Re:best way to get into the industry? by davechen · · Score: 2, Informative

      Pixar has a nice FAQ for people interested in jobs in CG animation.

      http://www.pixar.com/companyinfo/jobs/faq.html

      Included is a list of schools with good graphics and animations programs:

      http://www.pixar.com/companyinfo/jobs/schools.ht ml

      Texas A&M has a really good visualization that's kind of half way between the tech side and the art side. UNC (my alma mater) is really good for computer graphics, but they're more into interactive graphics as opposed to animation.

    3. Re:best way to get into the industry? by King+of+the+World · · Score: 2, Funny
      What is the best way to get into the computer generated special effects industry?
      Blackmail. Definately blackmail.
    4. Re:best way to get into the industry? by josepha48 · · Score: 2
      "Its hard to get into the industry with a salary"

      I already know people that do things like that. They are school teacher or web masters. They are not really "IN THE INDUSTRY" they are more like hobbists.

      I also know people who went to art schools and that is the obivous part. School is important to get into just about any professional job, and in some cases what school you went to can help you get a job. The question is actually referring to after school. I have a friend who has a masters from an art school in NY (not sure which) and he has done some work that was exhibited in the National Museam of Art in DC (computer generated interactive world). So he already has the school and he already has some experience. The quesition is more of what programs / programming languages should they know to work at places like pixar, industrial light and magic, and hamermerhead productions? Or does it help more of who they know to get in? Once you have the background what can make you actually stand out and shine above someone else and get hired for money???

      --

      Only 'flamers' flame!

    5. Re:best way to get into the industry? by Jobe_br · · Score: 1

      Your portfolio will make you stand out more than anything else. Depending on what work your friend is interested in at Pixar, ILM, etc. - the skills he would need differ. At Pixar, someone who writes shader code would need to be proficient in the shader language as well as the rest of the Renderman suite of tools (to my recollection, C is the dominant language for everything Renderman). Much of what ILM uses is proprietary, in-house, so you'd have to have a portfolio to get you in the door, and then (as I stated in a previous post), you'd probably have to work there for free, for a while, to learn their tools and the way their work-flow works. Then, after you've been there for a while, if your superiors like your work and you do a bit of ass-kissing, you'll probably get offered a job at some point (sometimes places like Pixar/ILM only hire a permanent employee if they lose a permanent employee, so you may need to wait for an opening to come up before thinking about being considered).

      Of course, expanding your network and getting to know the people in the industry that work at Pixar, ILM, Dreamworks, Hammerhead Productions, etc. can only benefit you. In the media industry, its ALWAYS about who you know. After that, its about what you've done and then it *might* be about what you know (education/training/etc.)

      Good luck!

  24. How to get started in the industry?? by Anonymous Coward · · Score: 0

    If you're a well developed 3D person that can use 3dsmax or Maya freely, how do you go about working at a cgi house?? What does your company look for when hiring animators? Does it mainly depend on the portfolio, or are people without "industry" experience basically screwed?

  25. Let's talk jobs by allagash · · Score: 3, Interesting

    What would you suggest to a C/C++ programmer who's insterested in the SFX industry? I assume you need to know OpenGL, linear algebra, Unix, maybe Renderman. What else is suggested -- demo programs, networking at SIGGRAPH, database work?

    Also, what's the state of the SFX industry? I know it went through a shakeout a few years ago.

    thanks.

  26. What movies have impressed you? by Anonvmous+Coward · · Score: 5, Interesting

    When somebody has intimate knowledge about how a movie is made, it gets really hard to make their eyes jump out of their head.

    For example, there's a scene in the Director's Cut of Robocop where Alex Murphy is just about to be shot in the head by the lead bad dude. The camera is pointing right at Alex's face, then swings around behind him. As soon as the camera is behind him the bad guy fires a gun, the back of Alex's head explodes and you can see a hole clean through it. This whole scene was one smooth camera movement, no edits.

    I was *stunned* to find out that Alex was a puppet. They were able to make a puppet that totally convinced me that Peter Weller was sitting in front of this guy about to get his head blown off. I could not believe that they were able to do one that convincing.

    I'm curious, what movies have had that affect on you? "OMG! I had no idea that was an effect!"

    1. Re:What movies have impressed you? by UranusReallyHertz · · Score: 1

      I say Castaway had some of the most seamless effects that I have ever seen.

      --
      Smoking is an expensive, slow, and unreliable method of suicide.
  27. Real People? by diablochicken · · Score: 1

    Clearly, it's going to take more than lots of render power to completely fool audiences into believing that a computer-generated human is real.

    So what's it going to take? What does someone need to do to achieve the holy grail of computer animation and create a human being that fools a movie audience?

  28. Project you'd like to tackle? by seldolivaw · · Score: 5, Interesting

    This might be construed as off-topic, since it's not about technical aspects of CG, it's about the artistic side of CG. But hear me out:

    Although recently a lot of the big names in science fiction and fantasy are finally making it onto the screen in a plausible way (e.g. Tolkein) there are still plenty of great books out there that haven't even been optioned. If you could turn any science-fiction/fantasy book or series into a movie, which would it be?

    [My personal choice: the Foundation saga by Asimov. So huge! Such a great plot! So eminently filmable! Somebody make this movie, dammit! :-)]

    1. Re:Project you'd like to tackle? by Anonymous Coward · · Score: 0

      Yeah, cause everyone knows that epic stories with intricately detailed plots can easily be boiled down to 150 minutes of special effects.

    2. Re:Project you'd like to tackle? by seldolivaw · · Score: 2

      Who says it has to be 150 minutes? LotR hasn't done too bad a job (so far), by taking the enormous Rings books and turning them into 3 movies (although I tend to agree with many that it could easily have been six). The movie-going audience seems to have redeveloped a taste for the epic movie ever since the 3 hours of Titanic. The Foundation saga could be turned into one movie per book and be interesting without losing too much detail.

    3. Re:Project you'd like to tackle? by Anonymous Coward · · Score: 0

      Enormous? Anyway, I wouldn't mind seeing Robert Jordan's Wheel of Time, if they could be done as well as LotR.

    4. Re:Project you'd like to tackle? by BagOBones · · Score: 1

      At 3hrs you have to wonder what ever happened to the tradition of intermissions.. My balder can't stand most 2+ hr epics..
      I tend not to drink anything during those long movies

      --
      EA David Gardner -"... but the consumers have proven that actually what they want is fun."
    5. Re:Project you'd like to tackle? by psamuels · · Score: 1
      My personal choice: the Foundation saga

      ...says slashdot user "seldolivaw". Gee, who could've guessed?

      --
      "How can you claim that you are anti-crack, while still writing a window manager?" — Metacity README
    6. Re:Project you'd like to tackle? by ctar · · Score: 1

      My vote? Schismatrix by Sterling...The world created is epicly huge, visually beautiful, but the story is short enough that you could cover almost all the details/dialog in a film...

    7. Re:Project you'd like to tackle? by dubiousmike · · Score: 2

      I saw that this post made it to the final 10 questions.

      I just wanted to say thank you for suggesting The Foundation series. I have been waiting for 15 years for someone to put out a movie based upon my first and absolute favorite SF series.

      I couldn't agree with you more. I wish I could somehow give you more mod points!

  29. Generic or bespoke software ? by openSoar · · Score: 1

    what is the ratio of off-the-shelf software (maya, photoshop, 3ds etc.) to hand crafted software at hammerhead ?

    What is your development environment for the hand crafted stuff ?

    do you tend to modify / create plugins for existing app or write your own from scratch ?

  30. What's the effect that makes you cringe? by Dj · · Score: 2, Interesting

    What's the effect or CGI animation that makes you cringe the most when you see it used, or overused?

    --
    "You know you want me baby!" - Crow T Robot
  31. Reduction in man-hours for CG? by ceswiedler · · Score: 5, Insightful

    At one point, as a film student, I was interested in computer animation as a way for a single person or small group to produce a film, without the expense of locations, casting, cameras, etc. I thought that soon, as hardware and software improved, it would be possible for me to create a film on my own computer at home.

    But my experience in animation in college taught me that increasing hardware capacity doesn't reduce the time it takes to produce a film or demo reel; it simply increases the quality of the final output. I imagine that the modelling, animation, and rendering of the scenes in Tron took as much human time as comparable scenes in Fellowship of the Ring. It's possible to render Tron-quality CG in realtime on a modern PC, but nobody wants to watch it.

    My question is this: do you think it will ever be possible to produce a full-length CG film in about a man-year or less, with effects which are reasonbly "modern" for the time? Will the technology curve eventually flatten out, once we get to a certain point where the human eye can't really tell the difference? Or is it implausible to think that a single person or small group could provide all of the artistic input (scriptwriting, directing, modelling, animation, acting, etc) to produce a full film, even ignoring all technological constraints?

    1. Re:Reduction in man-hours for CG? by captaineo · · Score: 2

      You hit the nail on the head... Current CG tools make very inefficient use of artist time. It's hard to put together an animated short (of decent quality) on any kind of constrained schedule.

      I estimate that 70% of labor time on my recent NASA animations (maasdigital.com) was devoted to mindless tedium like queueing up renders, splitting scenes into different elements for compositing, shuttling video files through different editing systems, etc. The actual creative work got lost in the noise.

      But solutions are coming. Maas Digital is working on much better tools; just watch us =).

      [/shameless plug]...

  32. Education and Background by SpillerC · · Score: 1

    What brought you to the world of Visual Effects?
    What decision that you made turned out to be the most important on setting you on your current path (if there is just one)?
    Are there any University-level programs out there today that you think are worthwhile in terms of giving practical experience to future Visual Effects artists?
    Thanks.

    1. Re:Education and Background by Das+Kamikaze · · Score: 3, Insightful

      Is a plethora of CS and CG knowledge enough when creating SFX for movies, or do you find advanced knowledge of the movie-making art a requirement as well? For instance, are there times when someone is making an effect that looks good by itself, but breaks some of the "basic rules" of filming or the scene setup. Or instead, do you find yourself unencumbered by the those rules, and able to create more innovative effects without thinking about them?

  33. Recommendations by Razorviro · · Score: 1

    How did you get your job creating movie sfx, and what would you recommend to someone who is interested in getting into the movie sfx business?

  34. What resolution are the effects in? by NeMon'ess · · Score: 5, Interesting

    What is the approximate resolution of film per square inch or centimeter? What resolutions are effects rendered in and how has that changed since Willow or T2?

    1. Re:What resolution are the effects in? by KewlPC · · Score: 1

      Most film effects are done at 2K (approx. 2048x1556) or 4K (approx. 4096x3112), assuming that you are doing "regular" 35mm. If you're doing CinemaScope, Super35, or VistaVision, the resolution will be higher (VistaVision work can be has high as 6K).

      Check out Cinesite's website. Dig around in there, and you'll find a list of resolutions their film scanning and recording services support.

  35. Process by Sneftel · · Score: 1

    What is the process of interaction between a SFX team and a director? The director has a creative vision, and the SFX team has the expertise on what can be done, what will look good, etc. Obviously there would be a fair amount of variation, but what tends to be the process of creation and refinement?

    --
    The opinions stated herein do not necessarily represent those of anybody at all. Deal with it.
    1. Re:Process by KewlPC · · Score: 1

      The director rarely deals with the actual artists. Instead, he mostly interacts with the Visual Effects Supervisor(s) (decides how the effects get done, shows up on set to take down what lens is being used, where the lights are, etc.) and Visual Effects Producer(s) (deals with how much shots are going to cost, how long they're going to take, etc.). Both work for the VFX studio enlisted to do the work.

  36. Encouragement by Sadadar · · Score: 1

    The field of digital video special effects is getting to be larger and larger every year in advertising, television, movies, and video games.

    Would you encourage someone else to get involved in your field? How did you get started? What were your feelings on the introduction of personal computers, cg, and server clusters to the special effects field?

    What do you think the best method is to get involved in digital video special effects?

  37. CG only vs. CG + LA by Rui+del-Negro · · Score: 3, Interesting

    As a complement to Mr Guy's question (above):

    Do you prefer the freedom allowed by CG-only scenes or the challenge of mixing CG and live action in the same scene (regardless of whether it looks realistic or "in-your-face" CG)?

    RMN
    ~~~

    1. Re:CG only vs. CG + LA by KewlPC · · Score: 1

      AFAIK, the type of VFX work that Hammerhead does isn't so much doing all-CG shots, but tricky compositing (The Fast and the Furious) with some CG elements thrown in (Deep Blue Sea).

    2. Re:CG only vs. CG + LA by Anonymous Coward · · Score: 0

      Still, that doesn't tell us what the guy likes best, does it? Just what kind of work he usually does (often totally unrelated). Personally I think it's an interesting question, and I'd like to know his opinion. I also like the one about Jar-Jar.

  38. How far from "Real-Time" preview are we? by wowbagger · · Score: 5, Interesting

    On the "Shrek" DVD, they have some honest-to-goodness bloopers (rather than the contrived bloopers on the Pixar films). Most of these stem from rendering goofs (such as the "ChiaPet Donkey" sequence, or the "Exploded face" renders).

    Now, obviously the days of photo-realistic rendering at realtime speeds are long off (since the more CPU you have, the higher you define "photo-realistic"), but for the normal preview work, how close to real-time are we? For example, are we looking at 10 to one (ten seconds to render one second of preview), or what?

  39. Where is the line in the sand? by wfrp01 · · Score: 2

    Who makes the decision about where CGI ends, and reality begins? What factors come into play when making this decision? How do you expect to see this line in the sand evolve over the next ten years? I'm sure different movies approach these matters each in their own fashion. Are there any generalizations you would make? Care to share some fun industry anectodes?

    --

    --Lawrence Lessig for Congress!
  40. Good Enough? by ultima · · Score: 1

    How do you decide when a piece of software or an effect is "good enough" for production? Do you make many "draft" versions of an effect, and constantly refine it, working out bugs and adding features (much like how Open Source software evolves)? Is there anything the Open Source community could learn about software quality from software that millions of people "see"? :)

  41. Re:here is a mirror by the+way,+what're+you · · Score: 1


    Hello, I think you are confused. The topic is SFX, not SEX. Thanks, and have a nice day!

    --
    example.org - powered by Linux!
  42. The intersection of FX and virtuality by Apostata · · Score: 1

    I work in the film industry, and one thing that I've been noticing (although, to think more about it, it's not necessarily a recent trend) is the reliance upon digital effects/3D animation in the minds of producers/writers when preparing projects.
    While there is nothing inherently bad about this, it unfortunately has the effect of producing many films (and TV shows) that look like nothing more than demo reels for FX companies: bereft of capable stories, developed characters, themes, etc.
    Part of the problem - as I see it - is the intersection between the technical virtuality of the FX and the more ephemeral virtuality of the story itself. It seems to me that the aesthetic of the former is often misunderstood as being a replacement for the latter.
    What are your thoughts on how a balance between these two virtual realities can be maintained?

    Cheers.

    --

    This wasn't just plain terrible, this was fancy terrible. This was terrible with raisins in it. - Dorothy Parker
  43. Not a proper question by Anonymous Coward · · Score: 0

    But for a laguh, how about this.

    What do you think of this movie?

  44. Security of Body Models? by RichMan · · Score: 1

    In the productions that you have worked on what sort of effort has been done to provide security on the digital data comprising the human body models and textures you have worked with?

    Just wondering if a texture/wire frame model of Pamela Anderson will ever leak out of 3d shop.

  45. What's more effective? by skwog · · Score: 1

    In your opinion with regards to say, your own favorite films, what seems more effective in producing a great film? Spending the bulk of $$ on FX, or on good writing, directing and acting? With all the money and talk being poured into better and better computer effects, which are automatically dated by the fact that they are constantly improving in almost everyway, do you feel that enough attention is begin given to the basics? (i.e. writing, acting and directing)

    --


    You can laugh without eating a sandwhich, but you can do both if bring one.
  46. Does the MPAA listen to you? by mcfiddish · · Score: 2

    Being someone who uses computer technology to benefit an industry that in many ways is actively working to stifle that same technology, do you feel you have some standing to show people with power in the movie industry that technology isn't something to be afraid of?

    I don't think I'm going out on a limb by saying someone like Jack Valenti probably has more respect for you than he has for your typical Slashdot geek. :)

  47. Not Actors... Crew! by Skevos+Mavros · · Score: 1

    Hi there,

    Here's two requests for you to put on your future-prediction-hat:

    Many people see CGI as competition to actors. But we still need actors to do the voices and even mocap. It's the fate of crews that interests me. Once digital hi def cameras are small and affordable, along with virtual sets etc do you see smaller crews as the norm? Or will standards and expectations rise so that the reverse happens and crews get larger?

    Also, if computers and software continue to fall in price (the latter isn't so certain I grant you), do you forsee this technology becoming more available to even the micro-budget film maker? Will these tools help close the gap in the difference between the "look" of low vs high budget films?

    Thanks!

  48. CG People by Anonymous Coward · · Score: 0

    I don't know if you've ever modeled a person before. I'm just wondering what the hardest part of doing that would be?

    I'd imagine it's the hair, or eyebrows or something specific like that. But never having done it myself I really have no idea.

  49. What CGI tools do you use? by OmniVector · · Score: 1

    Do you use a commercial tool like Lightwave or SoftImage, or do you use a homegrown solution like Pixar studios (or lucas arts, etc)? Do you need people on staff to do regular updates to the software suite you use if you do use a custom one?

    --
    - tristan
    1. Re:What CGI tools do you use? by KewlPC · · Score: 1

      Are you guys incapable of visiting the website? Hammerhead wrote their own renderer for Deep Blue Sea, and uses their own tools for compositing, tracking, rotoscoping, etc.

    2. Re:What CGI tools do you use? by KewlPC · · Score: 1

      Whoops. Hammerhead didn't write their own renderer for Deep Blue Sea. Browsing hammerhead.com it looks like they wrote their own animation software.

  50. Convergence of computer games and movies by ManxStef · · Score: 1

    Hi Thad,

    What's your opinion on the paths of computer games and movies and their relationship?

    For instance, could you see games and films converging to the point where the effects algorithms (eg. pixel/vertex shaders, or particle fx for tornadoes and the like) are basically the same for both? Have you ever done an collaborations like this with games software houses already?

    Also, do you think consumer graphics hardware (games consoles, PC graphics cards, etc.) and commercial-grade equipment are getting closer in their abilities, or is the gap as wide as ever?

    Cheers!

    1. Re:Convergence of computer games and movies by Anonymous Coward · · Score: 0
      You know what I hate? I hate this:
      niggers, arabs, spics, jews, muslims, and chinks, anything with muddy skin.
  51. The question no one is willing to ask... by mister_sparkle · · Score: 1
    How do you live with the shame of being involved with movies such as the dreadful Shaq vehicle "Kazaam"? Also, if you are graphics experts, how come your site looks like it was photoshopped by a Korean clan member? I'm shocked there were no lens flares.

    The people demand an answer!

  52. Article in INvestor Business Daily investors.com by Anonymous Coward · · Score: 0

    They say that linux is not ready for prime time in
    this article that features Thad. Render but can't
    draw is the basic premise.

  53. What is in store for us? by gosand · · Score: 3
    How far ahead are you of what is out in theatres now? By the time they are released, movies are always behind the technology, simply because they take time to produce (and the technology moves so fast). Movies like Shrek and Monsters Inc, which really pushed the capabilities, were in production for years. I am sure T2 took a lot of time as well.

    What is going to wow us when it comes out? How much further ahead are the things that you are working on now?

    --

    My beliefs do not require that you agree with them.

  54. Killing the Classics by Skyshadow · · Score: 5, Interesting
    Several directors have recently released "special editions" of their classic movies which subtly change the films by using computers effects to either clean up the old effects or (far worse) alter the original film.

    The problem that I have with this is twofold: First, these "special editions" seem to be the ones that show up on TV and on video rental shelves, so that they and not the original become the pervasive copy.

    Second, I can foresee a day when older movies are edited in this fashion so they can be remarketed to audiences with more "modern" attitudes (think similar to Speilburg taking the guns out of the hands of the pursuing authorities in the ET rerelease).

    Do you believe that, as a creative professional, you have any sort of ethical duty to resist these sorts of changes? Is there a line to be drawn between merely cleaning up the original effects and replacing them entirely (as in the Star Wars special edition), or between effects-patchup and all-out content alteration (aka, the wussification of Han Solo by having Greedo shoot first)? Do you feel that old films should be left alone, or do you consider them more as ongoing acts of creation?

    --
    Every year during my review, I just pray the words "slashdot.org" aren't mentioned.
    1. Re:Killing the Classics by ByTor-2112 · · Score: 2

      Mod this one up. It is a VERY legitimate concern.

      Lucas, I want the ORIGINAL star wars on DVD. Not your crappy "special edition" or a 3rd "ultra special edition" where everything is CG.

    2. Re:Killing the Classics by HowlinMad · · Score: 1

      mod the parent up, it is a very good question.

    3. Re:Killing the Classics by pete-classic · · Score: 2

      God damnit. Why did you have to bring that up? I always manage to go blind and deaf for a moment during that scene.

      I don't really mind the new release of the classic trillogy. I really liked EPII. EPI is looking better to me as more context surfaces.

      But the Greedo thing really pisses me off. Comeon, a bounty hunter that shoots worse than Stormtroopers? Han just sits there and lets Greedo get the first shot? What a load.

      -Peter

    4. Re:Killing the Classics by TheWickedKingJeremy · · Score: 1


      Great post!

      Do you believe that, as a creative professional, you have any sort of ethical duty to resist these sorts of changes?

      I am not sure such decisions are bound by an ethical duty so much as, I would like to think, a desire to maintain the artistic integrity of the original piece.

      Is there a line to be drawn between merely cleaning up the original effects and replacing them entirely (as in the Star Wars special edition), or between effects-patchup and all-out content alteration (aka, the wussification of Han Solo by having Greedo shoot first)? Do you feel that old films should be left alone, or do you consider them more as ongoing acts of creation?

      There is a line to be drawn, though I think it is a grey line and hence is left open to interpretation. Though I am not crazy about the idea, I really had no issue with Lucas going back and fixing up some of the effects of the original trilogy... (removing green boxes around TIE fighters, etc) However, I feel it is an absolute tragedy if the actual content of the film in changed retroactively. In many ways it is sad that we will not be able to buy a DVD of the *original* films because, as you said, the updated versions are the only ones sold.

      I do not think films should be "ongoing acts of creation" as I think they are, among other things, testiments to the time period from which they were created.... As such I really hope "Greedo shoots first" does not become a common trend.

      --

      my religion lies somewhere between buddhism and super monkey ball - pamphlet?
    5. Re:Killing the Classics by PMuse · · Score: 1

      Several directors have recently released "special editions" of their classic movies . . . these "special editions" seem to be the ones that show up on TV and on video rental shelves, so that they and not the original become the pervasive copy.

      Don't forget that the new editions get brand spanking new copyright dates. This is incentive #1 for the studio to push this sort of work. Also, the so-called extra material drives DVD sales. This is incentive #2.

      Allowing the director to take a second whack at "getting it right" is most likely a distant third. Still and all, a good enough question for Thad.

      --
      "We reject as false the choice between our safety and our ideals." --The American President (20.1.2009)
    6. Re:Killing the Classics by jgilbert · · Score: 1

      So, basically your asking whether or not ones morals come into play when selecting jobs as an digital fx guy. Kind of like if you were an independent contractor working on the death star.

      jason

    7. Re:Killing the Classics by lfourrier · · Score: 2

      See: colorization of BW classics.
      Read: Remake, by Connie Willis.

  55. Little studios vs Big Studios by Milinar · · Score: 1
    I've followed your company's work over the past few years with great interest. It seems to me that the effects you do are pretty much on par with big studios like digital domain, etc.

    Have you purposefully stayed a small studio, with a few dedicated individuals? And what advantages has that given you?

  56. i've heard by Anonymous Coward · · Score: 0
    that you hollywood types are all a bunch of homos. Is that true?

    Also, is this your asshole?

    Thnx?

  57. Special effects to much these days? by anewman · · Score: 2, Interesting

    Do you think that these days, with digital technology being more affordable for more people in the industry, that special effects are being used too much, and are being used as a substitute for other cinematic elements?

  58. How do you feel about piracy? by Anonymous Coward · · Score: 5, Interesting
    As someone who makes his living off of movie sales, you must hate to see a movie you've spent months working is released online before it even hits the theatres. Every time someone downloads a movie rather than paying for it, that's money right out of your pocket.

    On the other hand, you're also a programmer and linux user, and must surely be aware of the danger posed by over-broad intellectual property protection laws. It's possble that the same laws that ensure your livelyhood will end up making it harder and more expensive for you to do your job.

    In your unique position, you must have a better insight into piracy than the average slashdot reader, or average policy maker. How do you handle this dilemma?

    1. Re:How do you feel about piracy? by KewlPC · · Score: 1

      WTF? Since when does a VFX company get money from movie sales? The company gets all their money before the film is even released. When the movie is released, the VFX company doesn't own a single copyright on it.

  59. Thad... by Anonymous Coward · · Score: 0

    You ever dance with the devil in the pale moonlight?

  60. Movie sound by z4ce · · Score: 5, Interesting

    I was wondering if you could give a brief overview of special effects in sound. What is the best for the movie experience? SDDS, DTS, DDSEX, Dolby Digital, Dolby Stereo? Does it really help to go to a theater that is THX certified?

    Thanks,

    Ian

  61. oops by tps12 · · Score: 1

    I misread that as "Terminator 2: Angels in the Outfield." Wouldn't be a bad movie, though.

    --

    Karma: Good (despite my invention of the Karma: sig)
  62. question for thad by Jucius+Maximus · · Score: 5, Interesting
    Thad: When designing tools for making 3D scenes or characters, how much does real world physics play into what is generated? Do you use fluid mechanical models to generate the flow of water over a waterfall or the movement of a large tree affected by a mass of air? Do you use vibro aoustical and biomechanical models to determine they way a CG mechanised character will walk?

    In essence, how much do you take real physics into account when designing something a CG item to emulate a 'real' item on screen? What is the balance between physical limits and creative freedoms?

  63. Is the rate of CG innovation slowing down? by tinrobot · · Score: 2, Interesting

    It seems as though artists can pretty much do just about anything with CGI these days. The technology is pretty ubiquitous, and it seems the only barrier now is simply artistic talent and ability. It almost seems as though CG is 'good enough' for most applications. I've also noticed over the past few years that Siggraph conferences are getting smaller - does this represent a slowdown in the rate of technological innovation?

  64. Not Possible? by Joel+Ironstone · · Score: 2, Interesting

    Is there anything, an effect or otherwise that you don't see being possibly to recreate digitally. If so then what and why does this effect pose particular problems.

  65. Duh? by Anonymous Coward · · Score: 0

    This seems a little stupid, but what is your favorite snack food while programming.

  66. Question of Real Time Capabilities by kenp2002 · · Score: 1

    How has the emerging real time rendering capabilities of current hardware given film directors and CGI artists the ability to story board in real time and make changes before a final rendering? Has the industry used things like the unreal or quake engines to proto-type scenes, picking camera angles etc, using real time rendering? And if not why hasn't anyone thought of using these real-time techniques to potentially storyboard (in realtime 3D) the entire project prior to starting the project? Hell someone could make a quake mod that acts like a sound stage and you could make movies though a simpler interface that non-techies could use to make movies! Doh! The possibilities.

    --
    -=[ Who Is John Galt? ]=-
    1. Re:Question of Real Time Capabilities by KewlPC · · Score: 1

      Yes. They used the Unreal engine to do previz for AI. But they still use traditional storyboards a lot, because those are easier to carry around than a computer. The realtime engines are mostly just used for bluescreen work, etc., when the director can't see how the final shot is going to look just by peering through the viewfinder or video tap on the camera.

    2. Re:Question of Real Time Capabilities by kenp2002 · · Score: 1

      You Said: ... But they still use traditional storyboards a lot, because those are easier to carry around than a computer. ... I say try Removable Hard Drives CDRWs DVDRWs Laptops I can fit 144 full novels on a CDRW at over 100k pages. I can also fit 2000+ PNG or JPEG images. How could they still think that story boards are more convienient? Ufda! Oh well to each their own. I still think there hasn't been a good movie made since Blade Runner so all this digital crap means little when it comes to making a good movie.

      --
      -=[ Who Is John Galt? ]=-
    3. Re:Question of Real Time Capabilities by KewlPC · · Score: 1

      Yes, but you can make photocopies of storyboards, etc.

      Both systems have their advantages and disadvantages.

  67. SPX vs. Story by unicron · · Score: 2, Interesting

    One thing that always gets me is that it seems more and more people are more willing to tolerate bad acting and plot than they are bad special effects. People will often whine more about an awful looking space attack sequence, for example, than they do countless bad performances in the same movie.

    Do you think that your section of movie-making has become more of a backbone than it should be, and furthermore, do you feel that you should be held to the same standards and levels of criticism that acting and story are held to? If you choose to recognize your craft as art, I would say you're in for a much harder ride than if you choose to look at it as a science.

    --
    Finally, math books without any of that base 6 crap in them.
  68. Art by Shadow+Wrought · · Score: 1

    What are your thoughts about CGI graphics being thought of as art? Have you ever thought that years from now, what you are doing could "hang" in museums?

    --
    If brevity is the soul of wit, then how does one explain Twitter?
    1. Re:Art by abusimple · · Score: 0

      Also, how would you respond to the claim that "newfangled" digital technologies cheapen the original art form of film?

  69. Lining my pockets... by zulux · · Score: 2


    Given you're in the thick of things...

    Should I buy SGI stock?

    --

    Moneyed corporations, non-working 'poor' and criminal prisoners are turning productive citizens into tax-slaves.

    1. Re:Lining my pockets... by stickybuffalo78 · · Score: 1

      There's an inherent contradiction here between the post and .sig that I'm going to point out for my own sanity's sake. I couldn't care less about SGI's stock (exactly how do you think one ends up with a "Moneyed corporation" without a pile of schills willing to give him or her money for a piece of paper that just might be worth something, if the corporation doesn't Enron the shareholders...) but the "productive citizens" you speak of are most often only slaves to the production and accumulation of the infitessimal products they produce. Moneyed corporations, many commanded by people who belong in criminal prisions, create an evironment that rewards the human who has little sense of soul, and is poor in their care of those without the ability to do "commercially viable" work.
      BEGIN General /. rant
      How many slashdot geeks are there who DO have a the barest sense of social responsibility? At least start learning what capitalism means before adhering to it so fervently. And if you look around the world, taxes vs. paltry services offered aren't too out of line. Imagine if you really were paying to help rehab the criminally charged, and dust off those surviving at the bottom of the heap. When do people stop saying, "if you got off your ass and to work you'd be fine?" and start addressing root causes? There is a ridiculous idea that everyday can't be about fufilling work, and that everybody sort of hates their job, and I think it just might kill hope in aging geeks across the board. END RANT

    2. Re:Lining my pockets... by Anonymous Coward · · Score: 0

      Oh boy...

      Another new slashdot user to enlighten us all.

      Hint: Nobody cares about your re-hashed Chomsky rants.

    3. Re:Lining my pockets... by stickybuffalo78 · · Score: 1

      You cared enough to "enlighten" the "unspoken majority" with your flippant remark...

  70. VFX 20 years ago = Video Game industry now? by Anonymous Coward · · Score: 1, Interesting

    You've been in VFX for almost it's entire existence. Can you describe the evolution of the your industry in terms of team size, scope of projects, and what some of the most significant changes have been in the past 30 years BESIDES the advent of the computer as a VFX tool.

    I work in the video game industry, which in many ways is still in its infancy. We are generally self contained teams of 10-100 and work on a single game at a time. Outsourcing of assets is rare and few shops exist solely to work on part of a game. Was the VFX world ever like this and do you think the video game industry could go through a similar change to specialized shops?

  71. Education by gonemad · · Score: 2, Interesting

    What is your perspective on college education in the area of SFX? I have been looking to do my MA/MFA in a program that would allow for film/video and 3d to be together in a major but so far all is segregated...or do you think that independent learning is best? Looking for good recommendations before investing $.

  72. Dropped crusade against Pixar patent? by Anonymous Coward · · Score: 2, Interesting


    I heard a rumor that you dropped your "crusade"
    against Pixar's software patent on deep-shadow
    technology?

    The rumor implied you were "bought-out"?
    Care to comment/share your thoughts on software
    patents in the VFX industry?

  73. Startide Rising and the Uplift Saga by FreeUser · · Score: 2

    David Brin's "Startide Rising", then the following bootks in the series, in order. (I'd skipped the one the preceeded Startide Rising).

    Space Opera, Space Battles, deep characters (both human and non-), excellent storyline, great drama.

    --
    The Future of Human Evolution: Autonomy
  74. Where do you draw the line by ByTor-2112 · · Score: 4, Insightful

    How do you feel CG is effecting films? These days many films opt for fake sets and sequences while the stunt men who worked so very hard in the 80's go begging for work. I always find it very easy to spot the CG textures and colors (can't you guys pick a color palette that actually occurrs in the real world?), and find myself increasingly disappointed by CG even as it "advances" every year. Do directors and producers give you the opportunity to offer input about the overall quality of a CG scene -- whether or not it will be convincing?

    1. Re:Where do you draw the line by Anonymous Coward · · Score: 0
      I always find it very easy to spot the CG textures and colors
      I bet you $100 you can't. What you might be able to spot is CG rendered by a company like ILM who have problems with what you, for want of a better word, call a color palette. Their colors inhabit a very limited dynamic range so their work always looks unsaturated and pastely (see Star Wars I,II, The Mummy, Perfect Storm, Minority Report). Other visual effects companies have more sophisticated handling of color and often work with precisely the same colors as existed on the original sets.
  75. The future? And the it's needs by mochan_s · · Score: 1

    What inadequecies exist that need to be research and developed? More rendering power by more distributed software? Better algorithms for some specific branch of the process? More tools?

  76. i know 35mm... by caveat · · Score: 1

    IIRC a frame of 35mm (still or motion) film is about 4500x3000 grains. i'm not sure what that works out to in dpi...i'd call it ~4000dpi. the grains in film are randomly sized and distributed though, which seems to me, having worked a bit with both, to make the B&W tonality and smoothness of shade of good 35mm film (Delta 100/Royal Gold Select 100) far above and beyond what you get with an equivalent number of pixels. digis do seem to have more consistent colors, though.

    --

    Facts do not cease to exist because they are ignored. - Aldous Huxley
    1. Re:i know 35mm... by Anonymous Coward · · Score: 0

      That's 3266 DPI (4500/(35/25.4))

    2. Re:i know 35mm... by Anonymous Coward · · Score: 0

      I'd agree, mostly.

      You'll find most 35mm (and medium format) "prosumer" filmscanners have a max. resolution of 4000dpi, as this is the current accepted limit of film. It is possible to get more detail out of a film though by matching to its stock's characteristics. See more details on this excellent filmscanner technical reference site.

      For a practical display of the resolution of film (in this case a 5x4 Kodak extachrome transparency) take a look at the detail of a drum scan. I think you'll agree that the digital CCDs in modern video and stills cameras still have a fairly long way to go before they reach the quality of good old film!

      Just to be a picky photographer, while Delta 100 and Royal Gold Select 100 are both pretty good for negative film, they're by no means the best. Reversal (slide) stock tends to be better, for instance Kodak Extachrome is damn impressive (see above), as is Fuji Provia 100F - very accurate colour reproduction and a very, very fine grain. But I'm just being picky, at the end of the day it's the image you capture on the film that's most important!

    3. Re:i know 35mm... by red_gnom · · Score: 1

      You forgot about the perforatet edgess which decrease the actual space for a frame. So go back to your calculator, and calculate again ;-)

    4. Re:i know 35mm... by red_gnom · · Score: 1

      When I looked at your link I realized what you head in mind. The sizes of frames are for photo cameras, not for movie cameras. In 35mm photo cameras length of frame is aligned parallel to the edge of film, but in 35mm movie cameras length of frames are parallel to the edge of film.

  77. Angels in the Outfield?! No way! by AssFace · · Score: 1

    he must be really proud

    --

    There are some odd things afoot now, in the Villa Straylight.
  78. Re:question for thad yey! by Anonymous Coward · · Score: 0

    Mod up parent!
    I want to see what he said about this.

  79. Re:Please answer... by CableModemSniper · · Score: 0, Troll

    Regardless, of whether or not you have synchro-mesh gearboxes, double clutching helps with weight distibution issues on turns and what not. It lets you take turns at higher speeds without the car going all over the place because all of the sudden its front heavy.

    --
    Why not fork?
  80. First feature-length all-CG indy film? by yoDon · · Score: 1

    When do you think the first feature-length all-CG indy film will hit theaters? (or, if you think that's too fuzzy a question, substitute "under $2M budget" for "indy").

  81. I've got two... by brogdon · · Score: 5, Interesting

    This is probably the most obvious question asked so far, but...

    1) Is there a particular shot or effect in a film you've worked on of which you're the most proud? Does one in particular stand out to you as the best you can do (or could do with the equipment of the time)?

    2) Have any of the techniques you personally created (and there must be at least a few after three decades in such an innovation-intensive field) been picked up by others and adopted as standard techniques by the other effect houses? Maybe you were the first person to use a shoe as an off-in-the-distance star-fighter, or you invented the blue screen, something of that nature?

    --


    This tagline is umop apisdn.
  82. Mesa Wants to know? by EvilBudMan · · Score: 1

    Mesa wants to know howsa youza get into animation. Seriously, what is the best way to break into the field.

    -you are what you is- Frank Zappa

  83. 2 questions by designBureau · · Score: 1

    Have you noticed a major change in cg being used more of a gimmick and being used more discretely in scenes that don't involve pod racers or massive explosions? and What percentage of software used in house is off the shelf and how much is developed in house? Is there a major difference between smaller firms and the industry giants (imageworks, ilm) when it comes to this?

  84. CGI alternatives by Strange+Ranger · · Score: 5, Interesting


    Do you think CGI can too often be seen as a "suppressor" of other art forms? The specific example in my head right now is Old Puppet Yoda vs. New CGI Yoda, we haven't seen (AFAIK) any major puppeteering work in cinema in a long time. Other possibly "suppressed" art forms might be makeup art, the art of the stunt man, set construction, backdrop painting, cinematograghy, heck even acting could be listed here. Will CGI be escorting some or all of these art forms down the same path as Silent Films, blacksmithing, and totem-pole carving?

    Do you ever want to say "Hey this would be a lot better if it were done with [not CGI] instead"?

    --

    Operator, give me the number for 911!
    1. Re:CGI alternatives by Mika_Lindman · · Score: 1

      [i]Do you ever want to say "Hey this would be a lot better if it were done with [not CGI] instead"? [/i]

      Many times.
      On many occasions, puppets would look way more realistic than crappy CGIs. Puppets look real, not too smooth, lightning is real, according to scene etc. Also more attention is put to avoid scenes where you could easily see unnatural movements of puppets.

      Imagine something like Gremlins done with CGI in late 90's. Propably would suck big time!

  85. Fincher by Skyshadow · · Score: 2
    I've always found some of Fincher's use of panning effects somewhat distracting. There are some points where it's really effective (think Fight Club), but others where you just realize "hey, that was an effect" (several times in Panic Room).

    I am much more of a fan of Robert Zemeckis's use in movies such as Contact (the non-obvious effects bits), where you fly in through a window or where it's used to drive home something important, like the whole run-to-the-medicine-cabinet-suddenly-in-the-mirror bit.

    --
    Every year during my review, I just pray the words "slashdot.org" aren't mentioned.
  86. Ethics? by Anonymous Coward · · Score: 0

    Would you support a code of ethical standards for FX? Even at this stage of relative unsophistication, misrepresentation is rampant in the print and media fields, and it is sure to become far worse.

  87. Location of your industry importiant? by Capt_Troy · · Score: 4, Interesting

    Hi-

    I have always wanted to work in your field, yet, as ironic as this is about to sound, I turned down an offer from ILM because I could not afford to live in Silicon Valley being married with one child. Apartments (crappy ones by the way) are 3 times as much as the house payments I currently make and apparently you have to send your kid to private school there. It simply was not doable. Most of the ILMers I spoke to lived with 3 or 4 other ILMers in order to afford the living expense.

    If I read your website correctly, you are located in Los Angeles. I am interested to know how you feel about this situation. All of these facilities seem to be in California, where the cost of living prohibits many excellent programmers from working there simply because they have to support a family (not a bad thing). Is it possible that such a facility as yours could exist in a less costly location, or is the vicinity to the film industry too importiant to overlook in this way?

    Thanks, loved TFATF by the way!
    Troy

  88. software packages by autojive · · Score: 1

    Over the course of production of a movie, do you tend to stick to only one particular software title or do you tend to maximize the strengths of more than one to help achieve the director's/your vision(s)?

    Which program do you feel is the most modular and flexible of all that you use?

    Lastly, what are your feelings on Apple's recent buyout of NothingReal, the makers of high-end compositing software Shake? Do you feel that it is going to affect your industry in a positive or negative way?

    --
    I wish my lawn was emo, so it would cut itself.
  89. Bin Laden Tapes by Anonymous Coward · · Score: 0

    How much effort would it take to patch together the supposed bin laden tapes?

  90. Intellectual Property by SkyLeach · · Score: 3, Interesting

    As a person who has, in the past, written some small amount of graphics filters and post-rendering effects I know that I personally have leaned heavily on open source projects (i.e. Gimp, GtK) and more-or-less open standards (like OpenGL) to learn most of my graphics programming (monkey see monkey do style).

    In a field such as yours the latest and greatest rendering techniques, fractal algorithms, filter effects and post-render effects appear to be the only thing setting you and your company ahead of others in the field.

    In light of this, and the apparent probability that you learned many of your programming techniques from those who came before you, what is your view of Open Source? Do you show your techniques to others and allow them to learn from them or do you consider them closely guarded IP?

    --
    My $0.02 will always be worth more than your â0.02, so :-p
    1. Re:Intellectual Property by /dev/trash · · Score: 1

      My $0.02 will always be worth more than your 0.02, so :P Not to nitpick but the Euro earlier in the week was actually trading slightly above parity.

  91. Hair by Anonymous Coward · · Score: 0

    Like, yeah, man. Who cuts your hair?

  92. What do you see as the future for SGI? by Fluid+Donkey · · Score: 3, Insightful

    I ask this s a long time "fan" of SGI. Given their recent history. What do you see as their future. Can they stay competetive in the high end graphics stations with cheaper Linux solutions popping up? Or do you think they would be better off focusing on their x86 based server stuff? Or something all together different?

    --
    It's amazing how spiritual an elaborated beer commercial can be. -- Philip K. Dick
  93. The dark side of CG by Ashtangi · · Score: 4, Interesting

    Given the power of the media, and Television in particular, to, as Noam Chomsky puts it "manufacture consent", do you see any sinister side to the ultimate perfection of CG? Given that media conglomerates do not act in the interest of their audience, and that the CG field will be getting better and better while the technology gets cheaper and cheaper, can you envision a day when we the public will not be able to differentiate from animated fiction and filmed reality? Right now things are pretty easy to differentiate, but what will the situation be in 10 or 20 years? Is there concern in the industry over this potential?

  94. Post production editing + misc questions by CaptTrips · · Score: 0

    Let's say in one scene the director calls for certain effects to be swapped around with others. Or in another scene the director tells you to the effects need to be reduced due to length reasons. Once the special effects have been rendered and are in place, do you use video editing software like Apple's Final Cut Pro or Adobe's Premiere to make revisions, or do you go back into the 3D rendering tool directly, make the changes and re-render? If you use video editing tools, on average how much time, for an average big budget film, is spent utilizing these apps?

    Is there any Linux video editing software you and your staffers are currently excited about that you would recommend?

    What are the main differences between a rendered cinematic and a special effect? Which one involves more brainstorming and creativity?

    Are there any schools or books you would recommend for learning how to make 3D rendered effects and cinematics?

    --

    grep >= ! == $your
  95. Re:Please answer... by Anonymous Coward · · Score: 0

    ok, I'm lost.. hopefully you'll repost.

    As someone who's driven a manual transmission for most of his life, what exactly are they meaning by "double clutching" it? The only thing I can think it means is as they're changing gears, they're letting the clutch out. in neutral. Just to push it back in. ... ...

    How does that keep the weight off of the front end of the car? Also, on some turns, it's beneficial to jump on the brakes slightly before the turn in on the turn -- shifts the weight forward to get a little more traction to zip into the apex of the turn.......

  96. Linux and video by MrResistor · · Score: 2

    A little background:

    Being fortunate enough to live in Grass Valley, CA, I frequently stumble across neat video-related projects and companies. In that vein, one of my classes recently had a guest speaker from a company that specializes in video I/O (I don't remember the name of the company, but they've historically specialized in conversion boxes). He was specifically talking about a product which is just coming out of developement now; an add-on card for Mac which did rendering and handled I/O between a dual-channel SCSI storage unit and a professional VTR. The product was Mac only, and the reason he gave was Quicktime, which he described as being kind of like a low-level multimedia API which was quite simple to write hardware drivers for. This brings me to my question(s):

    How would you describe the present and future of Linux with regards to video I/O? Is there anything in Linux which is analagous to the Quicktime framework (in any stage of developement) in the sense that it would encourage developement of such hardware for Linux? I'm assuming you use Linux for rendering, do you also use it for I/O, and why or why not?

    --
    Under capitalism man exploits man. Under communism it's the other way around.
  97. LA -v- Silicon Valley by gruntvald · · Score: 3, Informative

    though still high, the rents & housing costs in LA are about 1/3 to 1/2 that of Silicon Valley. I believe the bulk of the digital effects companies are in or near Pasadena, and you can rent somewhat affordably in that whole corridor, or if you don't mind the commute, further north.

  98. Will we ever catch up to our ambitions? by mgandhi2 · · Score: 1

    In the past, CG technology was driven by ambitious individuals who didn't have a very clear idea how they would pull off what the bigwigs had planned around the table. For example, some of the early commercials done by Omnibus, and the first CG effects to appear in film and television used state-of-the-art techniques and hardware to achieve their goals. The directors and producers had the vision, and it was up to the technicians to make it possible.

    Do you think that there will ever be a time that the technicians won't have to write new software in order to achieve the latest visual effect...because it already exists? Will we get to a point when the methodology for such advanced techniques as facial mo-cap and fluid dynamics is so well known that it small studios and home users with little training in computer science will understand them?

    --
    I have no desire to reach nirvana.
  99. Hardware rendering soon? by ToLu+the+Happy+Furby · · Score: 3, Insightful

    I'd be interested to your response to this comment by John Carmack to the effect that "production frames will be rendered on PC graphics cards before the end of next year. It will be for TV first, but it will show up in film eventually."

    Do you agree with John that the next year or so will see hardware cards with the power and flexibility (and software tools) necessary to replace software rendering farms for many tasks? If so, do you know what companies/tools he's talking about when he says, "I had originally estimated that it would take a few years for the tools to mature to the point that they would actually be used in production work, but some companies have done some very smart things..."? If not, why not, and when (if ever) do you think hardware will be ready to take over?

    1. Re:Hardware rendering soon? by Pseudonym · · Score: 2

      With all due respect to John Carmack, I have to wonder what basis he has to make these remarks.

      To be fair, "rendering" encompasses a lot of jobs across the industry. For example, there's a whole subfield of the CGI industry colloquially known as "flying logos", which may be a good candidate for hardware rendering in the medium term. However, certainly anything which has to be combined with a live plate will not have its final render done in special-purpose graphics hardware any time soon.

      First, even before the end of next year, PC graphics cards will not have the level of filtering required for even a simple CGI element.

      Secondly, rendering isn't as big a cost of the production pipeline as most people think, compared with modelling, animation, physical simulation, lighting and compositing. This is especially true when you consider that renders don't require human interaction, so can happen at night.

      Thirdly, consider Blinn's Law. For the uninitiated, it's the converse of Moore's Law. Hardware may double in power every N months, but audience expectation rises just as fast. You will have to upgrade, and it's cheaper and easier to upgrade software than hardware, both for the developers and users of the products.

      The thing that annoyed me the most, though, is this comment:

      There will always be some market for the finest possible rendering, using ray tracing, global illumination, etc in a software renderer.

      The fact is that the overwhelming majority of CGI effects elements today use neither ray tracing nor global illumination. Even in those rare circumstances when they do, it's often used in combination with traditional scanline renderers. One setup, for example, is to let the scanline renderer call out to a ray tracer to handle secondary rays. Another is to render the same geometry using a scanline renderer and using a ray tracer then composite the results.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  100. Do you and your buddies... by Braintrust · · Score: 1

    ... ever get really messed up and wonder if maybe the Matrix might be real, and this is all just an illusion perpetuated by our cruel electro-mechanized overlords?

    --
    Years later, a doctor will tell me that I have an I.Q. of 48, and am what some people call "mentally retarded".
  101. no, wrong width by caveat · · Score: 1

    35 mm film is actually 36mm wide, so 4500dots/(36mm/25.4mm*inch^-1) = 3175dots*inch^1 (exactly!)

    --

    Facts do not cease to exist because they are ignored. - Aldous Huxley
  102. Will Microsoft Kill OpenGL? by Anonymous Coward · · Score: 0

    Do ILM, Disney and Pixar know something secret that makes OpenGL an attractive and viable option?

    If SGI keeps selling pieces of OpenGL to Microsoft, and NVidia does something weird with Cg and OpenGL 2.0 shaders and their closed source drivers, what will happen to OpenGL support on Linux? Will the Weather Channel's open source ATI drivers save OpenGL on Linux? What is Mark Kilgard doing working for NVidia? Is the NVidia driver a Trojan horse that will pull the rug out from under OpenGL on Linux?

    1. Re:Will Microsoft Kill OpenGL? by KewlPC · · Score: 1

      ILM, Pixar, Disney, et al all support OpenGL because it is cross-platform and because they don't use Windows for actual production work ;)

  103. Pushing realism by Un+pobre+guey · · Score: 1

    The creators of films including Final Fantasy and Shrek claimed to have had to reduce the quality of their renderings because they would have appeared "too realistic." Is this a credible claim? Why do it if part of the aim is in fact to appear highly realistic?

  104. here's a question by paulchandler · · Score: 1

    how far off do you think real-time photo-realistic rendering is from being commonplace? do you believe it's already possible with existing hardware or requires some new technology leap to make it onto the home desktop? i'm not talking about the barely passable quality of the nvidia accelerators, but more along the lines of renderman quality.

    --
    "Men have called me mad; but the question is not yet settled, whether madness is or is not the loftiest intelligence...
    1. Re:here's a question by KewlPC · · Score: 1

      I'm going to clue you in on a little secret: even in an all-CG movie like Shrek or Final Fantasy, the scene isn't just recorded onto film as output by the renderer. The TDs break each scene apart into separate elements, render the elements separately, and then the compositors put it all back together. The reason: control. If CG Character A is way off in the distance, it makes much more sense to render it without any fog or other atmospheric effects that occur when something is really far away, then add them at the compositing stage, because if the director decides that there's too much fog or whatever, it's easier to just redo the fog in your compositing package than to re-render the scene.

  105. Blender? by Anonymous Coward · · Score: 0

    Have you ever used Blender, and if so, do you think it is a viable tool for smaller enterprises like schools or local TV shows?

  106. Two at once (against the rules, boo-yah) by Anonymous Coward · · Score: 0

    One: Digital asset management

    What tools do you use? How do you solve problems related to the huge amounts of frame data? What sort of workflow solution(s) do you have in place for 3d artist -> animator -> compositor -> editor -> back to artist again to fix something, (etc.)? Do you use some sort of revision control for models, edits, composition setups, etc etc etc?

    Two: Compositing software

    I've used some of the flint/flame/inferno series. What else is out there? What do you use? What makes it nifty?

    1. Re:Two at once (against the rules, boo-yah) by KewlPC · · Score: 1

      Visit Hammerhead's website. They use their own proprietary compositing software, which Thad wrote.

  107. Speaking of movie effects. by Neck_of_the_Woods · · Score: 2

    I was wondering if you have any special tools/ideas/techs that you will be using you your new film "Blue Crush". I know it is about surfing and women, two of my favorite things in the world. Have computer graphics finally come to the point where you can render say, Pipeline on a 20 foot day, and be tricked into thinking it was real. Rendering a pitching monster over a reef and not looking fake is going to be one serious effect.

    Thanks,

    --
    Neck_of_the_Woods
    #/usr/local/surf/glassy/overhead
    1. Re:Speaking of movie effects. by j1mmy · · Score: 1

      I was wondering if you have any special tools/ideas/techs that you will be using you your new film "Blue Crush". I know it is about surfing and women, two of my favorite things in the world.

      I would also like to know what you are doing for this film. Can you digitally remove swimsuits?

  108. Open Source Contributions by Picass0 · · Score: 2

    Have you released any of your software under the GPL, and do you plan to do so?

  109. Future of Non-Poly/Surface Rendering Systems by Effugas · · Score: 4, Interesting

    Point-based rendering has shown some amazing results -- QSplat, for example, provides results in realtime that are flat out unimaginable out of traditional engines. Even higher quality output is coming out of the Surface splatting hackers.

    Image based systems also seem to be yielding results -- Gondry's Star Guitar video, which showed scenes from a window of a train synchronized to music, was undeniably compelling and could simply not have been done with traditional 3D approaches. Schodel and Essa's work with Video Sprites are also quite impressive.

    I don't mean to provide a litany of unusual rendering techniques for you to ponder. I bring them up because polygonal approaches have clearly yielded some incredible results, and I'm interested to know whether you think point-based and/or image-based strategies will yield similarly disruptive fruit. Also, I'm curious whether you're aware of any other particularly obscure but powerful methods for scene generation.

    So, in short: What's next for 3D?

    Yours Truly,

    Dan Kaminsky
    DoxPara Research
    http://www.doxpara.com

  110. What are your GCI pet peeves? by CompaniaHill · · Score: 2, Interesting

    I've been in the graphics field in one way or another for twenty-five years (Siggraph member since 1982), so you know I love GCI and am familiar with its strengths and weaknesses. I also have tremendous respect for traditional film FX, and am sometimes saddened by the present overemphasis on CGI for everything when many types of effects could still benefit from a more traditional approach. So my question -- what are your CGI pet peeves, and why? Unrealistic design choices of shapes/colors/textures? Poor/no use of physics-based motion? The difficulty in compositing a unnaturally-crisp CGI object into an inherently-grainy film background? The insistence of certain studio execs to use CGI for effects that would be better served by other FX technologies? The inevitable tradeoffs of time/money/ quality? Or something else entirely?

  111. Check out AI by bill_mcgonigle · · Score: 2

    The scenes where they're flying towards New York have absolutely stunning water. It's not all that close up, but it was the best thing in the movie.

    --
    My God, it's Full of Source!
    OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
  112. Too Real? by bill_mcgonigle · · Score: 2

    Every once in a while, I look upon a breathtaking sunset and say to myself, "if that was CG I wouldn't believe it was real."

    Do you ever deliver results that are too real and have the directors reject them?

    P.S. How do such disasters as the fight scenes in Blade II slip through the entire production process?

    --
    My God, it's Full of Source!
    OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
  113. Linux + CGI + Cheap by Anonymous Coward · · Score: 0

    Hi, I'm a part time 3D designer. I believe if I could spend all my time working in 3D animations I could make a good earning and would be happy as hell. The problem: it's not cheap. I have a small renderfarm (15 linux PCs) that I have built over the years, and use a lot of software that I dont have a license to. What is your recommendation for us who have the skills but are having a hard time trying to start a real company?. BTW, I'm not in the US, and in my country 3D Animation is really outdated.

  114. Re:Will SFX Overtake Actors? (Yes!) by bigjocker · · Score: 2

    Actually, in an episode of Twilight Zone Humprey Bogart (don't know if it's spelled correcty) played the main part, completely SFX.

    --
    Life isn't like a box of chocolates. It's more like a jar of jalapenos. What you do today, might burn your ass tomorrow.
  115. Linux pushing SGI out? by lynchmenow · · Score: 1

    Linux has made some massive gains in the rendering side of CGI. Do you think Linux will make these same gains in the authoring side of things? If so, how much longer will it be before SGI is no longer viable?

  116. The biggest question yet... by KewlPC · · Score: 1

    Will you hire me?

  117. what is your opinion of "digital" film? by jdbo · · Score: 3, Interesting

    While I have been personally disappointed by the quality of "digital" film techniques (seen most recently in Attack of the Clones, and previously in some pure-CG/animated features such as Fantasia 2000), finding it to be a debatable "improvement" at best, I was wondering what the professional consensus is in the field re: the long term future of celluloid film.

    In particular, I'm interested in finding out what the sought-after advantages on the production end are for digital film, vs. making use of more advanced celluloid based film approaches such as Maxivision, which I find interesting (but have never seen).

    Thanks!

  118. did you smack your mom... by Anonymous Coward · · Score: 0

    ...for naming you thad?

  119. Workstations, servers or just plain old PCs? by Anonymous Coward · · Score: 0

    Some say that there are few limitations as to what can be done with a whitebox Pentium/Athlon, Windows or Linux, and a commodity graphics card (even a gaming card). What are your views on the future of big ass workstations or server renderfarms in the CG market?

  120. Re:Ooops... perpendicular not parallel by red_gnom · · Score: 1

    When I looked at your link I realized what you head in mind. The sizes of frames are for photo cameras, not for movie cameras. In 35mm photo cameras length of frame is aligned parallel to the edge of film, but in 35mm movie cameras length of frames are perpendicular to the edge of film.

  121. Worst moment , best moment by jeoteros · · Score: 1

    What do you think was the best effect and your worst effect ever done by you.

  122. open source by jeoteros · · Score: 1

    should the graphics industry software be open source ?

  123. There's a crucial difference by Pseudonym · · Score: 2

    Shaders as they will soon be commonly used in games are designed for making stuff look better than the Lambertian model. Shaders as they are used in visual effects and animation are designed for flexibility.

    The biggest limitation on what you in the visual effects and animation businesses is smart and talented people. People cost more than hardware and more than software. Anything which can more effectively use "people time" is much better than anything which can more effectively use CPU cycles.

    Therefore, in a perfect world (which doesn't always happen when you have tight deadlines and tight budgets), shaders are written in such a way that artists use their time the best. So, for example, you don't require that texture person to paint "colour" on that dinosaur, you let them paint "mud" or "wound". It's the same difference between logical markup and physical markup.

    In the games world, I suspect that this level flexibility isn't quite so important as effective utilisation of the graphics hardware.

    This, in conjunction with Blinn's Law, is one reason why games shaders and visual effects/animation shaders won't converge for a long time yet, though they will overlap.

    --
    sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  124. Orange County by Pseudonym · · Score: 2

    The Perfect Storm was some time ago, in visual effects terms. You might want to check out the digital water in Orange County and see if you like that.

    --
    sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  125. Re:Please answer... by CableModemSniper · · Score: 1

    Your goal in shifting into neutral when double clutching is to synchronize to RPMs to the desired gear and speed (yes this is done automatically by the synchros). It saves the synchromeshes from doing the work. Here's someone smarter than me explaining it. http://integra.vtec.net/driving/dclutch.html

    --
    Why not fork?
  126. Re:Will SFX Overtake Actors? (Yes!) by nyquil · · Score: 1

    I remember it being Tales From the Crypt, and the whole episode was from Bogarts point of view.. the only time he was seen was in mirror reflections. very little digital compositing was needed.

  127. Back to having plots by Animats · · Score: 2

    There's an anti-effects movement, Dogme. But that seems to be an idea whose time has passed.

  128. Hardware acceleration. by Christopher+Thomas · · Score: 2

    Are there any parts of SFX development that would strongly benefit from dedicated hardware that aren't already being served (be it in the rendering backend or the user tools)?

  129. Where do you see CG 20 years from now ? by Darkling-MHCN · · Score: 1

    If Moore's Law continues to hold true and products such as Lightwave, 3D Studio, and Maya continue to mature and reduce in cost.

    How do you see the world of CG as an artform evolving ?

    What do you think will be the fundamental differences between your industry as it is today as to how it might be then ?

  130. At Home by klwood · · Score: 0

    1. I, myself, am a computer Junky. I eat, sleep and work computers. What do you do in your off time? Are you thinking about how to make an effect better or are you actually off the clock?

    2. Is there some thing out there, be it movie or one action seen that you would like to see done entirely through CG?

  131. Irix, Linux, OS X? by marhar · · Score: 3, Interesting

    How do you decide what runs on Irix
    and what runs on Linux?

    Are you doing anything with OS X?

  132. This way to CyberWood by Anonymous Coward · · Score: 0

    Given the advances on rendering methods, mocap integration, and modelling techniques, how long before the first all CG movie that looks 100% real? As in, every single thing on-screen is digital, no actors/cameras needed?

    Also, what's your stand on eventually using CG digital copies of dead actors on movies, complete with their mannierisms? I'd love to see one with Groucho, Belushi and Phil Hartman... but should it be done?
    (Scary tought: Is something like that ALREADY being done?)

  133. Moderators by Jedi+Binglebop · · Score: 1

    I'd like to see some of these "linux software" questions modded up. There are some good questions there regarding what is the best linux software available, might I suggest doing a search on the page for "linux", picking the best one(s), and modding it (them) up?

    Cheers-
    JB

    --

    "I love deadlines. I love the "whooshing" sound they make as they pass by." - Douglas Adams.

  134. Re:Not Actors... Crew! by Anonymous Coward · · Score: 0

    same crew, now the actors have a wires (or
    recievers, or whatever) on them.

    you still need people to set the (now simpler)
    stage, handle the mocap rigs, etc. look at how
    final fantasy was made.

  135. Benifit's of internal software? by monkeynomad · · Score: 1

    What are the benifit's of developing internal software vs. buying off the shelf software?

  136. Cost Savings & Image Quality by doi · · Score: 1

    Mostly covered by other people, but I'll consolidate them here: 1. Cost Savings One of the things that was (and still is) heavily lauded about digital effects is the savings in cost vs. "traditional" effects. Nowadays every movie with even a moderate effects loads cost near $100 million, and have 300 effects artists working on it. Phantom Menace and AOTC had over 1,000 digital artists working for over 2 years on it. And LOTR...3 films filmed as one production, effects all done at one company, all done in NZ which is far less expensive than the U.S., and it still averages over $90 million per film. Exactly where are the costs savings? 2. Image Quality I've noticed that the CG supporters say digital is better, image quality is better, but most CG work is being done at 2K resolution, and it shows in films. I remember reading that TRON had some scenes rendered at 4K, and that was 20 years ago! I haven't seen any digital effects on IMAX, maybe I didn't notice, but there's no way it can equal the image quality of film at anything less than 12K resolution, or 4K on normal 35mm. I'm thinking that the industry is moving towards the unification of video and film to the detriment of image quality. HDTV will hasten this. Then everyone can shoot at 2K on their HDTV cameras and *maybe* rez up to 3K or 4K if they want to show it in IMAX. I can't see why CG can't be done at higher resolutions, even if the difference "won't be noticed by most people". It's amazing that Lawrence of Arabia and 2001: A Space Odyssey still blow away today's films after 35-40 years of time, even with all of the advances made since then. Look at AOTC: whether digital or film projection, it *looks* like a computer generated/animated film! I wish George Lucas would simply dispense with the live actors and just make Episode 3: Shrek vs. Anakin, and stop saying how "realistic" the effects are. I'm tired of hearing about the "limitations" of film quality; go see Lawrence, 2001, or Spartacus. Better yet...BLADE RUNNER. Then tell me exactly how AOTC & CGI looks better. Does anyone in the effects industry feel the same way? Are there any efforts being taken to improve image quality substantially, at least to the maximum potential of film quality?

    --
    A man's reach must exceed his grasp, or what's an erection for?
  137. Re:Realistic Water - Austin Powers 2 by Anonymous Coward · · Score: 0

    The yellow submarine was all CG, and so was the water. It's harder to convince people that it's NOT real.

  138. Patents affecting the film industry... by monkeynomad · · Score: 1

    With the current announcement that there is a patent on jpeg compression it seems reasonable to ask how patents and companies enforcing them affect the film industry?

  139. How are the working conditions? by cathryn · · Score: 1

    What time do you show up in the morning, and what time do you leave at night? What's the worst, death march type project you've heard of? What are some typical salary ranges, do you guys work in cubicles?

    What kind of car do you drive? Do you own your own house? If you work long hours, has this affected your relationships?

    --
    http://junglevision.com -- Shamus for Gameboy
  140. sirens of titan by airdrummer · · Score: 1

    i'd love 2 c the chronosynclastic infudibulum on the big screen...but do the movie rights still belong 2 the jerry garcia estate?

  141. Animated Feature Oscar by Multiple+Sanchez · · Score: 2

    The Academy now has an Oscar for "Animated Feature Film," presumably in acknowledgement of Pixar and Dreamworks' growing presence in box office tallies. My question: do you feel this further integrates animated features with live action films, or does it effectively segregate them? To put it another way -- has the Academy invited animation to sit at the adult's table, or merely put the kid's table in the same dining room?