Slashdot Mirror


WETA Digital Operations Mgr. Talks Special Effects

Xoanon (from TheOneRing.net) writes "I was recently privileged enough to view a lecture by Milton Ngan. As far as IT stuff goes, Milton has a pretty good job. You see, he is the Digital Operations Manager at Weta Digital. He is basically the architect for all the technical side of things at Weta. Last night he came and gave a 1 hour lecture at Victoria University outlining the hurdles and obstacles that needed to be overcome to produce the stunning 3D graphics lying in each of the Lord of the Rings movies. The lecture itself was full of lots of facts about Weta, the IT side of things and it also included some very cool behind the scenes shots of The Two Towers. The following is a detailed report from the event, where Ngan gave us an amazing behind-the-scenes look at WETAs infrastructure, their mainframes and various workstations. There is also a TON of info in regards to the special effects process, and news about MASSIVE. Take a look."

39 of 180 comments (clear)

  1. 64-bit procs by Sgs-Cruz · · Score: 3, Insightful

    What I find interesting is that they want to convert all those procs over to 64-bit... times must be good to afford that! (Of course they are, what am I talking about...) Still, I like the fact that they're all running linux (well 220 of 300 commodity-grade workstations are anyway... or something like that...), that's pretty cool. To weta: you guys rock. Just do a better job on the blue-screening of the ents next time :) :)

    --

    Karma: pi (Mostly due to circular reasoning in posts).

  2. Re:AI? by Sgs-Cruz · · Score: 4, Informative

    Yeah man... that's their MASSIVE software. (That's the name, I'm not calling the software REALLY HUGE.) It's really cool stuff... they talk about it in the article referenced as part of this story, in fact :).

    --

    Karma: pi (Mostly due to circular reasoning in posts).

  3. Could you fix the title? by david+duncan+scott · · Score: 2, Informative

    WETA is a public television station in DC. Weta is where this guy works.

    --

    This next song is very sad. Please clap along. -- Robin Zander

  4. I wonder if they know by faust2097 · · Score: 4, Interesting

    No one is fooled by your "digital keying". Please inform shooting units that we the viewers would really like them to use correct lighting instead of fixing it in post.

    For the worst example of this, check out when Gandalf lights his staff when they enter Moria in FOTR. We're not fooled, it looks really fake.

    1. Re:I wonder if they know by LeoDV · · Score: 2, Interesting

      Yes, sometimes it is pretty blatant, but I wouldn't be so harsh on them. First of all, to get the kind of light and photography they want, sometimes digital keying is the only way to go, and it's gotten pretty fucking amazing now (Avalon). Second of all, in CG heavy blue screen shots, it's sometimes all you've got to make the background match the close-up on Viggo. And third of all, the shooting was this rushed thing done by several teams at the same time, and since photographing a shot is such a delicate thing to do which needs a really talented team that wasn't always available so you need to cut them some slack. No movie at all, let alone one with such a huge budget has been shot under those conditions, and overall it's technically better than most blockbusters now.

    2. Re:I wonder if they know by Twirlip+of+the+Mists · · Score: 2, Insightful

      Congratulations! You spotted one shot. Now go back and look for the 30+ shots you never even knew were there.

      --

      I write in my journal
    3. Re:I wonder if they know by Brendor · · Score: 5, Informative
      Though I agree with you regarding that particular shot, digital keying is not to blame here. That image reeked of color grading.

      Basically color grading (in LotR) was the final digital color correction of the film, and was responsible for much of the films' palette (Blue-grays of Moria, Greens of the shire etc). Since the grading was done AFTER the final composite was rendered, it is noticable when they tried to do extreme shifts in color. FWIW, I think most of the matte work was pretty seamless (certain shots where focrced perspecive wasn't feasible, shots with actors superimposed on models).

      (From IMDb) "About 3,100 shots (78% of the Super 35 film) were color graded at Colorfront in Wellington, NZ using 5D Colossus software after being scanned by an Imagica XE scanner full 2K resolution (2048*1536). The color-graded shots were then recorded on Kodak 5242 intermediate film . . "

    4. Re:I wonder if they know by dswensen · · Score: 3, Insightful

      Well, I'm no film geek, but I took that "fake" look to mean that it was a magic staff projecting magical illumination, not a MagLite.

    5. Re:I wonder if they know by spongman · · Score: 5, Funny
      We're not fooled, it looks really fake
      Yeah, I agree. It doesn't look like any other magic lantern light I've ever seen.

      wtf?

  5. Poor conflicted orcs... by aiken_d · · Score: 4, Funny

    When Massive was first tested two armies were pitted against each other to fight it out. Once the scene was rendered, a bug in the program was found. Agents were actually seen running away from the battle field! This simple bug was resolved by adding the rule "If you can't see an enemy, turn around".

    Oh no! I'm going to be killed! Run away! Oh no, no enemy in sight! Turn around! Oh no! I'm going to be killed! Run away! Oh no...

    Cheers
    -b

    --
    If I wanted a sig I would have filled in that stupid box.
    1. Re:Poor conflicted orcs... by gwernol · · Score: 4, Informative

      " When Massive was first tested two armies were pitted against each other to fight it out. Once the scene was rendered, a bug in the program was found. Agents were actually seen running away from the battle field! This simple bug was resolved by adding the rule "If you can't see an enemy, turn around". "

      Oh no! I'm going to be killed! Run away! Oh no, no enemy in sight! Turn around! Oh no! I'm going to be killed! Run away! Oh no...


      Actually, funny though your comment is, the bit of the article you quote tells us that the original orc behavior was not them running away from battle. I've seen this mistake made enough times - including on Slashdot - that I'm sure its now a geek urban legend.

      The article quote makes it clear that the reason they "ran away" was because they were looking for something to kill, not because they wanted to get away from the battle. The bug was that they just looked in front of them, couldn't see an enemy and so moved forward until one was in their field of vision. This would cause them to move rapidly away from the battle if they somehow ended up with their backs to the fight.

      The bug fix described simply changed the behavior so the first thing they did if they couldn't see an enemy was to turn 180 degrees. This meant they charged into the fight, not away from it.

      So you would never see the behavior you so humorously described.

      --
      Sailing over the event horizon
    2. Re:Poor conflicted orcs... by pjp6259 · · Score: 3, Informative

      I saw somewhere (can't remember now, although probably on the extended DVD set), that the problem was that the orcs at the back could not see the enemy. They changed it so that the orcs relied on sound instead of sight, and in that manner they could identify the location of the conflict even if it was out of sight.

      --
      Computers don't make mistakes. What they do, they do on purpose.
    3. Re:Poor conflicted orcs... by NixterAg · · Score: 4, Funny

      Must have been originally coded by a Frenchman.

  6. Other films? Peter Jackson's previous films. by LeoDV · · Score: 5, Informative

    Weta was founded by Peter Jackson to handle the special effects for his previous movies, which were very gory action movies involving zombies and aliens (Bad Taste, Dead Alive) and required a lot of prosthetics, face masks, etc. so he started Weta with a few friends to handle that.

    Obviously when he started LotR they hired a lot and Weta now is nothing like Weta back when Peter Jackson was this virtually unknown independent director of gory horror movies from New Zealand, but he's still got the same team, and that's why they joke (around the beginning of the second bonus DVD in the FotR Extended DVD edition) about LotR being the biggest small-budget film ever made.

    1. Re:Other films? Peter Jackson's previous films. by Anonymous Coward · · Score: 3, Informative

      Actually Peter Jackson didn't jump directly from the low budget shlock of Bad Taste, Meet the Feebles, and Braindead, to LOTR. In between he directed a couple of excellent films - The Frighteners with Michael J Fox, which was perhaps not to everybody's taste, but nonetheless had some excellent special fx, and "Heavenly Creatures", which was (rightfully) critically aclaimed, and also had excellent fx. So there...

    2. Re:Other films? Peter Jackson's previous films. by gwernol · · Score: 2, Insightful

      Weta was founded by Peter Jackson to handle the special effects for his previous movies, which were very gory action movies involving zombies and aliens (Bad Taste, Dead Alive) and required a lot of prosthetics, face masks, etc. so he started Weta with a few friends to handle that.

      Now that WETA is a large and sophisticated operation, I wonder what they will do once they've finished LoTR. There are only so many special/extended/director's cut DVDs they can release. A group of that size and experience is a major cost and a major opportunity to rival Industrial Light and Magic and other effects houses.

      Does anyone know if Jackson plans to keep WETA to himeself or if they are going to do work for other studios or film production companies? I've got to assume the later unless Jackson plans to only do effects-ladened films for the rest of his career.

      --
      Sailing over the event horizon
    3. Re:Other films? Peter Jackson's previous films. by Brendor · · Score: 3, Informative
      According to Cinefex, they're woring on a historical drama by Peter Weir called "Master and Comander: the far side of the world" which should give them new subject matter to cut their teeth on.

      Am I the only one who feels SFX have ridden the rise of computing (I hesitate to associate 1980-90s SGI hardware w/ intel, but . . .) to a point where the maket is so saturated and competetive that effects have become commodotized. Maybe this is "Score -1 Obvious," but it seems like ever since optical printers have been obsolete, the quality isn't the same as it once was.

      Oh, and if you haven't seen heavenly creatures, I highly reccomend it. Very good effects for 1994 and in general a surreal fantastical "true story" based on a 50s murder case.

    4. Re:Other films? Peter Jackson's previous films. by RedWizzard · · Score: 2, Informative
      Weta was founded by Peter Jackson to handle the special effects for his previous movies, which were very gory action movies involving zombies and aliens (Bad Taste, Dead Alive) and required a lot of prosthetics, face masks, etc. so he started Weta with a few friends to handle that.
      Close, but not quite. Weta Workshop was not formed specifically to work on Peter Jackson's films, and did some work on TV series and commericals before providing physical effects for Meet the Feebles, PJ's second movie after Bad Taste. However this article was about Weta Digital which is the digital effects division that was formed in 1993 to do the digital effects on Heavenly Creatures.
    5. Re:Other films? Peter Jackson's previous films. by jneemidge · · Score: 2, Informative

      Heavenly Creatures had numerous "claymation" sequences that blended clay-figure characters with human faces. I suspect that much of that was done digitally.

  7. MASSIVE to the rescue! by Anonymous Coward · · Score: 4, Funny

    Maybe we could use MASSIVE to render Shrub's next Gulf War. Show it to him, tell him we won, and then we can move on!

  8. Has a very small view of a "Large" operation by MerlynEmrys67 · · Score: 2, Insightful
    I knew test managers for networking products that had this much equipment to regularly test new nics coming out...

    That said I know of people that have responsibilities for 1000's of workstations and compute farms with multiple hundered extra computers.

    Guess what WETA has sounds good, but it is hardly large when you are talking about enterprise computing

    --
    I have mod points and I am not afraid to use them
    1. Re:Has a very small view of a "Large" operation by malducin · · Score: 2, Insightful

      Well for VFX houses it certainly a largish opertation. Considering many boutique studios (which do a lot of commercial and braocast stuff) might just be a couple dozen machines and people at the most. There are few companies out there with more capacity, like ILM, Imageworks, and a few more.

  9. From Viewers Like You?? by Kaz+Riprock · · Score: 2, Funny


    No wonder they keep having auctions and pledge drives...with the hardware it would take to handle this kind of special effects.

    PS - Before you moderate...know that it's a joke.

    --
    Mordor...a magical, mythical land where women are more rare than dragons--but where every man would rather find a dragon
  10. MASSIVE AI by SaXisT4LiF · · Score: 4, Informative

    They can react, fight and make logical decisions based on inputted given data. The program is so details that agents can get dirtier as the battle progresses.

    Not a very detailed or well written article. There's a slightly better one on Popular Science.

    From Pop Sci:
    Massive characters, or "agents," function as complex beings subject to physical forces, with specific body attributes that range from the biological (short, good eyesight, dark skin) to the behavioral (aggressive). These features govern a Massive character's ability to generate credible motion. Each character is assigned a host of potential actions, as many as 350, each about a second long (sword up, sword down, step forward, step back). How these actions play out is determined by the character's brain, a tangled web of anywhere from 100 to 8,000 behavioral logic nodes, which provide the rules that allow each character to perceive, interpret and respond to what's happening around it: to make decisions and act. These nodes group into rule collections which control aggression, fighting style, movement across varied terrain, and a dozen other factors. Regelous originally tried to use pen and paper to sketch the relationships between nodes in a character. "It got chaotic very fast," he says, and Massive designers now use a special graphical user interface to connect nodes and create an agent's brain. A fully formed character--a map of its tendencies, its personality, if you will--looks like a huge, multidimensional spider web on the screen.

    It sounds to be like a they used fuzzy logic neural networks. Interestingly enough, the battles would resemble Koza's Genetic Programming paradigm. Randomly generated orc programs, represented by tree structures, selected for fitness by success in battle. This would also explain how agents can get dirtier as the battle progresses.

    --
    Fight or flight its all the same
    Live to die another day

    --Ryan
  11. If you can�t see an enemy, turn around? by FunnyPolynomial · · Score: 2, Informative

    I was home in NZ over Christmas and saw TTT in Wellington (at the Embassy theatre, where it premiered, huge Gollum and Ring above the entrance, very coolio). The next day I went to the LOTR exhibition at Te Papa (national museum). I would swear one of the video clips was an interview with the author of Massive in which he gave a slightly different explanation of the bug. I thought he said the orcs who ran away couldn't see the enemy because they were obscured, so the fix was to add a rule saying "if in doubt, follow your orc buddies".

    --
    // todo: implement sig
  12. Re:Someone please explain to me how by cubal · · Score: 2, Informative

    192 * 2 (dual procs) = 384
    448 * 2 = 896

    384 + 896 = 1280 processors

    384 * 1GHz = 384 GHz
    896 * 2.2GHz = ~1971 GHz

    384 + 1971 = 2355 GHz

    So yeah.. it works. Ironically, I'm also in New Zealand.

  13. WETA != Weta by Twirlip+of+the+Mists · · Score: 4, Informative

    I don't know why the all-caps spelling, WETA, got all popular all of a sudden. The name of the company is Weta.

    A weta is a giant honkin' bug, indigenous to New Zealand. It looks like this. Wetas can grow to be up to six inches long, and weigh as much as a small bird.

    Why, exactly, it was decided to name a special effects workshop after a giant bug is left as an exercise for the reader.

    --

    I write in my journal
    1. Re:WETA != Weta by MidnightBrewer · · Score: 2, Informative

      Actually, WETA FX itself likes to write it in all caps. Perhaps to differentiate itself from the bug.

      The weta is unique to New Zealand, much as is the kiwi bird. Perhaps New Zealanders feel the same sort of affection towards the bug as they do towards the bird.

      I have a friend who just got hired there to work on their motion-capture team. I'll ask him why they named it that and whether or not caps should be used.

      --
      "Give a man fire, and he'll be warm for a day; set a man on fire, and he'll be warm for the rest of his life
    2. Re:WETA != Weta by Kiwiscientist · · Score: 2, Informative

      My understanding (from a barely remembered interview from Peter Jackson) is that Peter wanted to name the company after a monster native to New Zealand. At that point, the movies that Peter was making were mostly visceral splatter fests. The ugliest, scariest thing he could find in New Zealand's rather small repertoire of native animals was the Weta - one of the world's largest and oldest insects. As frightening as it looks though, the insect is harmless.

    3. Re:WETA != Weta by frankthechicken · · Score: 2, Funny

      A weta is a giant honkin' bug, indigenous to New Zealand. It looks like this.

      So what the bloody hell is that Weta holding in its hand then?

    4. Re:WETA != Weta by DChristensen · · Score: 2, Funny

      It appears to be an entomologist.

      --

      --
      Mac OS X--Unix without the assholes^Whassles.

  14. Re:Other films? by malducin · · Score: 4, Informative

    Weta Digital is a more recent company, than the much older Weta Workshop. Weta Digital worked on Heavenly Creatures, The Frightners and most of "The Ride" sequence on Contact, before doing LOTR. They haven't gottn much exposure because their small number of film projects and mostly being a company created for PJs' use.

    By the way, LucasArts is a game company, you are probably referring to ILM.

    You might be interested to know that Weta Digital was formed in part by a former ILM member, Wes Takahashi.

  15. Re:AI? by GreeboNZ · · Score: 2, Informative

    Nup.. Having gone to the seminar, I learned that it was not that the AI was being too clever for its own good, but rather too stupid: the soldiers were programmed to do nothing but run forward until they encountered an enemy, at which point to fight. The crucial missing instruction being "turn around if there are no enemies in front of you". Quite amusing to watch, too.

  16. Re:Other films? by malducin · · Score: 2, Interesting

    THX was always a separate entity, while LucasArts is a game company. On the other hand Lucas Digital encompasses ILM and Skywalker Sound.

  17. rendering software by marhar · · Score: 3, Informative
    And it's all rendered with Pixar's RenderMan Artist Tools:
    Joe Letteri, Visual Effects Supervisor for Weta Digital, said, "The new speed optimizations in PRMan 11 gave us the breakthrough we needed to put the finishing touches on The Lord of the Rings: The Two Towers. PRMan 11 has so many great new features that we couldn't use them all! "
    Quote here
    Lots of interesting Renderman stuff here
  18. Bah! by Anonymous Coward · · Score: 2, Funny

    1280 processors and your rig can barely manage 24fps. Lamers

  19. AI? What AI? by nobbis · · Score: 4, Interesting

    I'm a masters student in computer science at Victoria University in Wellington, NZ and went to this seminar. I'm as big a fan of LOTR as the next guy. However, I have this pet gripe. I agree that LOTR is an impressive feat of computer graphics but I'm annoyed by this talk of how MASSIVE is "AI on steroids."

    There is NO AI in MASSIVE. Surely if AI means anything, it means the ability to optimise behaviour, or learn from data, or at least demonstrate adaptation of some sort. There is no adaptation in MASSIVE. Each agent is consulting a list of rules of what to do in a given situation and then executing the specified motion-captured animation. Not only is the motion not generated by the agent, but the rules are just hand-coded by humans. They're not even evolving these "brains."

    The reason that it looks impressive is because instead of using identical, dumb, particle-like agents the agents have pre-programmed decision trees that generate their actions. Great work -- good programming job, but nothing that any hacker couldn't come up with. Show me a single agent in MASSIVE learning to walk or lifting a weapon or producing any movement that wasn't pre-scripted and I'll be impressed.

    In my opinion the cool thing here is the remarkably ability of complex systems to generate interesting global phenomena from locally interacting agents.

    Can someone who knows better please prove me wrong? I'd love to believe this was something more than a trumped up screensaver...

  20. Weta SETI@home by vertias · · Score: 2, Interesting

    Weta Digital is placed 11th on the NZ SETI@home with an average of 4 hours per WUs, but the last WU they completed was in January. They must of finished rending all the scenes for Return of the King.

  21. If you HAVE to have more details.... by switchbaby · · Score: 2, Informative
    Cinefex, the visual effects periodical, Cinefex has released two very good issues regarding the VFX for both FOTR (#89, April 2002) and TTT (#92, January 2003).

    Issue 89 has over 40 pages of techy-goodies on the making of FOTR. Most of the article is set up as scene by scene breakdown paired with the technical aspects faced on the show (VFX and SFX). Also has a nice cover of Sam facing the Balrog which looks like it came from the Special Edition DVD.

    Issue 92 has Gollum on the cover (possibly in the Dead Marshes?) and is an ever bigger treasure trove of detail topping 60+ pages (excluding those lovely full page ads) and is organized in much of the same way.

    Both issues have really cool photos of the "bigatures" like Argonath, Mount Doom, the flooded stage of Isengard, stage for the Black Gates of Morder, Ent maquettes and the like.

    1..2...3...hmmm....only 9 more months for ROTK!