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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."

19 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. 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 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 . . "

    2. 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.

    3. 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?

  4. 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.

  5. 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 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.

  6. 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!

  7. 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
  8. 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
  9. 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.

  10. 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
  11. 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...