|
|
|
| |
|
|
| |
冰河世纪3制作特效 |
|
| |
 |
|
| |
Blue Sky Studios completes
ice-breaking VFX for final frolic with Sid and
Scrat |
|
| |
 |
|
| |
Snow prints, rivers of lava, lava falls,
exhaust, debris, bubbles, high viscous fluids,
geysers, stink bombs, dust and steam. These are
just a fraction of the effects needed for 'Ice
Age: Dawn of the Dinosaurs'. Blue Skys’ Effects
Supervisor Kirk Garfield faced an imposing list
of FX and volumetrics for the third installment
of Ice Age. But did he flinch? “I like being
busy and being under the gun and when I’m not,
I’m bored. I’m a masochist that way. I’m used to
my schedule looking like triple booked meetings
after every hour for the entire
day.” |
|
| |
 |
|
| |
Blue Sky was happy to oblige, upping the ante
by adding several new tricks to their latest film.
Snow gathering on fur, for example. “Before, they
would leave the characters bare of snow. This
time, they leveraged off the fur technology,
placing particles along the roots of the fur
anywhere from the roots to the tips to make it
look like they were covered in snow.” But when
asked what sequence demanded the most, Garfield
chose the Mist Monster.
MIST MONSTER
Buck,
a new character, has a habit of exaggerating his
memories of the past. In one of his flashbacks, he
climbs up a tall tree through a canopy of swirling
clouds where he encounters a volumetric version of
his nemesis, Rudy.
|
|
| |
 |
|
| |
In the past, Blue Sky has used a volumetrics
using a technology called Smog, where the user
would cerate spheres in the shape desired and
the FX team would make an isosurface from that
shape and fill it with noise. “That worked OK in
the past but it would break down pretty quickly;
when those spheres separated from each other
they would look like cotton balls. We couldn’t
put much motion into it or reveal the method we
used.”
For this movie they took advantage of Maya’s
compressible fluids and set up all of the dust,
snow powder, mist, and the entire sequence of
the Mist Monster using what Blue Sky calls
SmaugVox, smog in a voxel system. “We gained two
things. One was with Mayas’ fluid system, we
were able to run simulations. We made a series
of tools to determine the contact between the
geometry and the ground and packaged it for the
FX TD’s so they could run sims using Mayas’
rendered feedback to see what it would look
like, then exported the density and velocity
information to bin files that we would convert
into voxels for our proprietary software.”
Blue Sky never had a way to render the voxels
in the proprietary software but in this film,
the R&D department came up with a way of
rendering the compressible fluids out of Maya in
studio voxel space. “We ended up with great
motion. Whether it was the stomp of a dino foot
or Sid careening down a slope, we were able to
use the Maya fluids to generate dynamic fluid
behavior, including the mist monster sequence
where we filled almost an ocean bed with clouds,
than in Maya, filled up Rudy and emitted fluids
from him.” It took some noodling from the FX
TD’s and a lot of collaboration from the
composting department and several months of work
to pull it all off. |
|
| |
 |
|
| |
 |
|
| |
 |
|
| |
|
|
| |
LIGHTING
There
was a great deal of upfront development to make
sure that the teams were able to produce what
the director was looking for. To achieve that,
the FX department worked closely with the
lighting and compositing team, who added their
own Nuke elements in order to marry the FX
departments’ 3D volumetrics with the goal of
filling in the background and empty spaces. This
collaboration helped not to overburden the
render farm or the lighters with too much
information.
Lighting Supervisor Haji Uesato elaborated on
some of his challenges. “We did a lot of
handshake work with FX. They did some beautiful
volumetric mist elements for clouds, and we
supplemented a lot of that with some 2D noise
based, card based mist work. FX spent months
generating effects for the mist monster that
were very complicated to put together, but
lighting-wise, because they were mostly 3D
elements we were able to light them
conventionally and boost them up in the comp to
really sell them.”
However, some lighting hurdles come from
unexpected places. “The challenge was that we
had an entirely different world to deal with.
The original characters were designed to be seen
on ice so they were earth toned, browns and
greens, oranges and yellow over whites and
blues. When we got under ground in a very brown
and red world, that was a very difficult
challenge for us. It was complicated by the
lushness of the environment.” |
|
| |
 |
|
| |
 |
|
| |
 |
|
| |
BUCK
The
introduction to Buck pays homage to the famous
scene in Apocalypse Now when Martin Sheens’
character rises silently from the water, his fur
(Buck, not Martin Sheen’s) soaked and plastered.
“In the past,” said Garfield, “we haven’t actually
been able to get the fur to look wet. We’ve had
wet grooms for the fur, but there was never a good
way to move a sheen or highlight texture through
the fur, and put fluid effects on top of the fur,
drips and things, to make it look right.” In this
movie, Blue Sky took the time to develop better
techniques, combining the best of both worlds of
hand animated FX and procedural or simulation
based effects.
Blue Sky found that neither using strictly
procedural or simulation methods nor manual
methods give the style that director Carlos
Saldanha wanted, or the control or directability
they needed, especially for a scene requiring the
water to drip and run off in sheets, utilizing
four water drip systems, each with a different
resolution and noise water bump seamlessly
integrated together. “We combined a lot of
different techniques. We had one of our FX
animators use a rig to make hand animated drips on
his nose, over his lips, drips along the knife
he’s holding in his teeth. Those were animated off
the character and his props, and through the
water."
"What we would do is take a pruned selection of
those hand animated particles and apply them to a
2D fluid sim using Realflow's Realwave surfaces
(Next Limit) which gave us control over the
ripples made from the droplets” The fact that this
wass a close-up shot meant the detail had to be
high res and accurate, employing the use of
secondary splashes too. “Because we combined hand
animated FX with both procedural and simulated
effects, we were able to really control it. After
two or three iterations the director loved it.
That was a nice way to work.” |
|
| |
 |
|
| |
 |
|
| |
SNOW PRINTS AND
STINTS
When Garfield first started at
Blue Sky as an FX TD, his tasks on the first Ice
Age were “lots and lots of snow print shots.” They
used a tedious process and involved running what
they called a NURBS march that would capture the
intersections of the ground plane and the geometry
meant to leave prints by taking high contract
grey-white texture maps, key light those maps and
bring them into Shake, add detail, and export that
version, then displace the surface. The entire
setup could run a couple of days, an expensive
process. “We knew, in this picture with a
hundred-plus snow print shots, we needed a better
method.”
The Blue Sky Research and Technology team came
up with their own footprint technology called
bssFootprint, a plugin for Maya which allowed the
artist to see instant feedback of the objects
creating the prints right on the screen using
smooth shading, etc, by deforming the geometry
frame by frame. The process went from a couple of
days per shot to a couple of hours. If the
director felt the front of the berm was too high
or two sharp, instead of going back and
re-simulate the footprints, they used the Maya
sculpting tools combined with another plugin from
R&D to sculpt the prints frame by frame to
finesse the look. “It really streamlined the
process for us. No longer were we afraid of
footprints! Now we welcome it whenever we see it
in storyboards!” |
|
| |
 |
|
| |
 |
|
| |
THE MELT DOWN
On
Ice Age: Dawn of the Dinosaurs, it was supposed to
be a non-effects movie and it ended up being about
two times the amount of FX per TD than Ice Age:
The Meltdown which used 26 artists. On Dawn of the
Dinosaurs, they had a grand total of twelve. “The
way things work here,” said Garfield “we leave a
very short amount of time between final layout and
beginning of lighting, and they like to have our
FX in there for the lighting department. But the
reality is, unless the effect takes less than five
days it’s just not going to happen, so we use
these gorilla tactics where we’ll get in to bid
things early, the team gets in there early while
the animators are just starting to work, we’ll set
up automated scripts so when it finally comes
through, it can be ready at 75%. If we didn’t work
that way there would be no way we could have had
as many FX in the film as we did. We had to work
smart and work early, and always show how much
movie they can have for what time is left and how
much staff we have.”
Did that scare Garfield away? “I’m a big
spread-head. I already have the next movie
completely estimated. I get in there as early as
script and story and stats and update my bids all
the way through every step of the pipe, mostly
because FX are so dependant on up and down stream
departments. If you don’t raise flags early enough
you are going to wind up with something that is
just not going to be able to be reproduced.” |
|
| |
 |
|
| |
 |
|
| |
|
|
| |
|
|
| |
|
|
| |
|
|
|
|
|