|
All
material on this site is copyright. You have the right to view this page
but you are not granted any other rights and the copyright owners reserve
all other rights.
|
| 3dsMax in Motion Pictures |
|
2002
|
|
Mill Film
(Shepperton) worked on several sequences using 3dsMax & Lightwave. The opening establishing shot of the film was created by Evan Davies & started on Earth & panned slowly down to the Moon, the shot was around 900 frames & rendered in 3dsMax.
The Moon car chase sequence was pre-vised using 3dsMax by Evan Davies & additional shots by Kieron Helsdon. This was to aid the complicated model shoot of the a 60-foot model Canyon in Canada.
Due to the very small lenses used with the camera some shots were very difficult to track, because of distortion issues some shots were entirely replaced with a 3D Canyon & others were extended. Evan Davies & Jon Carter produced the canyon & rill extensions. The cars themselves were animated & rendered in Lightwave, a camera/animation translator was also written by Mill Film 3D Supervisor Gary Coulter so the cars could be moved into 3dsMax. Around 90 shots had moon dust added to them kicked up by the cars. This was done using 3dsMax, Pyrocluster & Thinking Particles & animated by Kieron Helsdon, Mark Wise & Davina Gottschalk. Several crash elements were also created with Max during the chase.
3ds Max Credits on Pluto Nash Evan
Davies - Supervising 3D Animator |
|
Frantic Films worked on The Core from preproduction to completion. With a small crew on set using 3dsMax they designed the previs with Jon Amiel (Director) and Greg McMurry (Vfx Supervisor) for the shuttle sequence, the Diamond Field, the Geode, the Underwater Launch, the Ending of the film & a variety of other shots. Frantic used the previs they created as a guideline for what the ship did far before post-production had began.
Frantic
also did the MRI (magnetic resonance imaging) visuals seen throughout
the film. As the ship burrows through the crust/mantle the craft couldn't
have Windscreens so they developed the look for their data screens, which
is what you see from the ships monitors. Frantic rendered lots of frames
for the visuals, over 30,000 frames for ONE sequence, this was all created
during production and shot 'live' on set. During
post-production Frantic created nearly a hundred shots for the movie.
The Geode, a giant hollow crystalline sphere around 2/3 miles accros which
the ship plummets through and gets stuck on its way to the core, being
the largest of the sequences. The others included Braz in the tunnel way
and also a few underwater shots. Of the 65 shots in the Geode Sequence,
approximately 40 involved shattering crystals, while the other 25 required
lava.
The Geode sequence was created 95% with max & the other 5% with Maya - Maya was used for rigid-body mechanics, Frantic R&D wrote a script to move the animation back and forth between the apps using Maya almost as a plugin for 3dsMax. Frantic used Entropy, 3dsMax & Brazil to render the CG elements, most of the all CG shots are a blend of all of them, the bulk of renders of the ship used Entropy, background crystals were also done with Entropy, the bulk of element renders consisting of debris, smoke, shattered pieces of crystals & sparks going 2to 3dsMax and the lava was rendered with Brazil. There were millions of crystals, Frantic used RIB archives to handle the geometry, the geometry & textures for the ship amounted to nearly 6 gigs of data, all handled with Entropy. Frantic also wrote software to do the lava and splashes and has continued to develop their Liquid Dynamics software after the Core was completed. Source & thanks to: Chris Bond - Frantic Films Source article: PR Web |
|
Digital
Firepower Situation Challenges Solutions "The difficulty with these shots was the fact that during the sequence, youre driving through this digital city and it must look totally real," Darby says. "This is the first time viewers see Libria, so it was important that we make it look impressive, but also believable." Meanwhile, the fourth and fifth shots were difficult primarily because of the complexity of the camera moves. The fourth shows the Palace of Justice. The first two floors of the building are portions of a real stadium in Berlin; the artists digitally extended the stadium another 12 stories. The fifth shot shows the Hall of Equilibrium. "For this we received a live-action plate of vehicles heading toward the base of the Hall, and we added a massive structure on top of the base and blended it in," Darby says. "In both shots, we had to deal with complex camera movesdollies and cranes that must link up with live action. It was tricky."
According to Darby, 3ds max and combustion software helped the artists create Libria despite the fact that these scenes were so difficult. For instance, although some of the eight artists who worked on Equilibrium were new to 3ds max, they learned the program quickly. "Its a complex program, but its not difficult to get into, so artists can understand it." Plus, the artists were able to create a render queue in 3ds max software to speed up the rendering process. "Rendering in 3ds max is fast and efficient. Some of these shots are very large, but they still ren-dered quickly in it," he says. Furthermore, thanks to the open architecture of 3ds max software, several plug-ins are available that extend the softwares features. One that came in quite handy was Scene Genie, a 3D camera tracking plug-in from Autonomous Effects. "We take our tracks pretty seriously, and Scene Genie is a great tool for 3D tracking. We love working with it, and we like the fact that it works from within 3ds max," he says. "In the past weve used a mixture of 3D modeling, animation, and rendering programs on our projects. But for Equilibrium, it was all 3ds max," he adds. "And from here on out, we plan to continue doing that." The combustion product, meanwhile, enabled the team to accomplish numerous 2D tracks accurately. "Plus, the keyer is extremely efficient, even for getting rid of tracking markers in plate photography," Darby says. "We could roto and paint in combustion very easily. We swapped over to combustion [from another 2D compositing application] shortly after we started on this project, and were very happy we did. We composited more than half of the big hero shots in combustion. That would have taken much longer to do in other programs." All told, the Digital Firepower artists are pleased with the results they achieved with the Discreet products. "We take pride in being fairly clever about how we construct a shot. We dont want to fall into a technical quagmire, spending our time discussing how to accomplish a shot technically," Darby says. "We want to spend our time discussing how to accomplish a shot artistically. "These products let us do that," he concludes. Source:Testimonial wriiten by Audrey Doyle |
|
Jon Seagull created the main element of a matte painting (the building above) using 3ds Max, the shot was for the original ending of the film Two Weeks Notice. The script changed however during production but the shot was retained at the very end of the credits. In the director's commentary track, they talk during the credits about how they could have either have had "a really nice wrap party" or kept the shot, and they chose to keep the shot. Source: Jon Seagull |
|
All material on this site is copyright. You have the right to view this page but you are not granted any other rights and the copyright owners reserve all other rights. |