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BACKGROUND
What initially drew you to the world
of VFX and film?
Thrain:
I've always loved visual effects and seeing films with visual effects
in them, ever since seeing Star Wars when I was a kid. I didn't
think I would actually end up working in visual effects, I originally
trained to be a graphic designer then got into computer animation
and spent many years doing commercials and computer animation for
television. Eventually I started doing the same kind of thing for
films, which took me into visual effects, which I thoroughly enjoy.
What are some of the features that
you have previously worked on?
Thrain:
Recently I've worked on Charlie and the Chocolate Factory, The Hitchhiker's
Guide to the Galaxy, and before that King Arthur, which were all
very different projects with very different challenges, and the
same again with V For Vendetta. Some films are very surreal and
the effects are very much in your face. Something like King Arthur
is more about invisible effects. On this film things like the crowd
scenes that we're doing are not really meant to call attention to
themselves as computer graphic shots. Having said that, there are
a number of shots in this film which are a bit more visible as effects,
like the knife trails that we're putting in for when V is doing
his knife fights, which are meant to call attention to his slightly
super human powers.
MULTIPLE Vs
What was your first introduction
to V For Vendetta?
Thrain:
When I first heard about the project I was quite interested in it
because I knew the name Alan Moore. I had read Watchmen many years
ago, but I didn't read V For Vendetta until I heard about the project,
and I thought it was very interesting. Then I started getting involved
in the actual film, and there's definitely a very interesting story,
and lots of different things going on. It's not really a big effects
film, but there was a nice opportunity for doing some interesting
things within it.
What were some of the challenges you
had to tackle initially?
Thrain:
The biggest thing we knew we would be doing was crowds of computer
graphic Vs. I think we were lucky in that, normally, when you're
doing crowd stuff you need to have everybody look as different as
you can, but in these shots the idea was that they're all dressed
up like our hero, so that made it a little bit easier. At the same
time, I think one of the biggest challenges with that was the fact
that V has such a distinctive look and a distinctive costume, so
we had to match that very, very closely. The hardest bit was probably
his cape, which is a very distinctive part of his character.
We had to come up with methods for
creating simulations of that movement of the cloth, and we had to
do it on quite a big scale as well. There's one shot where we've
got about 10,000 characters running around, and they each have a
cloak, and they all had to be moving realistically. Depending on
the shot you can see more or less of that detail, but there are
a few shots where you really can see the capes moving independently
and realistically. That was probably the hardest technical challenge.
How did you ensure the fabric of the
digital cape looked the same as the original?
Thrain:
The props department kindly lent us the whole costume, so we'd take
the material and look at it under different lighting conditions,
and we did a fair bit of R&D in what we call shading models, to
see how something like cloth realistically appears when light catches
it. Things like his hat and his cloak are very velvety matte materials,
which are traditionally difficult to create in the computer, but
I think we successfully got our lighting and shading to react in
a very similar way to the real thing, so our computer graphic Vs
look very close to the real one. Most of the crowd shots are very
distant, and the characters you see are very small, but in order
to calibrate what we were doing to the real character we actually
set them up at about half a full screen size and compared them to
some live action reference of the stunt man dressed up in the costume.
Basically we used that as our goal, and matched very closely to
that so we could be certain that it would look like the actual character
when you saw it on screen.
Did you design a number of different
ways the capes would move within a crowd?
Thrain:
Yes, that was a key to it. You have a number of different people
in the crowd ‚ different heights, different weights, and that kind
of thing ‚ so we'll do slightly different speeds of walk and slightly
different actions. You don't really want their capes to be doing
all the same thing, so that's why we had to do what we call simulation,
where the computers work overnight and when we come back the following
day we basically have a simulation for each cape on each character,
reacting to their particular movements and the physical forces in
the scene like gravity. That means we come out with a completely
different animation on each cape.
Aren't the thousands of Vs only made
from ten or so humans in motion capture?
Thrain:
In some of the shots we've probably got at least 10,000 characters,
which are then replicated from about 20 different models of different
heights etc. We got both female and male models, although you can't
really see that because they're under the costume, but I think it
has some effect on the visual appearance. In some of those shots
every cape will be doing an individual animation that has been simulated
physically correctly.
We can make characters go around something
in the middle of the road and have the cape react in a realistic
way. Depending on the shot, you see less or more of that. There
are only a small number of CG crowd shots in the film, but there's
one that's quite close where they're walking across a bridge, and
you really can see their capes flopping around and interacting.
We've looked at it countless times to try and spot all of the little
things, and the Visual Effects Supervisor [Dan Glass] will also
go over it with a fine tooth comb. You do really have to pay attention
to detail.
For the sequence where all the Vs converge
on Trafalgar Square, how much work has that shot gone through before
3D begin work on it?
Thrain:
Those shots were helicopter plates, which had a bit of a movement
on them that needed to be changed. Also, the time of day was completely
different, it was shot at dawn, whereas it had to be at midnight.
So that plate was taken, locked off, then matte painted to give
it the appearance of being at night, with light sources put in.
Once we had that, we could really start our work. We started blocking
out the animation of the crowds, and started working up our lighting
to match. It's not quite a one, two, three process as it seems when
I say it, for instance this plate kept evolving as our work evolved,
and our lighting continues to evolve as the matte painters improve
what they're doing.
Did you have to create a vector-based
model of Trafalgar Square initially to work out the movements of
the Vs?
Thrain:
We had some rudimentary buildings and geometry (which we didn't
render because we had a plate to work with) and we blocked out the
crowd system, which is software that has been developed by Cinesite,
to do these massive crowd animations. If you want the crowd to avoid
a certain area you can put in an object that repels them. In Trafalgar
Square there's Nelson's column, and you don't want them to be trying
to climb up that, so you tell them to avoid that area of space,
and they'll walk around it. Or you can mark out a certain area of
geometry as something to attract them ‚ or maybe block them - so
when they come up to the police barriers they'll stop, and go into
their idle animation, or something like that.
When you animate a hero character,
you have direct control over the animation process, whether by using
key-frame animation or motion capture. However, when animating a
crowd of 10,000 people, there is no way you can physically animate
each one, so you have a process whereby you indirectly influence
groups of these 'agents', and then let the computer create a simulation
of what they'd do. That's what our tools give us. When it comes
down to the actual animation of the crowd of what the little characters
are doing, that's built up from lots and lots of different little
clips of motion capture data, which are being blended by the crowd
system at the appropriate time to tell the little characters what
they should be doing.
Have you built a detailed V character?
Thrain:
Yes, as part of our process we are building the digital Vs for the
crowds, so we did build in a high level of detail so that we were
covered for all eventualities. The crowd software can then reduce
the amount of detail in the characters to fit the appropriate shot,
because if you've got 10,000 guys you can't have them all with the
same detail as a hero character in the foreground.
Did you do any 3D work on the mask?
Thrain:
We did do the mask - you don't really see it particularly clearly
in any of the crowd shots, but if you zoom down to one of the characters
in the crowd, they have a very accurate representation of the mask.
We created that separately, and then we put it onto the character.
We actually had a high resolution digital scan of the mask, right
down to the little dents in it, because we didn't know whether we'd
be doing a digital V. It was a possibility, so we put quite a lot
of work into getting that mask looking quite accurateÖ if you look
really closely in the crowd shots you'll be able to see little white
masks down there.
VICTORIA STATION
What is your biggest sequence from
a 3D point of view?
Thrain:
The biggest sequence would definitely be the Victoria Station sequence,
which involves quite a number of different things. Probably the
biggest thing is that we're putting in some computer graphic knives.
In about three or four shots knives need to fly through the air,
which would've been either physically dangerous or impossible to
do in real life. In addition to the knife itself, there are quite
a lot of shots in the sequence where there's an effect being added
to what V does with his knife. It's a slightly surreal effect, but
it visualizes his superhuman speed. The shots are generally in slow
motion and the knife leaves a trail like it's cutting through the
air, which is again being created in 3D. We've tracked where the
knife is going through space, along with the camera, and then created
a program that plots that track through space and creates a trail
behind it with various animated textures on the surface to give
it the look they wanted. That is then taken and composited by the
compositors on the plate, and they also add quite a few different
effects to it at that point as well.
Where does 2D end and 3D begin for
the knife sequence?
Thrain:
The knife trails actually start in 3D, and are then manipulated
in 2D and combined with the live action plate. The compositing ‚
the 2D side of it ‚ is generally about bringing together elements
that already exist. For instance, having elements like live action,
miniatures, or computer graphics, and blending them hopefully seamlessly.
So we [in 3D] give the compositors the trail elements that they
mix into the live action and treat in such a way so that it sits
in there looking natural. They also add more 2-dimensional effects,
but it does start with a 3D element that has been tracked in. What
we render out of 3D at that point, in this particular case, doesn't
look like how it looks in the end because it's a bunch of different
layers that are then combined in a creative way in the compositing
software and mixed back over the live action, as opposed to something
like the knife which, when we re-render it in 3D, looks like a knife.
In that instance the knife pretty much goes on over the live action
how it looks when it comes out of the 3D software.
How difficult was it to accomplish
the look of the trails ‚ something that is almost intangible?
Thrain:
I think the trails were probably the biggest creative challengeÖ
with the knife, we knew what it looked like, there's a close up
of a gun later on and we knew what that looked like, we knew what
the crowds looked like because there was plenty of live action reference
for that. The trails were something that had never existed anywhere,
and it's a fairly unique looking effect, so we had quite a long
process where we tried a lot of different looks. Initially in 3D
‚ and 2D ‚ we combined many renders of the knife itself, seeing
how that looked with trails of different kinds of particle effects.
What we eventually came up with was quite influenced by some of
the early concept art we were given, which is a little bit more
like something from a manga film or a comic book, with the lines
they draw after a sword slash, but taken into a space where it looks
like it exists in the real world as well. Like it's something that
is affected by the light in the scene and the other things that
are going on in the shot.
What was the process of getting the
leather and metal of the real world knife onto your screen?
Thrain:
With the knife we started out with a laser scan of the real object,
so we had a very detailed representation within the computer of
the actual size and shape, which we then rebuilt into a more efficient
representation inside the computer, and textured it from photographs
of the actual prop. We used that as a basis for texturing the actual
surface of it, and from there it became a matter of dealing with
it with our shading and lighting software. We did research into
different kind of shading models for metals and found some shading
models based on real world measurement of the way light is caught
on metal and various other surfaces, so we were able to get quite
a nice realistic feel.
The other thing that contributed to
that was that when the movie was being shot, Dan Glass the Visual
Effects Supervisor, also made sure he captured some nice images
of the set that are a combination of multiple fish eye lens images,
which we then turned into what we call an environment map. That
is an image that creates an environment in which the knife needs
to sit into - it's like a 360ƒ representation of the live action
plate with all its different levels of light and dark. So when we
put the knife into the scene, it's lit by this special image and
also reflects that special image, and it gives us a pretty accurate
representation of what a metallic object would look like.
How difficult were the decisions on
how fast and tight the knife spins, along with how high and low
its circles are?
Thrain:
There were a lot of different versions of animation done for that,
so we could get exactly the feel that they're after. There are a
couple of shots ‚ one that went into the first trailer where you
see two knives flying through the air next to each other, describing
a certain kind of pattern in the trails - that was quite deliberate,
to have this almost helix pattern evolve from the slightly different
speed of the rotations of the knives. There's another shot where
V throws a knife almost directly at camera, and it flies past and
hits one of the Fingermen in the head. Again, there was no knife
in that plate to start with, and the plate was very different. Initially,
we came up with the best animation of the knife that was required
by the client, and then retimed that whole plate to match to the
animation of the knife, so that the camera move almost became a
synthetic shot, just so we could get the exact kind of animation
on the knife that was required.
So the knife animation was a completely
different process to animating the crowd?
Thrain:
With the knife you would call the kind of animation we're doing
with that key framing - where an animator sits the different positions
of the knife explicitly in space. With the crowd, because we're
dealing with so many individual things, you can't realistically
sit there and key frame all the little guys, so we do that through
a process of simulation where you're influencing all of the agents
inside the computer. Computer graphic animation tends to fall into
two camps a lot of the time: that is key frame animation versus
simulation.
How long did it take to create the
knife as a synthetic, digital object?
Thrain:
We knew it had to be seen very, very close, it's iconic of the character,
so we probably spent a good month of one person's time taking that,
remodeling it, texturing it, and getting it set up so it looked
good on the screen. There was a bit of further tweaking once we
actually got shots through and put it in the shot and in the lighting
conditions of that shot, so for what seems like a very small object,
it can take quite a while.
What are the gunshots you're working
on?
Thrain:
There are two shots in the Victoria Station sequence, towards the
end, where one of the characters is firing a gun at V and he runs
out of bullets. So we have two synthetic shots that are inside the
gun chamber where you're seeing the bullet rotate around. You're
looking down the barrel of the gun while that happens, and then
in the second shot you're right inside the barrel and there's no
bullet anymore. Those are computer graphic shots that graphically
show that he has run out of bullets. It's a slightly surreal abstract
way of looking at the gun, and putting you inside it. A live action
plate was shot with just V walking towards the camera and we put
that over the top, basically.
OTHER VFX
Have you worked on any shots that
might not be apparent that they've gone through VFX?
Thrain:
There's at least one shot in the Victoria Station sequence that
has a computer graphic knife that I think you'll find very hard
to spot, because it's not one of the hero ones where it's flying
at you. We had to put a knife into V's hand because there was a
shot where V stabbed one of the Fingermen with his prop folding
knife and it fell out of his hand and potentially spoiled the shot,
but we kept the shot and in 2D removed the knife falling out of
his hand and put in a new knife into his hand as he continues through
the rest of the shot.
We've got another shot that we're working
on at the moment that involves slow motion rain, which will probably
look like some kind of effect, but I think what we're doing to the
plate itself won't. We had a very wobbly crane camera down to Natalie
Portman's [Evey's] face and it's become an entirely synthetic shot.
We're replacing the background behind her and we're taking a few
frames of her, creating almost a morph of what she's doing to get
exactly the right combination of camera and action and what's happening
with the CG. We're throwing away the original camera move now, and
recreating it as a combination of 2D and 3D take, because we've
been given the direction to create a totally linear smooth and slightly
surreal kind of feeling with the camera. We follow a raindrop in
close up into the shot and it falls away from us, and meanwhile
there's a lot of other rain falling down as well, it's going to
be quite a nice shot, I think.
That has evolved over the course of
time, partly because of limitations on what you can shoot. It would
be very difficult to get a real camera to travel smoothly, have
live action rain falling, and get the right camera speed all at
the same time. In this case, because of the weave and the camera
and the timing changes they want, it has become something that's
easier to recreate it as an effect, rather than trying to keep what
was there originally.
Does it affect your work, having more
frames in the shot now?
Thrain:
Not really. It's got a bit of a slow motion speed to it now, something
like 125 frames per second, and I think it was originally shot at
about 48 frames, so we're slowing it down further by doing quite
a large move in that time, because we're falling with raindrops,
which are falling only a little bit quicker than us.
VISUAL EFFECTS
How many people are in your team and how long have you been working on the project?
Thrain: In full production mode, we've been going for about six months. Over the course of that time our team has grown in size up to about 20 people at its peak - on the 3D side. From tracking and matching on through to animation, the technical development, lighting, and rendering. There are also a lot of people involved on the 2D side. This isn't a huge film from a 3D point of view, really. There are probably about 3o to 35 shots that are 3D, there's probably a lot more work in the compositing. I think there are about 150 shots altogether, and all of those shots will have some kind of 2D work in them.
In your team you have mentioned trackers, lighters and animators; does everyone stick to their job, or do they cross over?
Thrain: Most major facilities that do film work tend to have a more segmented pipeline, where people concentrate on what they do best, but that's not to say people don't have multiple skills; people do crossover. Tracking, for instance, is very important. We have a small department that concentrates on that because pretty much every time you want to put some computer graphics into a shot you need a camera that's matched to the live action camera. Whether that's static or moving, someone needs to do that, so we have people who specialize in working with the software that will track shots. In creating 3D models and animation, most people are fairly specialized, but we do have people who cross over the different tasks. On a big project it's often simpler to break it down into different tasks that can be done by people who are very good at them.
How has VFX changed since you've been working in this business, and where do you see it going in the future?
Thrain: I think it's definitely changed a lot over the past decade, from what I've seen. I remember seeing the very first computer graphics going to films and being quite amazed by a lot of computer graphics at that point. Apart from a few companies in the United States, visual effects were generally done on more of a broadcast level. Then Jurassic Park came along, and that made everybody realize how much could be done with computers; they weren't just a gimmick. From that point on, people really thought you could push the boundaries.
It's very difficult to imagine where we're going be in another ten years. There are a lot of things we haven't thought of yet, and I think it's almost impossible to try and predict that. There's a lot of work being done right now with digital doubles of people and things like that. I think you're going to see more and more of that, and people are going to push that further. Whether you'll see that goal of the entirely computer generated actor, I don't know, and I'm not sure there's a point to that.
Do you think filmmakers will continue to combine methods of shooting with VFX, as for the models on this film?
Thrain: Unfortunately I think we're going see more and more things that people once used to shoot move into the digital world, even if there's not necessarily a good reason for doing that. You see it more often now, partly because of budget reasons - it's got that much more expensive to shoot huge crowds of extras, so we're doing them digitally. And it's expensive to build big outdoor sets, so we do 3D matte paintings of buildings. These days people shoot scenes with huge cables and wires in them, because they know they can be removed later on.
At the same time, I think there is potential for that to enhance people's creativity. There's a lot of recreating sets entirely in 3D now, so that you can free up the camera in post and come up with new camera moves and things that weren't imagined at the time, or maybe weren't physically possible on set. If you take enough reference of the set when it's built, you can put it on a 3D model.
The actors aren't in that environment though.
Thrain: No, but you can always blue screen them in later, or make a CG person for some shots, or alternatively you could shoot it initially. I think there's a move to see more and more stuff being done in post and after the shoot.
Do you feel that even green screen is becoming less necessary?
Thrain: It really helps, because otherwise somebody has to paint a matte, and the quality is better if you prepare rigorously - the quality you can achieve is going to be better. But of course there's cost to that in flexibility and speed in which you can shoot, and you can't just change your mind on the day when you're there, and I think a lot of directors now want to take a broad kind of flexibility that you can't get on set. Within realms of possibility you can track almost any shot in 3D now, and put something into it, which even five years ago you couldn't, really. Someone would have to do it by eye, and try and match it up, but now there's some pretty good automated software that, with a bit of tweaking, does the job.
Digital effects is a technology that is improving, it is letting you do more quicker and more realistically. Having worked in the visual effects industry for some time now, when I see a bad shot I don't necessarily think that they've done a bad job, or that they didn't know what they were doing, because I know so many other factors can come into play that aren't related at all to any kind of technical thing. It could be time constraints, it could be unusual requests from directors or other people involved in the process. A lot of times you might animate something and you'll do it to what you know would be a physically accurate representation, but people aren't always after reality. Even some of the moves of the knife in V - we looked into the way physics of knife throwing actually work, and V doesn't always throw his knife the way a real knife thrower would throw it. He does it in a way that looks cool and cinematic and works on screen, but doesn't have a lot of bearing to reality, necessarily.
Thanks Thrain.
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