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The$Visual$Effects$Pipeline$

I$get$asked$a$lot$of$questions$about$how$a$VFX$studio$is$structured$and$what$each$department$does.$
This$not$entirely$surprising$as$there$are$many$departments$with$a$great$deal$of$interdependence$and$
they$often$have$names$which$are$unhelpful$to$the$layperson.$What$I'm$going$to$try$and$do$in$this$
article$is$to$go$through$the$stages$of$production,$what$they$mean$and$then$look$at$each$department$
in$a$facility,$where$they$fit$into$the$schedule,$what$they$do$and$who$they$deal$with.$Let's$get$started:$
$

$$
An#empty#slate#
This$blank$canvas$represents$the$cycle$of$a$film,$from$earliest$days$on$the$project$on$the$left$to$final$
output$on$the$right.$There$are$three$key$phases$of$any$film's$production$so$let's$get$them$blocked$in$
first.$

$$
Pre.production#
PreGproduction$is$the$first$stage$of$getting$a$film$made$and$is$characterised$by$all$the$work$that$is$
done$before$the$shoot$on$set$or$location$occurs.$This$can$vary$from$a$few$weeks$to$over$a$year$
depending$on$the$show.$

$$
Production#
Production$is$the$actual$shooting$of$the$film.$Much$work$is$done$by$VFX$onGset$and$back$at$the$studio$
whilst$the$film$is$actually$being$shot.$Shoots$can$last$from$a$couple$of$months$to$over$a$year.$

$
#Post.production#
After$the$project$has$finished$being$filmed$it$enters$postGproduction.$This$is$the$phase$where$the$
majority$of$the$VFX$work$happens$and$when$there$is$the$majority$of$contact$with$the$client.$It$is$also$
during$this$time$that$the$edit,$music$and$sound$are$added.$

#
#Research#and#Development#
R$and$D$is$one$of$the$key$departments$in$any$large$visual$effects$house.$Most$projects$will$require$
tools$to$be$written$that$either$make$something$that's$already$possible$go$faster$or$more$efficiently$or$
tools$for$things$that$did$not$previously$exist.$It$is$in$the$nature$of$visual$effects$to$always$push$the$
boundaries$of$what$is$possible$with$the$technology$and$audiences$crave$more$and$bigger$effects$year$
on$year.$There$is$no$way$for$a$piece$of$off$the$shelf$software$like$Maya$or$Nuke$to$be$able$to$handle$
all$these$requirements$and$so$it$is$down$to$an$R$and$D$department,$made$up$of$programmers,$
scientists$and$mathematicians$to$realise$those$new$tools.$The$tools$are$either$written$as$plugGins$for$
exisiting$software,$like$Maya$for$example,$or$as$standGalone$programs.$There$may$be$a$small$R$and$D$
department$assigned$to$each$show$but$in$general$it$is$a$resource$shared$by$the$whole$company$as$a$
tool$written$for$one$show$will$often$prove$useful$on$another.$

$$
Tests#
Part$of$the$process$of$convincing$clients$to$place$work$with$a$facility$is$through$the$production$of$
tests$demonstrating$either$a$potential$look,$style$or$piece$of$technology$that$they$may$want$to$use$in$
the$production$of$actual$sequences$on$the$film.$Tests$are$done$as$proofGofGconcept$pieces$to$give$the$
client$confidence$that$what$they$want$to$achieve$is$possible.$Tests$are$generally$done$by$very$
experienced$artists$as$they$are$often$highly$experimental$and$complicated$with$tools$needing$to$be$
written$on$the$fly$by$the$team$doing$the$test.$Once$the$work$is$won$the$process$of$building$the$
models$can$begin.$

$
#Modelling#
Modelling$will$generally$begin$in$preGproduction$because$often$lowGres$models$will$be$needed$for$
preGvisualisation$and$tests.$It$is$also$possible$that$the$client$will$supply$drawings$or$clay$models$of$
elements$they$want$to$be$created$in$CG.$These$models$and$sketches$are$used$to$build$totally$faithful$
CG$reproductions$that$can$be$used$in$shots.$As$you$can$see$the$modelling$phase$continues$through$
into$the$start$of$postGproduction$but$most$shows$will$aim$to$have$built$everything$they$need$by$the$
time$they$start$actually$producing$finished$shots.$Models$will$be$produced$at$several$quality$levels,$
very$high$resolution$models$for$final$renders,$medium$quality$for$animation$and$low$quality$for$preG
visualisation:$

#
#Pre.visualisation#
PreGvis$is$a$process$of$taking$the$storyGboards$or$script$description$of$a$scene$and$then$blocking$out$
the$action$in$3D$using$lowGresolution$models$and$textures.$The$idea$is$to$take$the$storyGboard$into$3D$
so$that$the$director$can$get$a$better$idea$of$how$the$sequence$will$work$and$so$that$camera$moves$
and$setGups$can$be$experiemented$with$before$committing$to$an$expensive$onGset$shoot.$The$preGvis$
will$usually$be$done$by$animators$and$will$be$rendered$at$low$quality.$Several$versions$will$be$
produced$and$presented$to$the$clients$before$the$final$flow$of$the$sequence$is$established.$Often$the$
preGvis$will$be$used$only$as$a$guide$on$set$so$the$shots$as$filmed$may$differ$greatly$from$the$inital$preG
vis$although$sometimes$it$will$match$shot$for$shot,$framing$for$framing,$action$for$action.$

$Reference$photography$
Once$the$actual$shoot$begins$it$is$usually$the$case$that$a$representative$of$the$VFX$company$will$be$
onGset$when$any$sequence$they$will$eventually$be$working$on$is$shot.$Usually$it$will$be$the$VFX$
supervisor,$CG$supe$or$2D$supe$who$will$go$on$set$as$they$will$have$the$best$overall$view$of$how$the$
project$is$to$be$run$back$at$the$studio.$As$well$as$offering$advice$on$VFX$setGup$when$it$is$asked$for,$
the$onGset$representative$will$take$as$many$photographs$as$possible.$These$will$be$used$for$modelling$
reference,$texture$reference,$lighting$reference$and$possibly$elements$for$matte$paintings.$The$idea$
is$capture$as$much$visual$information$about$the$shoot$so$that$anything$can$be$reconstructed$later$in$
CG$if$needed.$

#LIDAR#or#cyberscan#
As$well$as$reference$photos,$3D$digital$scans$will$also$often$be$made$of$key$sets,$props$and$actors.$
LIDAR$is$a$laserGbased$3D$scanning$device$that$can$create$highly$detailed$models$of$buildings$or$
environments.$Samller$objects$will$be$scanned$using$a$similar$device.$The$models$produced$by$these$
machines$are$usually$incredibly$dense$and$often$quite$artifact$heavy;$they$may$have$many$millions$of$
polygons.$A$modeller$will$always$build$the$render,$animation$and$preGvis$model$from$scratch$using$
the$LIDAR$as$reference.$Having$an$accurate$scanned$3D$model$to$base$the$renderGgeometry$on$
ensures$that$CG$objects$will$always$line$up$perfectly$with$their$onGset$counterpart.$

#
#High#dynamic#range#environment#photographs#
As$well$as$taking$general$reference$pictures$the$onGset$representative$of$the$VFX$house$will$take$highG
dynamic$range$photographs$of$each$environment$to$enable$the$lighting$TDs$to$use$imageGbased$
lighting$techniques$when$lighting$the$shots.$These$photos$will$generally$be$taken$in$the$form$of$two$
sets$of$180$degree$apart$fishGeye$photographs$of$the$scene.$Each$view$will$probably$be$photographed$
about$five$times$at$different$shutter$speeds$to$get$as$much$of$both$the$shadow$and$highlight$detail$as$
possible.$These$sets$will$be$combined$into$a$single,$floating$point$latGlong$style$map$for$use$by$lighting$
and$lookGdevelopment$artists$back$at$the$VFX$facility.$

##
Film#scans#
Once$the$shoot$has$finished$and$the$edit$begins$the$actual$takes$of$each$shot$that$will$be$used$in$the$
film$are$selected$and$then$scanned$by$the$client.$Most$film$is$scanned$at$2K,$or$2048x1556$pixels$if$
the$film$is$shot$on$Super$35mm.$Each$frame$is$scanned$as$a$separate$high$dynamic$range$image$to$
preserve$as$much$detail$from$the$original$negative$as$possible.$

$
$Technical#grade#
Once$the$scans$are$delivered$to$the$VFX$house$a$technical$grade$is$often$done.$Grading$is$a$process$
whereby$colour$and$exposure$changes$are$made$to$the$scanned$frames.$The$purpose$of$a$technical$
grade$is$to$get$all$shots$in$a$sequence$to$have$the$same$overall$look$and$feel$so$that$there$are$no$
noticeable$jumps$in$brightness$or$colour$changes$when$the$shots$are$viewed$together$as$a$sequence.$
Creative$grades$where$the$finished$"look"$of$the$film$is$established$will$be$done$by$the$director$of$
photgraphy$in$colaboration$with$a$colourist$in$a$DI$(Digital$Intermediate)$suite,$not$by$the$visual$
effects$house.$The$technical$grade$is$not$creative,$it's$just$there$to$get$everything$looking$similar$
before$work$begins$on$the$shots.$

#
#Plate#preparation#
Because$most$movies$are$still$shot$on$film$it$is$usual$for$dust$spots$and$developing$chemical$patches$
to$be$present$in$the$scanned$frames.$It$is$pretty$much$impossible$to$keep$a$piece$of$negative$
completely$clean$and$so$a$team$of$compositors$will$paint$out$any$scratches$or$dust$that$appears$in$
the$scans.$This$process$is$often$called$dustGbusting.$

$
#Rigging#
Once$models$are$completed$they$need$to$be$rigged.$Rigging$is$a$very$technical$task$requiring$an$
engineer's$understanding$of$how$objects$move$and$interact.$Creature$rigging$is$especially$difficult$as$
layers$of$bone,$flesh$and$skin$need$to$be$simulated$by$the$rigging$process.$Once$a$rig$has$been$
created$it$is$tested$by$animators$who$try$and$break$it,$then$a$new,$revised,$rig$is$created$based$on$the$
results$of$the$testing$phase.$Rigging$may$well$continue$throughout$the$animation$cycle$as$better$and$
more$refined$rigs$enable$ever$greater$results$from$the$animators.$As$well$as$animators$requiring$
rigged$elements,$they$are$also$required$when$match$moves$are$needed$in$a$project.$

$$
Camera#tracking#and#match.moving#
Once$the$scanned$film$has$been$delivered$and$rigged$models$of$all$the$elements$exist$it$is$time$for$
the$tracking$department$to$go$to$work.$The$first$thing$to$be$done$will$be$the$production$of$a$camera$
track.$This$will$be$done$with$a$piece$of$3D$tracking$software$like$Boujou,$3DE$or$PFTrack.$On$set,$the$
lens$measurements$will$have$been$taken$so$that$the$correct$focal$length$can$applied$to$the$CG$
camera.$Often$it$will$require$manual$tweaking$of$the$output$of$the$tracker$to$finesse$the$camera$
move$into$something$which$locks$perfectly$with$what$the$real$camera$did$on$set.$
Once$an$accurate$camera$track$exists$any$match$moving$or$body$tracking$will$be$done.$A$body$track$
is$an$animated$CG$character$or$object$which$perfectly$mimics$what$the$on$set$equivalent$did.$You$
may$want$a$body$track$if$you$need$to$stick$a$CG$element$to$an$onGset$character,$for$example$adding$a$
digital$tail$to$Hellboy.$In$order$to$do$this,$a$CG$model$of$Hellboy$will$be$animated$so$that$he$perfectly$
lines$up$with$the$photographed$actor$on$every$frame.$It$is$then$possible$to$create$the$digital$
rendered$tail$element$and$stick$it$to$the$bodyGtrack$knowing$that$when$it$is$composited$it$will$appear$
to$be$stick$to$the$real$actor.$Juniors$who$aspire$to$be$TDs$or$animators$often$start$out$in$camera$and$

matchGmoving.$

$
#Animation#
Animation$is$the$process$of$taking$the$modelled,$rigged$elements$and$bringing$them$to$life.$Usually$
this$means$creatures$or$characters$but$it$could$be$a$vehicle$or$anything$else$that$moves.$Animators$
will$tend$to$work$with$mediumGresolution$models,$they$need$to$be$detailed$enough$that$they$can$be$
positioned$accurately$but$not$so$dense$that$the$animators$workGstation$slows$down$while$they're$
trying$to$work.$Keeping$a$loose,$light$workflow$enables$an$animator$to$craft$a$natural$looking$
performance.$Animation$versions$will$be$presented$to$the$client$as$greyGshaded$playblasts$for$
critique$and$further$revision$will$be$made$based$on$these$comments.$

$
#Effects#animation#
Effects$animation$refers$to$anything$involving$simulation.$These$will$generally$fall$into$one$of$three$
catergories,$particles,$rigidGbody$dynamics$and$fluids.$The$effects$TD$will$pick$up$the$camera$and$any$
hand$animated$elements$plus$a$CG$version$of$the$environment.$They$will$use$this$scene$to$provide$
the$basis$for$their$simulations.$For$example$the$fire$on$Liz$Sherman$in$Hellboy$2$is$a$fluid$simulation.$
As$well$as$a$camera$track,$Selma$Blair's$performance$was$recreated$in$a$rough$form$by$a$match$move$
artist$so$that$there$was$a$CG$representation$of$her$in$the$scene.$The$effects$TD$can$then$emit$fire$
fluid$sims$from$the$Liz$geometry$and$use$the$same$geometry$as$a$3D$matte$when$rendering$out$the$
finshed$fire$simulation.$This$ensures$that$we$cannot$see$fire$that$would$be$behind$her$and$helps$the$
compositor$sit$the$flame$into$the$shot$over$the$real$actor's$performance.$

$$
Texturing#
Once$the$models$are$finshed$they$need$to$have$texture$maps$both$for$colour$and$for$fine$detail$and$
texture$that$it$isn't$sensible$to$try$and$model$like$pores,$wrinkles$and$so$on.$Using$the$reference$
photographed$on$set$a$texture$painter$can$create$maps$for$diffuse$colour,$specularity$as$well$as$
displacement$and$bump$maps.$These$maps$are$often$extremely$detailed,$sometimes$8K$in$resolution$
if$the$digital$camera$is$to$get$very$close$to$the$model.$

$
#Look#Development#
Look$development$is$the$phase$where$the$texture$maps$are$used$with$shaders$and$lights$to$
determine$the$final$look$of$the$finished$model,$Shininess,$reflectivity,$roughness$and$so$on$will$be$
tweaked$by$the$lookGdev$artist$until$a$perfect$match$with$the$onGset$version$(if$one$exists$is$
achieved).$For$objects$where$no$real$version$exists$for$comparison$it$will$be$down$to$the$VFX$
supervisor$and$the$director$to$decide$what$is$correct.$Look$developers$will$often$work$with$R$and$D$if$
a$new$specific$shader$is$required$for$a$particular$effect.$Some$lookGdev$artists$write$their$own$
shaders.$

$
$Lighting#and#Rendering#
Once$the$animation$and$lookGdev$has$been$approved$the$lighting$artists$can$begin$rendering$the$
finished$CG.$They$will$use$the$shader$settings$supplied$by$lookGdev$and$the$HDR$lighting$maps$that$
were$shot$on$set$but$will$often$add$more$CG$lights$to$add$accents$or$enhancements$as$each$shot$
requires,$e.g.$a$little$rim$light$or$eye$glint$light.$Lighters$will$render$the$CG$passes$and$then$do$a$basic$
composite$of$their$CG$over$the$scanned$film$plate$to$test$that$their$lighting$enables$the$CG$object$to$
feel$like$it$is$in$the$filmed$environment.$Once$the$supervisor$agrees$that$the$lighting$works$the$CG$can$
be$passed$onto$a$compositor$for$proper$integration.$

$
#Rotoscoping#
It$will$often$be$necessary$to$put$a$digital$element$behind$a$real$filmed$element$in$the$plate$
photography.$For$example$imagine$a$character$on$set$walking$in$front$of$a$background$and$the$visual$
effect$is$to$be$added$so$that$it$appears$to$be$between$the$background$and$the$character.$In$order$to$
cut$out$the$real$character$a$roto$artist$will$have$to$draw$around$the$character$on$every$frame$to$
make$a$matte$that$the$compositor$can$use$to$put$the$real$element$back$over$the$top$of$the$CG$part$
of$the$shot$so$that$everything$appears$to$be$layered$in$the$correct$order.$Some$shots$will$be$filmed$in$
front$of$a$blue$or$green$screen,$in$which$case$it$may$be$possible$to$pull$a$key$and$create$a$matte$that$
way.$For$circumstances$where$the$key$cannot$be$pulled,$or$there$is$no$greenscreen,$rotoscoping$is$
the$only$way$to$create$the$mattes$that$the$compositor$will$need$to$finish$the$shot.$Juniors$who$want$
to$be$compositors$often$start$out$as$roto$artists.$

$
$Element#shoots#
As$well$as$using$fully$CG$passes$it$is$often$a$good$idea,$especially$for$natural$phenomena$like$smoke,$
splashes$or$dust,$to$shoot$real$examples$of$these$effects$against$a$black,$blue$or$green$screen.$These$
isolated$shots$are$called$elements$and$there$will$usually$be$an$element$shoot$as$part$of$a$film$
production.$VFX$houses$keep$large$libraries$of$elements$from$previous$shows$so$that$compositors$
have$a$range$of$explosions,$blood$spurts$and$so$on$to$choose$from$when$trying$to$add$all$the$pieces$
needed$to$finish$a$shot.$

$$
Compositing#
Compositing$is$the$last$process$in$the$chain$and$it$is$where$all$the$CG,$elements$and$the$scanned$
plates$are$brought$together$to$create$a$seamless$finished$image.$Matte$paintings$may$also$be$
produced$at$this$stage$to$serve$as$the$backdrop$to$green$screen$elements$or$CG.$A$compositor$will$
use$a$variety$of$techniques$to$integrate$all$the$elements$together$so$that$the$shot$looks$as$if$it$had$
been$filmed$and$no$trickery$has$been$used.$Compositors$must$have$an$excellent$grasp$of$lens$
properties$and$film$as$well$as$a$good$artistic$eye$to$achieve$this.$Once$the$composite$for$the$shot$has$
been$done$it$is$sent$to$the$supervisors$and$then$the$director$for$approval.$

$$
Film#out#
Once$the$composite$has$been$approved$it$is$supplied$back$to$the$client$in$the$same$form$as$the$
original$scan$was$received,$usually$as$a$series$of$digital$image$files.$The$client$uses$these$finished$
composited$frames$for$creative$grading$and$eventually$to$be$shot$out$onto$film$or$DCP$for$release$in$
cinemas.$
$
$
Conclusion#
As$you$can$see$from$the$final$diagram$above$the$whole$VFX$pipeline$is$very$complex$with$many$
departments$who$are$all$interdepenedent$to$a$greater$or$lesser$degree.$Whilst$there$will$be$
differences$in$organisation$from$facility$to$facility$the$above$represents$a$good$general$guide$to$all$
the$places$I've$worked$and$know$of$second$hand.$In$every$department$companyGwide$there$will$be$a$
range$of$senior$artists,$midGlevel$artists$and$juniors.$Also$be$aware$that$a$small$project$may$have$one$
person$fulfilling$many$of$these$roles$alone$and$larger$shows$many$have$tens$of$people$in$every$

position.$Whatever$the$size$of$the$show,$the$basic$flow$and$order$in$which$things$get$done$is$pretty$
much$the$same.$
I$hope$this$has$proved$useful$to$you.$
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