Re: [Nuke-users] day rates in the UK

2014-03-23 Thread matt estela
The quote about film editing vs non-linear editing reminded me about
Spielberg and Khan, wish I could find a direct quote, but that pair
resisted moving to digital editing for a very long time for those exact
reasons; being forced to commit, carefully think about options, sit and
think about the film while you're waiting for film to spool back and forth
rather than act on impulse... as you say, all stuff that'd be nice to see
in vfx.

Still, they finally caved and moved to Avid when cutting War Horse and Tin
Tin, so there's no turning back now. :/

-matt





On 23 March 2014 11:26, Ivan Busquets ivanbusqu...@gmail.com wrote:

 In my first job in the industry I had the chance to work with a great
 editor. He taught me something I still remember almost on a daily basis.

 He had made the transition from physical film-cutting to non-linear
 editing systems, and had this opinion about the many benefits that
 non-linear editing brought to the table.

 It's obviously great and makes my job so much easier, and I wouldn't want
 to ever look back. However, it is now so easy to make a cut that a lot of
 editors/directors never commit to one. They'll cut on a certain frame, then
 try a couple of frames later, then a couple of frames earlier, then one
 more, then leave it there temporarily to revisit later.
 When you're physically cutting a reel of film, there's something permanent
 about it that urges you to THINK why you want to cut on that frame and not
 on any other, and then COMMIT to that decision.

 I firmly believe that the analogy applies to many technological advances
 in our industry.
 There is a growing belief that some changes in post are fast/cheap enough
 that the exercise of THINKING and COMMITTING just keeps getting delayed.
 The process then becomes reactive, with clients/supervisors spending more
 time reacting to what they're seeing than directing what they would like to
 see. And with it comes the frustration when, iteration after iteration,
 they're still not seeing something they like.

 We've all seen it:
 - I don't know what kind of look I'm going to want for this, so I'll just
 shoot it as neutral as possible and choose between different looks later.
 - I want to keep the edit open as you guys work on these shots, so I can
 make the decisions on what should be in or out LATER, because it's so much
 easier to do once I see how these shots are coming together.
 - I can't judge this animation until it has proper motion blur, lighting,
 and I can see it integrated in the plate. (This one is particularly
 infuriating, and makes me wonder how are these people able to judge
 storyboards before they shoot the whole thing)

 Studios have learnt to protect themselves a bit against this, managing
 client's expectations, planning staged deliveries, etc. But ultimately, our
 line of work is very subjective, so it always takes someone with a strong
 vision and the ability to convey that vision for things to go more or less
 smoothly.

 The most successful projects I've ever worked on have a few of things in
 common:

 - A clear vision from a very early stage.
 - A strong leadership
 - Very little or no micromanaging.

 Every once in a blue moon, those 3 line up and you are reminded of how
 much fun this job can be.




 On Thu, Mar 20, 2014 at 5:29 PM, Frank Rueter|OHUfx fr...@ohufx.comwrote:

  Totally agree. Just because we are more flexible in post has created a
 culture of creative micro management that is equivalent to man handling
 actors on set rather than letting them act




 On 3/21/14, 12:25 PM, matt estela wrote:


 On 21 March 2014 10:09, Elias Ericsson Rydberg 
 elias.ericsson.rydb...@gmail.com wrote:

  In all kinds of productions there seems to be a heavy reliance on the
 director. That's the standard I guess. Should not we, the vfx-artists, be
 the authority of our own domain?


  I do wonder if non cg fx heavy films of the past were as reliant on
 director approval as they are today. Using raiders as the example again,
 was Spielberg really approving every rock, every mine cart that was created
 for the mine chase sequence, sending shots back 10, 50, 100 times for
 revisions? Or as I suspect, was there the simple reality of 'we need to
 make these things, that takes time, you really can't change much once we
 start shooting miniatures.'? The ability for digital to change anything and
 everything is both the best and worst thing that happened to post
 production.




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Re: [Nuke-users] day rates in the UK

2014-03-23 Thread Julik Tarkhanov
All of those are people problems, not tool problems.
As long as people don’t respect each other’s work they can hurt one another 
equally bad be it an H264 file or a Moviola pedal.

On 23 Mar 2014, at 13:30, matt estela m...@tokeru.com wrote:

 Still, they finally caved

-- 
Julik Tarkhanov | HecticElectric | Keizersgracht 736 1017 EX
Amsterdam | The Netherlands | tel. +31 20 330 8250
cel. +31 61 145 06 36 | http://hecticelectric.nl

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Re: [Nuke-users] day rates in the UK

2014-03-23 Thread Ron Ganbar
Just to pick up on what Randy wrote yesterday, the idea of the scrum system
is to be wrong as quickly as possible. The first pass let's you see all the
problems, both technical and creative, within the context of the whole
thing. You get there really fast and then you know what you're up against.
In other ways of working, you don't really know what the problematic stuff
is until you get to that shot.
The second pass is where you do the work. You get it is good as you can *in
the time you have*.
During the third pass you choose what needs the extra love. You get to
spend your remaining time wisely, instead of wasting days pixel fucking
something that no one is going to notice without knowing there's something
more critical that will need the time later.

R





Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On Sun, Mar 23, 2014 at 5:21 PM, Julik Tarkhanov ju...@hecticelectric.nlwrote:

 All of those are people problems, not tool problems.
 As long as people don't respect each other's work they can hurt one
 another equally bad be it an H264 file or a Moviola pedal.

 On 23 Mar 2014, at 13:30, matt estela m...@tokeru.com wrote:

 Still, they finally caved


 --
 Julik Tarkhanov | HecticElectric | Keizersgracht 736 1017 EX
 Amsterdam | The Netherlands | tel. +31 20 330 8250
 cel. +31 61 145 06 36 | http://hecticelectric.nl


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Re: [Nuke-users] day rates in the UK

2014-03-23 Thread Elias Ericsson Rydberg
Come to think of it, we sort of had a scrum approach in school. Get a working 
version first, then iterate once or twice before you reach the deadline. 
Although we never gave it much thought, it came naturally.

23 mar 2014 kl. 16:49 skrev Randy Little randyslit...@gmail.com:

 Oh no I get it its how I work usually.  Some people though don't seem to get 
 it.   Usually Producers and other clients in the chain.  They as has been 
 said can be less educated about the process. 
 
 Randy S. Little
 http://www.rslittle.com/
 http://www.imdb.com/name/nm2325729/
 
 
 
 
 On Sun, Mar 23, 2014 at 11:28 AM, Ron Ganbar ron...@gmail.com wrote:
 Just to pick up on what Randy wrote yesterday, the idea of the scrum system 
 is to be wrong as quickly as possible. The first pass let's you see all the 
 problems, both technical and creative, within the context of the whole 
 thing. You get there really fast and then you know what you're up against. 
 In other ways of working, you don't really know what the problematic stuff 
 is until you get to that shot.
 The second pass is where you do the work. You get it is good as you can in 
 the time you have.
 During the third pass you choose what needs the extra love. You get to spend 
 your remaining time wisely, instead of wasting days pixel fucking something 
 that no one is going to notice without knowing there's something more 
 critical that will need the time later.
 
 R
 
 
 
 
 
 Ron Ganbar
 email: ron...@gmail.com
 tel: +44 (0)7968 007 309 [UK]
  +972 (0)54 255 9765 [Israel]
 url: http://ronganbar.wordpress.com/
 
 
 On Sun, Mar 23, 2014 at 5:21 PM, Julik Tarkhanov ju...@hecticelectric.nl 
 wrote:
 All of those are people problems, not tool problems.
 As long as people don’t respect each other’s work they can hurt one another 
 equally bad be it an H264 file or a Moviola pedal.
 
 On 23 Mar 2014, at 13:30, matt estela m...@tokeru.com wrote:
 
 Still, they finally caved
 
 
 -- 
 Julik Tarkhanov | HecticElectric | Keizersgracht 736 1017 EX
 Amsterdam | The Netherlands | tel. +31 20 330 8250
 cel. +31 61 145 06 36 | http://hecticelectric.nl
 
 
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Re: [Nuke-users] day rates in the UK

2014-03-22 Thread Ron Ganbar
The projects I mentioned were also done in scrums. It helps lots.
You get a preliminary version of the whole thing very quickly. Everybody is
then aware of several things: the problematic shots; what the whole things
looks like; what shots already kinda works; which shots will actually make
the difference.
Then the second scrum is all about getting the shots finished in the time
provided.
The third scrum is where the shots that need it get the extra love. Usually
the overall time is split 30%-40% | 40%-50% | 10%.
Every time I tried a production like this the feeling was always that we
used the time in the best possible way. There were no surprises. No late
nights in the end. The big problems were dealt with in the beginning. Works
a treat.

R





Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On Fri, Mar 21, 2014 at 6:51 PM, Randy Little randyslit...@gmail.comwrote:

 I find a lot of places dont like or understand how to work like that.  I
 tend to always stop at magor points to get feed back before making the next
 hard to go back step.  I find that seems to meet a lot of resistance.  Like
 why are you showing me this? Its not done. Well because the next 3 days of
 work depend on this being the correct direction.
  On Mar 21, 2014 12:39 PM, Elias Ericsson Rydberg 
 elias.ericsson.rydb...@gmail.com wrote:

 It seems like being transparent from the beginning rewards itself towards
 the end. In VFX, at least in the digital age, versions and increments just
 comes naturally. I'd love to be in a SCRUM team at least once to try it out.

 Cheers,
 Elias

 21 mar 2014 kl. 16:44 skrev Howard Jones mrhowardjo...@yahoo.com:

 I like this SCRUMming idea. Something I've always insisted on (though not
 always had my way).
 Nice to know there's a name for it and doesn't involve shoving your head
 between other people's arses (google 'arse' if you're american ;)

 What a lot of this seems to come down to is good communication (As well
 as decent leads/supevisors that aren't taking shots the wrong way).
 Open not closed doors.

 That's overly simple but ...

 On 21 Mar 2014, at 13:19, Fredrik Pihl fre...@gmail.com wrote:

  Ouch! ;)

 Steve... and artists of course.. But what I think the kids are getting
 at, is the barrier between physical and virtual. They live a large part of
 their sparetime in front of their screens being windows into virtual worlds
 with which they feel no connection. So when they are told that Ey boy..
 this is all props, sets, stunts, rubber, opticals etc..  they get
 emotionally connected - Oh..its real stuff... Weird isn't it?


 One of the biggest time and money wasters, in my opinion, is the fact
 that directors aren't accessible to the people whos work needs to be
 directed

 Yes indeed Frank!  And:

 don't bother putting a competent (!) post production manager in place. If
 post production was managed like a shoot (where everything costs money
 every minute you are on set), things would be radically different; director
 feedback would be weighted against the financial repercussions, and
 concessions would be made to achieve good enough every single day


 These are some of the heavy points that were addressed in our setup
 making a HUGE impact on throughput.
 - Demanding the directors presence on a daily basis.. sometimes even
 sitting beside the leads setting looks. Things got approved and ticked off
 in SG by the VFXproduction coordinator.
 - The VFXproducer (me) answered directly to the production company and by
 that could say no to the director -no.. we cannot do it like that, it's
 too demanding on our resources.. but we can do this...and keep the
 storyvalue of the gag. The director also had an very experienced
 VFXcreative_director helping him with arriving at the right decisions.

 Two other tricks to make things more manageable were;

 - Approval of shots was always done in context of the edit, and in blocks
 - -no looping shots. The smallest approvable unit were slates ie, a
 conversation scene could be 35 cuts/shots but they were edited from perhaps
 4-5 slates. That made it psychologically easier for the director to review
 5 slates instead of 35 shots. Even the compers worked in slates as the
 smallest unit (we wrote some software to handle this).
 This might sound like a foolish numbers-game, but it made huge
 difference.. a lot of it was psychological .. like: -shit.. today I have
 to complete 35 shots vs oh.. today I have to complete 5 slates... BUT
 the whole pipeline was designed to lessen the sheer number of decision
 points .. I believe I calculated somewhere around 12000 instances of
 approval counting all assets, shots, moods, etc - that we got down to a
 couple of thousand decisions instead.

 - Compositing was done in SCRUMS (google it) to get rid of the
 shot-tracking-problem and artists shot-angst, so the first version of a
 film was comped in 10 days.. all 1100 shots.
 It 

Re: [Nuke-users] day rates in the UK

2014-03-22 Thread Gustaf Nilsson
Isnt there the risk that half-arsed things need to be redone from scratch?
Especially paint and cleanup that it is difficult to improve on if not done
proper from the beginning.


On Sat, Mar 22, 2014 at 8:44 AM, Ron Ganbar ron...@gmail.com wrote:

 The projects I mentioned were also done in scrums. It helps lots.
 You get a preliminary version of the whole thing very quickly. Everybody
 is then aware of several things: the problematic shots; what the whole
 things looks like; what shots already kinda works; which shots will
 actually make the difference.
 Then the second scrum is all about getting the shots finished in the time
 provided.
 The third scrum is where the shots that need it get the extra love.
 Usually the overall time is split 30%-40% | 40%-50% | 10%.
 Every time I tried a production like this the feeling was always that we
 used the time in the best possible way. There were no surprises. No late
 nights in the end. The big problems were dealt with in the beginning. Works
 a treat.

 R





 Ron Ganbar
 email: ron...@gmail.com
 tel: +44 (0)7968 007 309 [UK]
  +972 (0)54 255 9765 [Israel]
 url: http://ronganbar.wordpress.com/


 On Fri, Mar 21, 2014 at 6:51 PM, Randy Little randyslit...@gmail.comwrote:

 I find a lot of places dont like or understand how to work like that.  I
 tend to always stop at magor points to get feed back before making the next
 hard to go back step.  I find that seems to meet a lot of resistance.  Like
 why are you showing me this? Its not done. Well because the next 3 days of
 work depend on this being the correct direction.
  On Mar 21, 2014 12:39 PM, Elias Ericsson Rydberg 
 elias.ericsson.rydb...@gmail.com wrote:

 It seems like being transparent from the beginning rewards itself
 towards the end. In VFX, at least in the digital age, versions and
 increments just comes naturally. I'd love to be in a SCRUM team at least
 once to try it out.

 Cheers,
 Elias

 21 mar 2014 kl. 16:44 skrev Howard Jones mrhowardjo...@yahoo.com:

 I like this SCRUMming idea. Something I've always insisted on (though
 not always had my way).
 Nice to know there's a name for it and doesn't involve shoving your head
 between other people's arses (google 'arse' if you're american ;)

 What a lot of this seems to come down to is good communication (As well
 as decent leads/supevisors that aren't taking shots the wrong way).
 Open not closed doors.

 That's overly simple but ...

 On 21 Mar 2014, at 13:19, Fredrik Pihl fre...@gmail.com wrote:

  Ouch! ;)

 Steve... and artists of course.. But what I think the kids are getting
 at, is the barrier between physical and virtual. They live a large part of
 their sparetime in front of their screens being windows into virtual worlds
 with which they feel no connection. So when they are told that Ey boy..
 this is all props, sets, stunts, rubber, opticals etc..  they get
 emotionally connected - Oh..its real stuff... Weird isn't it?


 One of the biggest time and money wasters, in my opinion, is the fact
 that directors aren't accessible to the people whos work needs to be
 directed

 Yes indeed Frank!  And:

 don't bother putting a competent (!) post production manager in place.
 If post production was managed like a shoot (where everything costs money
 every minute you are on set), things would be radically different; director
 feedback would be weighted against the financial repercussions, and
 concessions would be made to achieve good enough every single day


 These are some of the heavy points that were addressed in our setup
 making a HUGE impact on throughput.
 - Demanding the directors presence on a daily basis.. sometimes even
 sitting beside the leads setting looks. Things got approved and ticked off
 in SG by the VFXproduction coordinator.
 - The VFXproducer (me) answered directly to the production company and
 by that could say no to the director -no.. we cannot do it like that, it's
 too demanding on our resources.. but we can do this...and keep the
 storyvalue of the gag. The director also had an very experienced
 VFXcreative_director helping him with arriving at the right decisions.

 Two other tricks to make things more manageable were;

 - Approval of shots was always done in context of the edit, and in
 blocks - -no looping shots. The smallest approvable unit were slates ie,
 a conversation scene could be 35 cuts/shots but they were edited from
 perhaps 4-5 slates. That made it psychologically easier for the director to
 review 5 slates instead of 35 shots. Even the compers worked in slates as
 the smallest unit (we wrote some software to handle this).
 This might sound like a foolish numbers-game, but it made huge
 difference.. a lot of it was psychological .. like: -shit.. today I have
 to complete 35 shots vs oh.. today I have to complete 5 slates... BUT
 the whole pipeline was designed to lessen the sheer number of decision
 points .. I believe I calculated somewhere around 12000 instances of
 approval counting all assets, 

Re: [Nuke-users] day rates in the UK

2014-03-22 Thread matt estela
Not to talk for Frederik and Ron, but I think the idea is you work to a low
quality first, quick as you can, to judge all the work in context, anything
that _might_ need proper roto and paint work is identified and discussed,
but ideally, you just stick in a placeholder, or nothing at all, and move
on.

Too many times I've seen things like a massive n-thousand frame roto job,
or incredible 3d model with amazing surfacing, finally make it down the
chain to DI for it to be graded black, or DOF-d out of existence. That's
what the SCRUM system is meant to avoid, judge everything in relation to
its final context. Hopefully. :)




On 23 March 2014 08:00, Gustaf Nilsson gus...@laserpanda.com wrote:

 Isnt there the risk that half-arsed things need to be redone from scratch?
 Especially paint and cleanup that it is difficult to improve on if not done
 proper from the beginning.


 On Sat, Mar 22, 2014 at 8:44 AM, Ron Ganbar ron...@gmail.com wrote:

 The projects I mentioned were also done in scrums. It helps lots.
 You get a preliminary version of the whole thing very quickly. Everybody
 is then aware of several things: the problematic shots; what the whole
 things looks like; what shots already kinda works; which shots will
 actually make the difference.
 Then the second scrum is all about getting the shots finished in the time
 provided.
 The third scrum is where the shots that need it get the extra love.
 Usually the overall time is split 30%-40% | 40%-50% | 10%.
 Every time I tried a production like this the feeling was always that we
 used the time in the best possible way. There were no surprises. No late
 nights in the end. The big problems were dealt with in the beginning. Works
 a treat.

 R





 Ron Ganbar
 email: ron...@gmail.com
 tel: +44 (0)7968 007 309 [UK]
  +972 (0)54 255 9765 [Israel]
 url: http://ronganbar.wordpress.com/


 On Fri, Mar 21, 2014 at 6:51 PM, Randy Little randyslit...@gmail.comwrote:

 I find a lot of places dont like or understand how to work like that.  I
 tend to always stop at magor points to get feed back before making the next
 hard to go back step.  I find that seems to meet a lot of resistance.  Like
 why are you showing me this? Its not done. Well because the next 3 days of
 work depend on this being the correct direction.
  On Mar 21, 2014 12:39 PM, Elias Ericsson Rydberg 
 elias.ericsson.rydb...@gmail.com wrote:

 It seems like being transparent from the beginning rewards itself
 towards the end. In VFX, at least in the digital age, versions and
 increments just comes naturally. I'd love to be in a SCRUM team at least
 once to try it out.

 Cheers,
 Elias

 21 mar 2014 kl. 16:44 skrev Howard Jones mrhowardjo...@yahoo.com:

 I like this SCRUMming idea. Something I've always insisted on (though
 not always had my way).
 Nice to know there's a name for it and doesn't involve shoving your
 head between other people's arses (google 'arse' if you're american ;)

 What a lot of this seems to come down to is good communication (As well
 as decent leads/supevisors that aren't taking shots the wrong way).
 Open not closed doors.

 That's overly simple but ...

 On 21 Mar 2014, at 13:19, Fredrik Pihl fre...@gmail.com wrote:

  Ouch! ;)

 Steve... and artists of course.. But what I think the kids are getting
 at, is the barrier between physical and virtual. They live a large part of
 their sparetime in front of their screens being windows into virtual worlds
 with which they feel no connection. So when they are told that Ey boy..
 this is all props, sets, stunts, rubber, opticals etc..  they get
 emotionally connected - Oh..its real stuff... Weird isn't it?


 One of the biggest time and money wasters, in my opinion, is the fact
 that directors aren't accessible to the people whos work needs to be
 directed

 Yes indeed Frank!  And:

 don't bother putting a competent (!) post production manager in place.
 If post production was managed like a shoot (where everything costs money
 every minute you are on set), things would be radically different; 
 director
 feedback would be weighted against the financial repercussions, and
 concessions would be made to achieve good enough every single day


 These are some of the heavy points that were addressed in our setup
 making a HUGE impact on throughput.
 - Demanding the directors presence on a daily basis.. sometimes even
 sitting beside the leads setting looks. Things got approved and ticked off
 in SG by the VFXproduction coordinator.
 - The VFXproducer (me) answered directly to the production company and
 by that could say no to the director -no.. we cannot do it like that, it's
 too demanding on our resources.. but we can do this...and keep the
 storyvalue of the gag. The director also had an very experienced
 VFXcreative_director helping him with arriving at the right decisions.

 Two other tricks to make things more manageable were;

 - Approval of shots was always done in context of the edit, and in
 blocks - -no looping shots. 

Re: [Nuke-users] day rates in the UK

2014-03-22 Thread Elias Ericsson Rydberg
Or getting edited out completely at the very end.


2014-03-22 22:42 GMT+01:00 matt estela m...@tokeru.com:

 Not to talk for Frederik and Ron, but I think the idea is you work to a
 low quality first, quick as you can, to judge all the work in context,
 anything that _might_ need proper roto and paint work is identified and
 discussed, but ideally, you just stick in a placeholder, or nothing at all,
 and move on.

 Too many times I've seen things like a massive n-thousand frame roto job,
 or incredible 3d model with amazing surfacing, finally make it down the
 chain to DI for it to be graded black, or DOF-d out of existence. That's
 what the SCRUM system is meant to avoid, judge everything in relation to
 its final context. Hopefully. :)




 On 23 March 2014 08:00, Gustaf Nilsson gus...@laserpanda.com wrote:

 Isnt there the risk that half-arsed things need to be redone from
 scratch? Especially paint and cleanup that it is difficult to improve on if
 not done proper from the beginning.


 On Sat, Mar 22, 2014 at 8:44 AM, Ron Ganbar ron...@gmail.com wrote:

 The projects I mentioned were also done in scrums. It helps lots.
 You get a preliminary version of the whole thing very quickly. Everybody
 is then aware of several things: the problematic shots; what the whole
 things looks like; what shots already kinda works; which shots will
 actually make the difference.
 Then the second scrum is all about getting the shots finished in the
 time provided.
 The third scrum is where the shots that need it get the extra love.
 Usually the overall time is split 30%-40% | 40%-50% | 10%.
 Every time I tried a production like this the feeling was always that we
 used the time in the best possible way. There were no surprises. No late
 nights in the end. The big problems were dealt with in the beginning. Works
 a treat.

 R





 Ron Ganbar
 email: ron...@gmail.com
 tel: +44 (0)7968 007 309 [UK]
  +972 (0)54 255 9765 [Israel]
 url: http://ronganbar.wordpress.com/


 On Fri, Mar 21, 2014 at 6:51 PM, Randy Little randyslit...@gmail.comwrote:

 I find a lot of places dont like or understand how to work like that.
 I tend to always stop at magor points to get feed back before making the
 next hard to go back step.  I find that seems to meet a lot of resistance.
 Like why are you showing me this? Its not done. Well because the next 3
 days of work depend on this being the correct direction.
  On Mar 21, 2014 12:39 PM, Elias Ericsson Rydberg 
 elias.ericsson.rydb...@gmail.com wrote:

 It seems like being transparent from the beginning rewards itself
 towards the end. In VFX, at least in the digital age, versions and
 increments just comes naturally. I'd love to be in a SCRUM team at least
 once to try it out.

 Cheers,
 Elias

 21 mar 2014 kl. 16:44 skrev Howard Jones mrhowardjo...@yahoo.com:

 I like this SCRUMming idea. Something I've always insisted on (though
 not always had my way).
 Nice to know there's a name for it and doesn't involve shoving your
 head between other people's arses (google 'arse' if you're american ;)

 What a lot of this seems to come down to is good communication (As
 well as decent leads/supevisors that aren't taking shots the wrong way).
 Open not closed doors.

 That's overly simple but ...

 On 21 Mar 2014, at 13:19, Fredrik Pihl fre...@gmail.com wrote:

  Ouch! ;)

 Steve... and artists of course.. But what I think the kids are getting
 at, is the barrier between physical and virtual. They live a large part of
 their sparetime in front of their screens being windows into virtual 
 worlds
 with which they feel no connection. So when they are told that Ey boy..
 this is all props, sets, stunts, rubber, opticals etc..  they get
 emotionally connected - Oh..its real stuff... Weird isn't it?


 One of the biggest time and money wasters, in my opinion, is the fact
 that directors aren't accessible to the people whos work needs to be
 directed

 Yes indeed Frank!  And:

 don't bother putting a competent (!) post production manager in place.
 If post production was managed like a shoot (where everything costs money
 every minute you are on set), things would be radically different; 
 director
 feedback would be weighted against the financial repercussions, and
 concessions would be made to achieve good enough every single day


 These are some of the heavy points that were addressed in our setup
 making a HUGE impact on throughput.
 - Demanding the directors presence on a daily basis.. sometimes even
 sitting beside the leads setting looks. Things got approved and ticked off
 in SG by the VFXproduction coordinator.
 - The VFXproducer (me) answered directly to the production company and
 by that could say no to the director -no.. we cannot do it like that, 
 it's
 too demanding on our resources.. but we can do this...and keep the
 storyvalue of the gag. The director also had an very experienced
 VFXcreative_director helping him with arriving at the right decisions.

 Two other tricks to make 

Re: [Nuke-users] day rates in the UK

2014-03-22 Thread Ivan Busquets
In my first job in the industry I had the chance to work with a great
editor. He taught me something I still remember almost on a daily basis.

He had made the transition from physical film-cutting to non-linear editing
systems, and had this opinion about the many benefits that non-linear
editing brought to the table.

It's obviously great and makes my job so much easier, and I wouldn't want
to ever look back. However, it is now so easy to make a cut that a lot of
editors/directors never commit to one. They'll cut on a certain frame, then
try a couple of frames later, then a couple of frames earlier, then one
more, then leave it there temporarily to revisit later.
When you're physically cutting a reel of film, there's something permanent
about it that urges you to THINK why you want to cut on that frame and not
on any other, and then COMMIT to that decision.

I firmly believe that the analogy applies to many technological advances in
our industry.
There is a growing belief that some changes in post are fast/cheap enough
that the exercise of THINKING and COMMITTING just keeps getting delayed.
The process then becomes reactive, with clients/supervisors spending more
time reacting to what they're seeing than directing what they would like to
see. And with it comes the frustration when, iteration after iteration,
they're still not seeing something they like.

We've all seen it:
- I don't know what kind of look I'm going to want for this, so I'll just
shoot it as neutral as possible and choose between different looks later.
- I want to keep the edit open as you guys work on these shots, so I can
make the decisions on what should be in or out LATER, because it's so much
easier to do once I see how these shots are coming together.
- I can't judge this animation until it has proper motion blur, lighting,
and I can see it integrated in the plate. (This one is particularly
infuriating, and makes me wonder how are these people able to judge
storyboards before they shoot the whole thing)

Studios have learnt to protect themselves a bit against this, managing
client's expectations, planning staged deliveries, etc. But ultimately, our
line of work is very subjective, so it always takes someone with a strong
vision and the ability to convey that vision for things to go more or less
smoothly.

The most successful projects I've ever worked on have a few of things in
common:

- A clear vision from a very early stage.
- A strong leadership
- Very little or no micromanaging.

Every once in a blue moon, those 3 line up and you are reminded of how much
fun this job can be.




On Thu, Mar 20, 2014 at 5:29 PM, Frank Rueter|OHUfx fr...@ohufx.com wrote:

  Totally agree. Just because we are more flexible in post has created a
 culture of creative micro management that is equivalent to man handling
 actors on set rather than letting them act




 On 3/21/14, 12:25 PM, matt estela wrote:


 On 21 March 2014 10:09, Elias Ericsson Rydberg 
 elias.ericsson.rydb...@gmail.com wrote:

  In all kinds of productions there seems to be a heavy reliance on the
 director. That's the standard I guess. Should not we, the vfx-artists, be
 the authority of our own domain?


  I do wonder if non cg fx heavy films of the past were as reliant on
 director approval as they are today. Using raiders as the example again,
 was Spielberg really approving every rock, every mine cart that was created
 for the mine chase sequence, sending shots back 10, 50, 100 times for
 revisions? Or as I suspect, was there the simple reality of 'we need to
 make these things, that takes time, you really can't change much once we
 start shooting miniatures.'? The ability for digital to change anything and
 everything is both the best and worst thing that happened to post
 production.




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 http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users


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Re: [Nuke-users] day rates in the UK

2014-03-22 Thread Frank Rueter|OHUfx

  
  
reacting to what they're seeing than directing what they
would like to see
Amen to that and everything else in your post. I could list a few
names of "visionary" directors here :-D

It is really good to see so many experiences people chime in here
with pretty much the same experience/opinion.
As most of you will know, all of this has been discusses a lot in
the past year through the VES, VFX TownHall and other formal and
informal groups.

The more we can have those sort of discussions in public places, the
more we will help raise awareness for all of the problems mentioned
in this thread, and awareness is always the first step to finding
solutions.


Great thread, keep it coming!
frank



On 3/23/14, 1:26 PM, Ivan Busquets
  wrote:


  In my first job in the industry I had the chance to
work with a great editor. He taught me something I still
remember almost on a daily basis.


He had made the transition from physical film-cutting to
  non-linear editing systems, and had this opinion about the
  many benefits that non-linear editing brought to the table.


"It's obviously great and makes my job so much easier, and
  I wouldn't want to ever look back. However, it is now so easy
  to make a cut that a lot of editors/directors never commit to
  one. They'll cut on a certain frame, then try a couple of
  frames later, then a couple of frames earlier, then one more,
  then leave it there temporarily to revisit later.
When you're physically cutting a reel of film, there's
  something permanent about it that urges you to THINK why you
  want to cut on that frame and not on any other, and then
  COMMIT to that decision."


I firmly believe that the analogy applies to many
  technological advances in our industry.
There is a growing belief that some changes in post are
  fast/cheap enough that the exercise of THINKING and COMMITTING
  just keeps getting delayed. The process then becomes reactive,
  with clients/supervisors spending more time reacting to what
  they're seeing than directing what they would like to see. And
  with it comes the frustration when, iteration after iteration,
  they're still not seeing something they "like".


We've all seen it:
- I don't know what kind of look I'm going to want for
  this, so I'll just shoot it as neutral as possible and choose
  between different looks later.
- I want to keep the edit open as you guys work on these
  shots, so I can make the decisions on what should be in or out
  LATER, because it's so much easier to do once I see how these
  shots are coming together.
- I can't judge this animation until it has proper motion
  blur, lighting, and I can see it integrated in the plate.
  (This one is particularly infuriating, and makes me wonder how
  are these people able to judge storyboards before they shoot
  the whole thing)


Studios have learnt to protect themselves a bit
  against this, managing client's expectations, planning staged
  deliveries, etc. But ultimately, our line of work is very
  subjective, so it always takes someone with a strong vision
  and the ability to convey that vision for things to go more or
  less smoothly.


The most successful projects I've ever worked on
  have a few of things in common:


- A clear vision from a very early stage.
- A strong leadership
- Very little or no micromanaging.


Every once in a blue moon, those 3 line up and you
  are reminded of how much fun this job can be.




  
  

On Thu, Mar 20, 2014 at 5:29 PM, Frank
  Rueter|OHUfx fr...@ohufx.com
  wrote:
  
 Totally agree. Just
  because we are more flexible in post has created a culture
  of creative micro management that is equivalent to man
  handling actors on set rather than letting them act
  

  
  
  
  On 3/21/14, 12:25 PM, matt estela wrote:
  

  
  

  

  
On 21 March 2014 10:09,
  Elias Ericsson Rydberg elias.ericsson.rydb...@gmail.com
  wrote:
  

   

Re: [Nuke-users] day rates in the UK

2014-03-21 Thread Fredrik Pihl

 Ouch! ;)

Steve... and artists of course.. But what I think the kids are getting at,
is the barrier between physical and virtual. They live a large part of
their sparetime in front of their screens being windows into virtual worlds
with which they feel no connection. So when they are told that Ey boy..
this is all props, sets, stunts, rubber, opticals etc..  they get
emotionally connected - Oh..its real stuff... Weird isn't it?


One of the biggest time and money wasters, in my opinion, is the fact that
 directors aren't accessible to the people whos work needs to be directed

Yes indeed Frank!  And:

don't bother putting a competent (!) post production manager in place. If
 post production was managed like a shoot (where everything costs money
 every minute you are on set), things would be radically different; director
 feedback would be weighted against the financial repercussions, and
 concessions would be made to achieve good enough every single day


These are some of the heavy points that were addressed in our setup making
a HUGE impact on throughput.
- Demanding the directors presence on a daily basis.. sometimes even
sitting beside the leads setting looks. Things got approved and ticked off
in SG by the VFXproduction coordinator.
- The VFXproducer (me) answered directly to the production company and by
that could say no to the director -no.. we cannot do it like that, it's
too demanding on our resources.. but we can do this...and keep the
storyvalue of the gag. The director also had an very experienced
VFXcreative_director helping him with arriving at the right decisions.

Two other tricks to make things more manageable were;

- Approval of shots was always done in context of the edit, and in blocks -
-no looping shots. The smallest approvable unit were slates ie, a
conversation scene could be 35 cuts/shots but they were edited from perhaps
4-5 slates. That made it psychologically easier for the director to review
5 slates instead of 35 shots. Even the compers worked in slates as the
smallest unit (we wrote some software to handle this).
This might sound like a foolish numbers-game, but it made huge difference..
a lot of it was psychological .. like: -shit.. today I have to complete 35
shots vs oh.. today I have to complete 5 slates... BUT the whole
pipeline was designed to lessen the sheer number of decision points .. I
believe I calculated somewhere around 12000 instances of approval counting
all assets, shots, moods, etc - that we got down to a couple of thousand
decisions instead.

- Compositing was done in SCRUMS (google it) to get rid of the
shot-tracking-problem and artists shot-angst, so the first version of a
film was comped in 10 days.. all 1100 shots.
It looked like crap but all the artists were familiar with their shots now.
After SCRUM no 2 still no slates were approved (of course - still looked
crap hehe) but now the director was getting e very good feeling on were he
wanted to concentrate on moods and story elements. After SCRUM 3 a large
number of shots, mainly CU and mid shots were tech-approved for mattes and
roto.. and we have just used 30 work days so far..etc etc
This way of working was first regarded as utter nonsens at first.. but when
the dirctor and producer could sit down and watch a film in its entirety
and in a somewhat ok viewable state, after only a little more than a
month they got the idea of it.
Also the artist felt very awkward about ScRuMming in the beginning, but
quickly adjusted to it and began to enjoy it. :)


//fredd



On Fri, Mar 21, 2014 at 1:29 AM, Frank Rueter|OHUfx fr...@ohufx.com wrote:

  Totally agree. Just because we are more flexible in post has created a
 culture of creative micro management that is equivalent to man handling
 actors on set rather than letting them act




 On 3/21/14, 12:25 PM, matt estela wrote:


 On 21 March 2014 10:09, Elias Ericsson Rydberg 
 elias.ericsson.rydb...@gmail.com wrote:

  In all kinds of productions there seems to be a heavy reliance on the
 director. That's the standard I guess. Should not we, the vfx-artists, be
 the authority of our own domain?


  I do wonder if non cg fx heavy films of the past were as reliant on
 director approval as they are today. Using raiders as the example again,
 was Spielberg really approving every rock, every mine cart that was created
 for the mine chase sequence, sending shots back 10, 50, 100 times for
 revisions? Or as I suspect, was there the simple reality of 'we need to
 make these things, that takes time, you really can't change much once we
 start shooting miniatures.'? The ability for digital to change anything and
 everything is both the best and worst thing that happened to post
 production.




 ___
 Nuke-users mailing listnuke-us...@support.thefoundry.co.uk, 
 http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users


 --
   [image: ohufxLogo 50x50] 

Re: [Nuke-users] day rates in the UK

2014-03-21 Thread Howard Jones
I like this SCRUMming idea. Something I've always insisted on (though not 
always had my way).
Nice to know there's a name for it and doesn't involve shoving your head 
between other people's arses (google 'arse' if you're american ;)

What a lot of this seems to come down to is good communication (As well as 
decent leads/supevisors that aren't taking shots the wrong way).
Open not closed doors.

That's overly simple but ...

On 21 Mar 2014, at 13:19, Fredrik Pihl fre...@gmail.com wrote:

 Ouch! ;)
 Steve... and artists of course.. But what I think the kids are getting at, is 
 the barrier between physical and virtual. They live a large part of their 
 sparetime in front of their screens being windows into virtual worlds with 
 which they feel no connection. So when they are told that Ey boy.. this is 
 all props, sets, stunts, rubber, opticals etc..  they get emotionally 
 connected - Oh..its real stuff... Weird isn't it?
 
 
 One of the biggest time and money wasters, in my opinion, is the fact that 
 directors aren't accessible to the people whos work needs to be directed
 Yes indeed Frank!  And:
 
 don't bother putting a competent (!) post production manager in place. If 
 post production was managed like a shoot (where everything costs money every 
 minute you are on set), things would be radically different; director 
 feedback would be weighted against the financial repercussions, and 
 concessions would be made to achieve good enough every single day
 
 These are some of the heavy points that were addressed in our setup making a 
 HUGE impact on throughput. 
 - Demanding the directors presence on a daily basis.. sometimes even sitting 
 beside the leads setting looks. Things got approved and ticked off in SG by 
 the VFXproduction coordinator.
 - The VFXproducer (me) answered directly to the production company and by 
 that could say no to the director -no.. we cannot do it like that, it's too 
 demanding on our resources.. but we can do this...and keep the storyvalue of 
 the gag. The director also had an very experienced VFXcreative_director 
 helping him with arriving at the right decisions.
 
 Two other tricks to make things more manageable were;
 
 - Approval of shots was always done in context of the edit, and in blocks - 
 -no looping shots. The smallest approvable unit were slates ie, a 
 conversation scene could be 35 cuts/shots but they were edited from perhaps 
 4-5 slates. That made it psychologically easier for the director to review 5 
 slates instead of 35 shots. Even the compers worked in slates as the 
 smallest unit (we wrote some software to handle this).
 This might sound like a foolish numbers-game, but it made huge difference.. a 
 lot of it was psychological .. like: -shit.. today I have to complete 35 
 shots vs oh.. today I have to complete 5 slates... BUT the whole pipeline 
 was designed to lessen the sheer number of decision points .. I believe I 
 calculated somewhere around 12000 instances of approval counting all assets, 
 shots, moods, etc - that we got down to a couple of thousand decisions 
 instead.
 
 - Compositing was done in SCRUMS (google it) to get rid of the 
 shot-tracking-problem and artists shot-angst, so the first version of a 
 film was comped in 10 days.. all 1100 shots.
 It looked like crap but all the artists were familiar with their shots now. 
 After SCRUM no 2 still no slates were approved (of course - still looked crap 
 hehe) but now the director was getting e very good feeling on were he wanted 
 to concentrate on moods and story elements. After SCRUM 3 a large number of 
 shots, mainly CU and mid shots were tech-approved for mattes and roto.. and 
 we have just used 30 work days so far..etc etc
 This way of working was first regarded as utter nonsens at first.. but when 
 the dirctor and producer could sit down and watch a film in its entirety and 
 in a somewhat ok viewable state, after only a little more than a month 
 they got the idea of it.
 Also the artist felt very awkward about ScRuMming in the beginning, but 
 quickly adjusted to it and began to enjoy it. :)
 
 
 //fredd
 
 
 
 On Fri, Mar 21, 2014 at 1:29 AM, Frank Rueter|OHUfx fr...@ohufx.com wrote:
 Totally agree. Just because we are more flexible in post has created a 
 culture of creative micro management that is equivalent to man handling 
 actors on set rather than letting them act
 
 
 
 
 On 3/21/14, 12:25 PM, matt estela wrote:
 
 On 21 March 2014 10:09, Elias Ericsson Rydberg 
 elias.ericsson.rydb...@gmail.com wrote:
 In all kinds of productions there seems to be a heavy reliance on the 
 director. That's the standard I guess. Should not we, the vfx-artists, be 
 the authority of our own domain?
 
 
 I do wonder if non cg fx heavy films of the past were as reliant on director 
 approval as they are today. Using raiders as the example again, was 
 Spielberg really approving every rock, every mine cart that was created for 
 the mine chase sequence, sending 

Re: [Nuke-users] day rates in the UK

2014-03-21 Thread Elias Ericsson Rydberg
It seems like being transparent from the beginning rewards itself towards the 
end. In VFX, at least in the digital age, versions and increments just comes 
naturally. I'd love to be in a SCRUM team at least once to try it out.

Cheers,
Elias

21 mar 2014 kl. 16:44 skrev Howard Jones mrhowardjo...@yahoo.com:

 I like this SCRUMming idea. Something I've always insisted on (though not 
 always had my way).
 Nice to know there's a name for it and doesn't involve shoving your head 
 between other people's arses (google 'arse' if you're american ;)
 
 What a lot of this seems to come down to is good communication (As well as 
 decent leads/supevisors that aren't taking shots the wrong way).
 Open not closed doors.
 
 That's overly simple but ...
 
 On 21 Mar 2014, at 13:19, Fredrik Pihl fre...@gmail.com wrote:
 
 Ouch! ;)
 Steve... and artists of course.. But what I think the kids are getting at, 
 is the barrier between physical and virtual. They live a large part of their 
 sparetime in front of their screens being windows into virtual worlds with 
 which they feel no connection. So when they are told that Ey boy.. this is 
 all props, sets, stunts, rubber, opticals etc..  they get emotionally 
 connected - Oh..its real stuff... Weird isn't it?
 
 
 One of the biggest time and money wasters, in my opinion, is the fact that 
 directors aren't accessible to the people whos work needs to be directed
 Yes indeed Frank!  And:
 
 don't bother putting a competent (!) post production manager in place. If 
 post production was managed like a shoot (where everything costs money 
 every minute you are on set), things would be radically different; director 
 feedback would be weighted against the financial repercussions, and 
 concessions would be made to achieve good enough every single day
 
 These are some of the heavy points that were addressed in our setup making a 
 HUGE impact on throughput. 
 - Demanding the directors presence on a daily basis.. sometimes even sitting 
 beside the leads setting looks. Things got approved and ticked off in SG by 
 the VFXproduction coordinator.
 - The VFXproducer (me) answered directly to the production company and by 
 that could say no to the director -no.. we cannot do it like that, it's too 
 demanding on our resources.. but we can do this...and keep the storyvalue of 
 the gag. The director also had an very experienced VFXcreative_director 
 helping him with arriving at the right decisions.
 
 Two other tricks to make things more manageable were;
 
 - Approval of shots was always done in context of the edit, and in blocks - 
 -no looping shots. The smallest approvable unit were slates ie, a 
 conversation scene could be 35 cuts/shots but they were edited from perhaps 
 4-5 slates. That made it psychologically easier for the director to review 5 
 slates instead of 35 shots. Even the compers worked in slates as the 
 smallest unit (we wrote some software to handle this).
 This might sound like a foolish numbers-game, but it made huge difference.. 
 a lot of it was psychological .. like: -shit.. today I have to complete 35 
 shots vs oh.. today I have to complete 5 slates... BUT the whole pipeline 
 was designed to lessen the sheer number of decision points .. I believe I 
 calculated somewhere around 12000 instances of approval counting all assets, 
 shots, moods, etc - that we got down to a couple of thousand decisions 
 instead.
 
 - Compositing was done in SCRUMS (google it) to get rid of the 
 shot-tracking-problem and artists shot-angst, so the first version of a 
 film was comped in 10 days.. all 1100 shots.
 It looked like crap but all the artists were familiar with their shots now. 
 After SCRUM no 2 still no slates were approved (of course - still looked 
 crap hehe) but now the director was getting e very good feeling on were he 
 wanted to concentrate on moods and story elements. After SCRUM 3 a large 
 number of shots, mainly CU and mid shots were tech-approved for mattes and 
 roto.. and we have just used 30 work days so far..etc etc
 This way of working was first regarded as utter nonsens at first.. but when 
 the dirctor and producer could sit down and watch a film in its entirety and 
 in a somewhat ok viewable state, after only a little more than a month 
 they got the idea of it.
 Also the artist felt very awkward about ScRuMming in the beginning, but 
 quickly adjusted to it and began to enjoy it. :)
 
 
 //fredd
 
 
 
 On Fri, Mar 21, 2014 at 1:29 AM, Frank Rueter|OHUfx fr...@ohufx.com wrote:
 Totally agree. Just because we are more flexible in post has created a 
 culture of creative micro management that is equivalent to man handling 
 actors on set rather than letting them act
 
 
 
 
 On 3/21/14, 12:25 PM, matt estela wrote:
 
 On 21 March 2014 10:09, Elias Ericsson Rydberg 
 elias.ericsson.rydb...@gmail.com wrote:
 In all kinds of productions there seems to be a heavy reliance on the 
 director. That's the standard I guess. Should not 

Re: [Nuke-users] day rates in the UK

2014-03-21 Thread Randy Little
I find a lot of places dont like or understand how to work like that.  I
tend to always stop at magor points to get feed back before making the next
hard to go back step.  I find that seems to meet a lot of resistance.  Like
why are you showing me this? Its not done. Well because the next 3 days of
work depend on this being the correct direction.
On Mar 21, 2014 12:39 PM, Elias Ericsson Rydberg 
elias.ericsson.rydb...@gmail.com wrote:

 It seems like being transparent from the beginning rewards itself towards
 the end. In VFX, at least in the digital age, versions and increments just
 comes naturally. I'd love to be in a SCRUM team at least once to try it out.

 Cheers,
 Elias

 21 mar 2014 kl. 16:44 skrev Howard Jones mrhowardjo...@yahoo.com:

 I like this SCRUMming idea. Something I've always insisted on (though not
 always had my way).
 Nice to know there's a name for it and doesn't involve shoving your head
 between other people's arses (google 'arse' if you're american ;)

 What a lot of this seems to come down to is good communication (As well as
 decent leads/supevisors that aren't taking shots the wrong way).
 Open not closed doors.

 That's overly simple but ...

 On 21 Mar 2014, at 13:19, Fredrik Pihl fre...@gmail.com wrote:

 Ouch! ;)

 Steve... and artists of course.. But what I think the kids are getting at,
 is the barrier between physical and virtual. They live a large part of
 their sparetime in front of their screens being windows into virtual worlds
 with which they feel no connection. So when they are told that Ey boy..
 this is all props, sets, stunts, rubber, opticals etc..  they get
 emotionally connected - Oh..its real stuff... Weird isn't it?


 One of the biggest time and money wasters, in my opinion, is the fact that
 directors aren't accessible to the people whos work needs to be directed

 Yes indeed Frank!  And:

 don't bother putting a competent (!) post production manager in place. If
 post production was managed like a shoot (where everything costs money
 every minute you are on set), things would be radically different; director
 feedback would be weighted against the financial repercussions, and
 concessions would be made to achieve good enough every single day


 These are some of the heavy points that were addressed in our setup making
 a HUGE impact on throughput.
 - Demanding the directors presence on a daily basis.. sometimes even
 sitting beside the leads setting looks. Things got approved and ticked off
 in SG by the VFXproduction coordinator.
 - The VFXproducer (me) answered directly to the production company and by
 that could say no to the director -no.. we cannot do it like that, it's
 too demanding on our resources.. but we can do this...and keep the
 storyvalue of the gag. The director also had an very experienced
 VFXcreative_director helping him with arriving at the right decisions.

 Two other tricks to make things more manageable were;

 - Approval of shots was always done in context of the edit, and in blocks
 - -no looping shots. The smallest approvable unit were slates ie, a
 conversation scene could be 35 cuts/shots but they were edited from perhaps
 4-5 slates. That made it psychologically easier for the director to review
 5 slates instead of 35 shots. Even the compers worked in slates as the
 smallest unit (we wrote some software to handle this).
 This might sound like a foolish numbers-game, but it made huge
 difference.. a lot of it was psychological .. like: -shit.. today I have
 to complete 35 shots vs oh.. today I have to complete 5 slates... BUT
 the whole pipeline was designed to lessen the sheer number of decision
 points .. I believe I calculated somewhere around 12000 instances of
 approval counting all assets, shots, moods, etc - that we got down to a
 couple of thousand decisions instead.

 - Compositing was done in SCRUMS (google it) to get rid of the
 shot-tracking-problem and artists shot-angst, so the first version of a
 film was comped in 10 days.. all 1100 shots.
 It looked like crap but all the artists were familiar with their shots
 now. After SCRUM no 2 still no slates were approved (of course - still
 looked crap hehe) but now the director was getting e very good feeling on
 were he wanted to concentrate on moods and story elements. After SCRUM 3 a
 large number of shots, mainly CU and mid shots were tech-approved for
 mattes and roto.. and we have just used 30 work days so far..etc
 etc
 This way of working was first regarded as utter nonsens at first.. but
 when the dirctor and producer could sit down and watch a film in its
 entirety and in a somewhat ok viewable state, after only a little more than
 a month they got the idea of it.
 Also the artist felt very awkward about ScRuMming in the beginning, but
 quickly adjusted to it and began to enjoy it. :)


 //fredd



 On Fri, Mar 21, 2014 at 1:29 AM, Frank Rueter|OHUfx fr...@ohufx.comwrote:

  Totally agree. Just because we are more flexible in post has 

Re: [Nuke-users] day rates in the UK

2014-03-20 Thread Ean Carr

 Unfortunately, companies often do not value experience because it seems
 expensive on paper, when all they do is compare the hourly/daily rate for
 juniors and seniors; particularly when those companies are managed by
 accountant type people that don't understand or want to understand the
 actual work the company is doing.


​I couldn't agree more. Only one or two vfx companies worldwide seem to
get it.

-Ean ​


On Sun, Mar 16, 2014 at 1:02 AM, Frank Rueter|OHUfx fr...@ohufx.com wrote:

  In short, being senior is not just about being great, it's about
 achieving the quality on time and in budget. If you can do that then you
 may be worth your expectations.

 I couldn't agree more. It's years of experience that enables people to
 delivery within the context of a show and problem solve with the right
 priorities in mind, not just the skill to make something look amazing
 (regardless of the time and resources it may require). This sort of
 experience should enable you to keep your value as an artist up. while you
 may be way more expensive than a junior, you will need way less time to
 deliver what's required, so the bottom line for the employer is not an
 increases payroll, but a more efficient delivery schedule.

 I have had juniors on my team who, despite not being able to do the tricky
 comps, turned out to be more effective in the grand scheme than some of the
 seniors.

 The right combo of experienced seniors/leads and juniors can be quite
 amazing in terms of efficiency *and* quality.

 Unfortunately, companies often do not value experience because it seems
 expensive on paper, when all they do is compare the hourly/daily rate for
 juniors and seniors; particularly when those companies are managed by
 accountant type people that don't understand or want to understand the
 actual work the company is doing.






 On 16/03/14 13:20, Howard Jones wrote:

 Taking this from a different angle.

  Not every show is uber VFX. Some shows cannot afford that level or even
 require that level. They still need VFX. Does that mean they can't afford
 senior compositors?

  No, if anything it means they cant afford not to hire seniors.

  Why? Because if budgets are tight, you need to hit the ground running.

  So hypothetically thinking... I need to hire a senior, not because the
 work is uber-hard or requires uberVFX. It doesn't (always). It's hard
 enough, requires consummate keying skills/ problem solving but it's not
 cutting edge. Too hard for a genuine mid range artist, requires a senior.

  Now here's the problem. Finding a senior who can tailor their VFX to
 suit the budget. I dont want cheap crap, I don't need uberVFX, I need good
 enough and fast.

  Often I find a lot of time is wasted getting the seniors to work down to
 the show's expectations and budget. In short too much pixel fucking.

  However at the end of the day I would still want a senior and pay what
 is affordable. Just a good senior on a simpler show should be faster, less
 demanding, than a junior/mid. (If only)

  I guess there are a range of shops you can go to to fill up your
 trolley, but if you pay a bit more you expect a better quality. Whether
 quality translates to good enough and fast or perfect and considered,
 depends on show budget. However good enough and slow at a premium rate is
 just a waste.

  In short, being senior is not just about being great, it's about
 achieving the quality on time and in budget. If you can do that then you
 may be worth your expectations.

 Howard

 On 15 Mar 2014, at 02:53, Neil Scholes n...@uvfilms.co.uk wrote:

   Absofrigin-lutley!

  Very interesting thread, and considering the shear skill set needed and
 uber high level of expertise required for great vfx creation, the right
 price can always be negotiated confidently and reasonably.


  Neil Scholes

 Sent from my iPad

 On 14 Mar 2014, at 23:37, adam jones adam@mac.com wrote:

   well said frank.

  you have put into word in an elegant way what I try and explain to
 people all of the time, its a slow road but the more artists that think
 this way the easier it will become.

  cheers
 -adam


  On 15/03/2014, at 10:20 AM, Frank Rueter|OHUfx fr...@ohufx.com wrote:

  Either way, most qualified people I know tend to be under paid, and
 based on my experience, companies will always try to take the piss as the
 people that negotiate with you often don't have a clue where your skill set
 fits into their copmany, and what you actually bring to the table - and
 most don't want to know either.

 To quote somebody from a local python mailing list:
 The criteria used for hiring often don't match the culture in the
 workplace. 

 This can easily be transferred to rates and quality of work, i.e. the
 rates offered to the artists often don't match the expected performance

 I have had requests from some of the big facilities basically asking me if
 I know a junior that could do what I do. Of course they used different
 words and tried to make 

Re: [Nuke-users] day rates in the UK

2014-03-20 Thread Fredrik Pihl
Feeling the urge to comment :)

Been comping for 20something years - and do my daily chores as VFX producer
nowadays.
I find our business pretty mis-managed on so many levels - so no wonder all
the growing pains we've started to go through recently (we're not even
close to done with that yet).
There is so much to be done in this area, how to manage projects, artists,
tech and clients, and pretty radical measures need to be taken - and I now
know it makes all the difference in the world.

I was asked to take over a project that had more or less completely
crashed. The project involved some 3600 shots in three features, and at the
time it crashed one flick was nearly done but one company was bankrupt and
all money was used up. And the remaining two films w their 2200 shots was
not even close to start being worked on.
I was most hesitant to the task - because the extra money asked to complete
the project was - not very much - even by eastern standards (still
remember the reply of a Bombay manager with his typical indian accent -
Dat iz not wery much money... are you joking?...).
But I asked the production company to get complete freedom in how to manage
the project - and in the dire straits the were in - I got a *GO* to be
unorthodox.

This is actually a very long tale that should be told in detail, some day..
- it almost became an involuntary pilot test project of how things can be
done, in resonance with what Scott Ross et alumni have been talking about...

But in short - by extreme managing use of resources, artists and a
specially tailored pipeline.. trying new schemes and ways of having a good
mix of leads and juniors, we got it done on time, on budget.. in a *good
enough* quality - without sending it abroad - without underpaying people -
without unpaid overtime (in fact no overtime) - without giving artists
stomach ache. And by ridding the word post out of postproductionVFXs...
we got the client extremely involved so that every cent spent ended up as a
pixel and nothing else.

It has been a really exciting thing to be able to do it on such a meager
budget and NOT having people suffer.

//fredd




On Thu, Mar 20, 2014 at 9:35 AM, Ean Carr m...@eancarr.com wrote:

 Unfortunately, companies often do not value experience because it seems
 expensive on paper, when all they do is compare the hourly/daily rate for
 juniors and seniors; particularly when those companies are managed by
 accountant type people that don't understand or want to understand the
 actual work the company is doing.


 ​I couldn't agree more. Only one or two vfx companies worldwide seem to
 get it.

 -Ean ​


 On Sun, Mar 16, 2014 at 1:02 AM, Frank Rueter|OHUfx fr...@ohufx.comwrote:

  In short, being senior is not just about being great, it's about
 achieving the quality on time and in budget. If you can do that then you
 may be worth your expectations.

 I couldn't agree more. It's years of experience that enables people to
 delivery within the context of a show and problem solve with the right
 priorities in mind, not just the skill to make something look amazing
 (regardless of the time and resources it may require). This sort of
 experience should enable you to keep your value as an artist up. while you
 may be way more expensive than a junior, you will need way less time to
 deliver what's required, so the bottom line for the employer is not an
 increases payroll, but a more efficient delivery schedule.

 I have had juniors on my team who, despite not being able to do the
 tricky comps, turned out to be more effective in the grand scheme than some
 of the seniors.

 The right combo of experienced seniors/leads and juniors can be quite
 amazing in terms of efficiency *and* quality.

 Unfortunately, companies often do not value experience because it seems
 expensive on paper, when all they do is compare the hourly/daily rate for
 juniors and seniors; particularly when those companies are managed by
 accountant type people that don't understand or want to understand the
 actual work the company is doing.






 On 16/03/14 13:20, Howard Jones wrote:

 Taking this from a different angle.

  Not every show is uber VFX. Some shows cannot afford that level or even
 require that level. They still need VFX. Does that mean they can't afford
 senior compositors?

  No, if anything it means they cant afford not to hire seniors.

  Why? Because if budgets are tight, you need to hit the ground running.

  So hypothetically thinking... I need to hire a senior, not because the
 work is uber-hard or requires uberVFX. It doesn't (always). It's hard
 enough, requires consummate keying skills/ problem solving but it's not
 cutting edge. Too hard for a genuine mid range artist, requires a senior.

  Now here's the problem. Finding a senior who can tailor their VFX to
 suit the budget. I dont want cheap crap, I don't need uberVFX, I need good
 enough and fast.

  Often I find a lot of time is wasted getting the seniors to work down
 to the show's 

Re: [Nuke-users] day rates in the UK

2014-03-20 Thread Ron Ganbar
I had a similar experience on three separate occasions.
The teams were always smaller (up to 60 people including producers and
everyone else), and the director was ALWAYS IN THE ROOM with us. I must say
it was so rewarding and everyone felt we got the best value for the money
spent, and that every cent of the meager budgets we worked on ended up on
the screen.
However, whenever the director was not an integral part of the post
production process, working this efficiently has always proven very
difficult.
You spend a lot of time second guessing what the director will want, what
he meant. The turnaround becomes slow.





Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On Thu, Mar 20, 2014 at 3:24 PM, Fredrik Pihl fre...@gmail.com wrote:

 Feeling the urge to comment :)

 Been comping for 20something years - and do my daily chores as VFX
 producer nowadays.
 I find our business pretty mis-managed on so many levels - so no wonder
 all the growing pains we've started to go through recently (we're not even
 close to done with that yet).
 There is so much to be done in this area, how to manage projects, artists,
 tech and clients, and pretty radical measures need to be taken - and I now
 know it makes all the difference in the world.

  I was asked to take over a project that had more or less completely
 crashed. The project involved some 3600 shots in three features, and at the
 time it crashed one flick was nearly done but one company was bankrupt and
 all money was used up. And the remaining two films w their 2200 shots was
 not even close to start being worked on.
 I was most hesitant to the task - because the extra money asked to
 complete the project was - not very much - even by eastern standards
 (still remember the reply of a Bombay manager with his typical indian
 accent - Dat iz not wery much money... are you joking?...).
 But I asked the production company to get complete freedom in how to
 manage the project - and in the dire straits the were in - I got a *GO*to be 
 unorthodox.

 This is actually a very long tale that should be told in detail, some
 day.. - it almost became an involuntary pilot test project of how things
 can be done, in resonance with what Scott Ross et alumni have been talking
 about...

 But in short - by extreme managing use of resources, artists and a
 specially tailored pipeline.. trying new schemes and ways of having a good
 mix of leads and juniors, we got it done on time, on budget.. in a *good
 enough* quality - without sending it abroad - without underpaying people
 - without unpaid overtime (in fact no overtime) - without giving artists
 stomach ache. And by ridding the word post out of postproductionVFXs...
 we got the client extremely involved so that every cent spent ended up as a
 pixel and nothing else.

 It has been a really exciting thing to be able to do it on such a meager
 budget and NOT having people suffer.

 //fredd




 On Thu, Mar 20, 2014 at 9:35 AM, Ean Carr m...@eancarr.com wrote:

 Unfortunately, companies often do not value experience because it seems
 expensive on paper, when all they do is compare the hourly/daily rate for
 juniors and seniors; particularly when those companies are managed by
 accountant type people that don't understand or want to understand the
 actual work the company is doing.


 ​I couldn't agree more. Only one or two vfx companies worldwide seem to
 get it.

 -Ean ​


 On Sun, Mar 16, 2014 at 1:02 AM, Frank Rueter|OHUfx fr...@ohufx.comwrote:

  In short, being senior is not just about being great, it's about
 achieving the quality on time and in budget. If you can do that then you
 may be worth your expectations.

 I couldn't agree more. It's years of experience that enables people to
 delivery within the context of a show and problem solve with the right
 priorities in mind, not just the skill to make something look amazing
 (regardless of the time and resources it may require). This sort of
 experience should enable you to keep your value as an artist up. while you
 may be way more expensive than a junior, you will need way less time to
 deliver what's required, so the bottom line for the employer is not an
 increases payroll, but a more efficient delivery schedule.

 I have had juniors on my team who, despite not being able to do the
 tricky comps, turned out to be more effective in the grand scheme than some
 of the seniors.

 The right combo of experienced seniors/leads and juniors can be quite
 amazing in terms of efficiency *and* quality.

 Unfortunately, companies often do not value experience because it seems
 expensive on paper, when all they do is compare the hourly/daily rate for
 juniors and seniors; particularly when those companies are managed by
 accountant type people that don't understand or want to understand the
 actual work the company is doing.






 On 16/03/14 13:20, Howard Jones wrote:

 Taking this from a 

Re: [Nuke-users] day rates in the UK

2014-03-20 Thread Randy Little
Yeah Ron but how do you manage that when there are 10 VFX houses working on
your movie?   Big companies like Technicolor/MPC and Deluxe/Method/(all of
former Ascent Media) are huge corporations that aren't in the creative
business for any other reason then to make money.   So if the management of
those power players can get it cheap and don't care about burn out and turn
over because schools will replenish the supply yearly.  They Keep there top
staff happy and everything and everyone else is disposable as long as it
keeps the bottom line in the black.That then forces most others into
that game to compete.  I don't know if it affects ILM, Weta, and Pixar but
i'm sure it does at some level.  I have a friend that is a mid that was
just hired at $18/h (canadian) and they wouldn't budge.  He either took it
or didn't get the job.   This is one of the largest VFX houses in the world
doing this.I wish it could be like smaller movies with 200-400 shots
all done at one place.  I just don't see how that works on a movie with
2400 shots spread across multiple companies.There must be a way to do
it with cinesync and dailies and such but maybe its just to much when its
not planned out well at the very get go.   Look what happened with Red
Tails.  Whole sections of animation just totally redone after delivery.
OUCH.   That then put a hurt on some companies Money and time wise.  So now
they can't afford to higher seniors and by measure can not afford to not
hire seniors.   What a mess.

Randy S. Little
http://www.rslittle.com/
http://www.imdb.com/name/nm2325729/




On Thu, Mar 20, 2014 at 9:49 AM, Ron Ganbar ron...@gmail.com wrote:

 I had a similar experience on three separate occasions.
 The teams were always smaller (up to 60 people including producers and
 everyone else), and the director was ALWAYS IN THE ROOM with us. I must say
 it was so rewarding and everyone felt we got the best value for the money
 spent, and that every cent of the meager budgets we worked on ended up on
 the screen.
 However, whenever the director was not an integral part of the post
 production process, working this efficiently has always proven very
 difficult.
 You spend a lot of time second guessing what the director will want, what
 he meant. The turnaround becomes slow.





 Ron Ganbar
 email: ron...@gmail.com
 tel: +44 (0)7968 007 309 [UK]
  +972 (0)54 255 9765 [Israel]
 url: http://ronganbar.wordpress.com/


 On Thu, Mar 20, 2014 at 3:24 PM, Fredrik Pihl fre...@gmail.com wrote:

 Feeling the urge to comment :)

 Been comping for 20something years - and do my daily chores as VFX
 producer nowadays.
 I find our business pretty mis-managed on so many levels - so no wonder
 all the growing pains we've started to go through recently (we're not even
 close to done with that yet).
 There is so much to be done in this area, how to manage projects,
 artists, tech and clients, and pretty radical measures need to be taken -
 and I now know it makes all the difference in the world.

  I was asked to take over a project that had more or less completely
 crashed. The project involved some 3600 shots in three features, and at the
 time it crashed one flick was nearly done but one company was bankrupt and
 all money was used up. And the remaining two films w their 2200 shots was
 not even close to start being worked on.
 I was most hesitant to the task - because the extra money asked to
 complete the project was - not very much - even by eastern standards
 (still remember the reply of a Bombay manager with his typical indian
 accent - Dat iz not wery much money... are you joking?...).
 But I asked the production company to get complete freedom in how to
 manage the project - and in the dire straits the were in - I got a *GO*to be 
 unorthodox.

 This is actually a very long tale that should be told in detail, some
 day.. - it almost became an involuntary pilot test project of how things
 can be done, in resonance with what Scott Ross et alumni have been talking
 about...

 But in short - by extreme managing use of resources, artists and a
 specially tailored pipeline.. trying new schemes and ways of having a good
 mix of leads and juniors, we got it done on time, on budget.. in a *good
 enough* quality - without sending it abroad - without underpaying people
 - without unpaid overtime (in fact no overtime) - without giving artists
 stomach ache. And by ridding the word post out of postproductionVFXs...
 we got the client extremely involved so that every cent spent ended up as a
 pixel and nothing else.

 It has been a really exciting thing to be able to do it on such a meager
 budget and NOT having people suffer.

 //fredd




 On Thu, Mar 20, 2014 at 9:35 AM, Ean Carr m...@eancarr.com wrote:

 Unfortunately, companies often do not value experience because it seems
 expensive on paper, when all they do is compare the hourly/daily rate for
 juniors and seniors; particularly when those companies are managed by
 accountant type 

Re: [Nuke-users] day rates in the UK

2014-03-20 Thread Ron Ganbar
Well, I didn't say I have all the answers. Some a few good, rewarding
experiences.
It doesn't seem like anyone has the answers.



Ron Ganbar
email: ron...@gmail.com
tel: +44 (0)7968 007 309 [UK]
 +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On Thu, Mar 20, 2014 at 5:27 PM, Randy Little randyslit...@gmail.comwrote:

 Yeah Ron but how do you manage that when there are 10 VFX houses working
 on your movie?   Big companies like Technicolor/MPC and Deluxe/Method/(all
 of former Ascent Media) are huge corporations that aren't in the creative
 business for any other reason then to make money.   So if the management of
 those power players can get it cheap and don't care about burn out and turn
 over because schools will replenish the supply yearly.  They Keep there top
 staff happy and everything and everyone else is disposable as long as it
 keeps the bottom line in the black.That then forces most others into
 that game to compete.  I don't know if it affects ILM, Weta, and Pixar but
 i'm sure it does at some level.  I have a friend that is a mid that was
 just hired at $18/h (canadian) and they wouldn't budge.  He either took it
 or didn't get the job.   This is one of the largest VFX houses in the world
 doing this.I wish it could be like smaller movies with 200-400 shots
 all done at one place.  I just don't see how that works on a movie with
 2400 shots spread across multiple companies.There must be a way to do
 it with cinesync and dailies and such but maybe its just to much when its
 not planned out well at the very get go.   Look what happened with Red
 Tails.  Whole sections of animation just totally redone after delivery.
 OUCH.   That then put a hurt on some companies Money and time wise.  So now
 they can't afford to higher seniors and by measure can not afford to not
 hire seniors.   What a mess.

 Randy S. Little
 http://www.rslittle.com/
 http://www.imdb.com/name/nm2325729/




 On Thu, Mar 20, 2014 at 9:49 AM, Ron Ganbar ron...@gmail.com wrote:

 I had a similar experience on three separate occasions.
 The teams were always smaller (up to 60 people including producers and
 everyone else), and the director was ALWAYS IN THE ROOM with us. I must say
 it was so rewarding and everyone felt we got the best value for the money
 spent, and that every cent of the meager budgets we worked on ended up on
 the screen.
 However, whenever the director was not an integral part of the post
 production process, working this efficiently has always proven very
 difficult.
 You spend a lot of time second guessing what the director will want, what
 he meant. The turnaround becomes slow.





 Ron Ganbar
 email: ron...@gmail.com
 tel: +44 (0)7968 007 309 [UK]
  +972 (0)54 255 9765 [Israel]
 url: http://ronganbar.wordpress.com/


 On Thu, Mar 20, 2014 at 3:24 PM, Fredrik Pihl fre...@gmail.com wrote:

 Feeling the urge to comment :)

 Been comping for 20something years - and do my daily chores as VFX
 producer nowadays.
 I find our business pretty mis-managed on so many levels - so no wonder
 all the growing pains we've started to go through recently (we're not even
 close to done with that yet).
 There is so much to be done in this area, how to manage projects,
 artists, tech and clients, and pretty radical measures need to be taken -
 and I now know it makes all the difference in the world.

  I was asked to take over a project that had more or less completely
 crashed. The project involved some 3600 shots in three features, and at the
 time it crashed one flick was nearly done but one company was bankrupt and
 all money was used up. And the remaining two films w their 2200 shots was
 not even close to start being worked on.
 I was most hesitant to the task - because the extra money asked to
 complete the project was - not very much - even by eastern standards
 (still remember the reply of a Bombay manager with his typical indian
 accent - Dat iz not wery much money... are you joking?...).
 But I asked the production company to get complete freedom in how to
 manage the project - and in the dire straits the were in - I got a *GO*to 
 be unorthodox.

 This is actually a very long tale that should be told in detail, some
 day.. - it almost became an involuntary pilot test project of how things
 can be done, in resonance with what Scott Ross et alumni have been talking
 about...

 But in short - by extreme managing use of resources, artists and a
 specially tailored pipeline.. trying new schemes and ways of having a good
 mix of leads and juniors, we got it done on time, on budget.. in a *good
 enough* quality - without sending it abroad - without underpaying
 people - without unpaid overtime (in fact no overtime) - without giving
 artists stomach ache. And by ridding the word post out of
 postproductionVFXs... we got the client extremely involved so that every
 cent spent ended up as a pixel and nothing else.

 It has been a really exciting thing to be able to do it on 

Re: [Nuke-users] day rates in the UK

2014-03-20 Thread Steve Newbold

On 20/03/14 17:07, Fredrik Pihl wrote:

computers generated the images


Ouch! ;)
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Nuke-users mailing list
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Re: [Nuke-users] day rates in the UK

2014-03-20 Thread Elias Ericsson Rydberg
In all kinds of productions there seems to be a heavy reliance on the director. 
That's the standard I guess. Should not we, the vfx-artists, be the authority 
of our own domain?

We know the pains of each new change and the cost penalty associated with it. 
Because we feel the direct effects when doing the extra work. It has been said 
in a few different ways in this thread; great leading artists can nip those 
pains in the bud. Working exhaustingly to find that this wasn't what the 
client wanted is surely a great waste of talent, money and passion.

But we all get why things get delayed before it leaves the house. Questions 
like these appear; is this up to par with the quality the client expects? 
And; if we show this, will the director suddenly change the direction and 
narrative?

I do not claim to have any solutions, yet. I simply state that the director 
cannot possibly be expected to know the repercussions each decision could have. 
But at this point, it seems like VFX vendors carry the risk while the 
directors/producers gets away with it. Why? Because we want the movie to be 
made. Bad decicions should be costly, VFX-houses who did everything right 
shouldn't be paying the price.

/Elias


20 mar 2014 kl. 23:24 skrev Frank Rueter|OHUfx fr...@ohufx.com:

 I think all we can all do is collect scenarios that worked well and figure 
 out why they worked well.
 
 I was part of a small team (6 or so artists) delivering some pretty complex 
 commercials that involved cg creatures, ray tracing deforming surfaces, fluid 
 simulation, deep compositing yaddayadda.
 The director was one of the team and had his desk next to us. We delivered 
 all spots in about 6 weeks and in all that time I worked a few hours overtime 
 twice (half of that because I couldn't be bothered to sit in my hotel room 
 and stare at the wall).
 The job was welled paid, the team was awesome, the client loved everything, 
 and I can't remember when I was able to witness such efficiency, most of 
 which stemmed from, as pointed out by others, the ability to have the 
 director to make decisions fast. Of course the team's competence played a 
 huge role as well, as every single one could manage themselves and 
 communicate, take criticism from each other and not let ego get in a way of a 
 good suggestion, even if it came from the cleaning woman.
 
 Comparing that to high end feature film work almost makes me cry. One of the 
 biggest time and money wasters, in my opinion, is the fact that directors 
 aren't accessible to the people whos work needs to be directed. Too many 
 supes of all sorts get (or are put) in the way who all have a different 
 opinion and different priorities. In one instance I counted 5 supes between 
 the final comp and the actual director (not counting producers with 
 opinions), and sometimes weeks went by with potential finals sitting on the 
 shelf, waiting for the director to look at them - only to get notes for huge 
 changes that needed more time than what was left.
 
 Also, and more importantly, many producers tend to shift down a few gears 
 once the shoot wraps and often don't bother putting a competent (!) post 
 production manager in place. If post production was managed like a shoot 
 (where everything costs money every minute you are on set), things would be 
 radically different; director feedback would be weighted against the 
 financial repercussions, and concessions would be made to achieve good 
 enough every single day. Work and time would be valued and not treated like 
 a throw away commodity.
 But often there is no controlling the director in post, and he/she can make 
 any calls they like. As long as the vfx vendor doesn't put up a fight, the 
 producers tend to not get involved anymore and just make sure there are no 
 change orders coming there way.
 
 Imagine the same approach on set - shoots would take forever, crew would get 
 burnt and costs would explode uncontrollably... sounds familiar, doesn't it.
 
 
 
 
 
 
 On 3/21/14, 4:45 AM, Ron Ganbar wrote:
 Well, I didn't say I have all the answers. Some a few good, rewarding 
 experiences.
 It doesn't seem like anyone has the answers.
 
 
 
 Ron Ganbar
 email: ron...@gmail.com
 tel: +44 (0)7968 007 309 [UK]
  +972 (0)54 255 9765 [Israel]
 url: http://ronganbar.wordpress.com/
 
 
 On Thu, Mar 20, 2014 at 5:27 PM, Randy Little randyslit...@gmail.com wrote:
 Yeah Ron but how do you manage that when there are 10 VFX houses working on 
 your movie?   Big companies like Technicolor/MPC and Deluxe/Method/(all of 
 former Ascent Media) are huge corporations that aren't in the creative 
 business for any other reason then to make money.   So if the management of 
 those power players can get it cheap and don't care about burn out and turn 
 over because schools will replenish the supply yearly.  They Keep there top 
 staff happy and everything and everyone else is disposable as long as it 
 keeps the bottom line in the black.That then 

Re: [Nuke-users] day rates in the UK

2014-03-20 Thread matt estela
On 21 March 2014 10:09, Elias Ericsson Rydberg 
elias.ericsson.rydb...@gmail.com wrote:

 In all kinds of productions there seems to be a heavy reliance on the
 director. That's the standard I guess. Should not we, the vfx-artists, be
 the authority of our own domain?


I do wonder if non cg fx heavy films of the past were as reliant on
director approval as they are today. Using raiders as the example again,
was Spielberg really approving every rock, every mine cart that was created
for the mine chase sequence, sending shots back 10, 50, 100 times for
revisions? Or as I suspect, was there the simple reality of 'we need to
make these things, that takes time, you really can't change much once we
start shooting miniatures.'? The ability for digital to change anything and
everything is both the best and worst thing that happened to post
production.
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Re: [Nuke-users] day rates in the UK

2014-03-20 Thread Frank Rueter|OHUfx

  
  
Totally agree. Just because we are more flexible in post has created
a culture of creative micro management that is equivalent to man
handling actors on set rather than letting them act



On 3/21/14, 12:25 PM, matt estela
  wrote:


  

  On 21 March 2014 10:09, Elias
Ericsson Rydberg elias.ericsson.rydb...@gmail.com
wrote:

  
In all kinds of productions there seems to be a
  heavy reliance on the director. That's the standard I
  guess. Should not we, the vfx-artists, be the
  authority of our own domain?


  



I do wonder if non cg fx heavy films of the past were
  as reliant on director approval as they are today. Using
  raiders as the example again, was Spielberg really
  approving every rock, every mine cart that was created for
  the mine chase sequence, sending shots back 10, 50, 100
  times for revisions? Or as I suspect, was there the simple
  reality of 'we need to make these things, that takes time,
  you really can't change much once we start shooting
  miniatures.'? The ability for digital to change anything
  and everything is both the best and worst thing that
  happened to post production.




  

  
  
  
  
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Re: [Nuke-users] day rates in the UK

2014-03-15 Thread Frank Rueter|OHUfx

  
  
In short, being senior is not just about being great, it's
about achieving the quality on time and in budget. If you
can do that then you may be worth your expectations. 

I couldn't agree more. It's years of experience that enables people
to delivery within the context of a show and problem solve with the
right priorities in mind, not just the skill to make something look
amazing (regardless of the time and resources it may require). This
sort of experience should enable you to keep your value as an artist
up. while you may be way more expensive than a junior, you will need
way less time to deliver what's required, so the bottom line for the
employer is not an increases payroll, but a more efficient delivery
schedule.

I have had juniors on my team who, despite not being able to do the
tricky comps, turned out to be more effective in the grand scheme
than some of the seniors.

The right combo of experienced seniors/leads and juniors can be
quite amazing in terms of efficiency and quality.

Unfortunately, companies often do not value experience because it
seems expensive on paper, when all they do is compare the
hourly/daily rate for juniors and seniors; particularly when those
companies are managed by accountant type people that don't
understand or want to understand the actual work the company is
doing.





On 16/03/14 13:20, Howard Jones wrote:


  
  Taking this from a different angle.
  
  
  Not every show is uber VFX. Some shows cannot afford that
level or even require that level. They still need VFX. Does that
mean they can't afford senior compositors?
  
  
  No, if anything it means they cant afford not to hire
seniors.
  
  
  Why? Because if budgets are tight, you need to hit the ground
running.
  
  
  So hypothetically thinking... I need to hire a senior, not
because the work is uber-hard or requires uberVFX. It doesn't
(always). It's hard enough, requires consummate keying skills/
problem solving but it's not cutting edge. Too hard for a
genuine mid range artist, requires a senior.
  
  
  Now here's the problem. Finding a senior who can tailor their
VFX to suit the budget. I dont want cheap crap, I don't need
uberVFX, I need good enough and fast.
  
  
  Often I find a lot of time is wasted getting the seniors to
work down to the show's expectations and budget. In short too
much pixel fucking.
  
  
  However at the end of the day I would still want a senior and
pay what is affordable. Just a good senior on a simpler show
should be faster, less demanding, than a junior/mid. (If only)
  
  
  I guess there are a range of shops you can go to to fill up
your trolley, but if you pay a bit more you expect a better
quality. Whether quality translates to good enough and fast or
perfect and considered, depends on show budget. However good
enough and slow at a premium rate is just a waste.
  
  
  In short, being senior is not just about being great, it's
about achieving the quality on time and in budget. If you can do
that then you may be worth your expectations.
  
Howard
  
On 15 Mar 2014, at 02:53, Neil Scholes n...@uvfilms.co.uk
wrote:

  
  

  
  Absofrigin-lutley!
  
  
  Very interesting thread, and considering the shear skill
set needed and uber high level of expertise required for
great vfx creation, the right price can always be negotiated
confidently and reasonably.
  
  
  
  
  Neil Scholes
  
Sent from my iPad
  
On 14 Mar 2014, at 23:37, adam jones adam@mac.com
wrote:

  
  

  
  well said frank.
  
  
  you have put into word in an elegant way what I try
and explain to people all of the time, its a slow road
but the more artists that think this way the easier it
will become.
  
  
  cheers
  -adam
  
  
  

  On 15/03/2014, at 10:20 AM, Frank Rueter|OHUfx
fr...@ohufx.com
wrote:
  
  

 Either way,
  most qualified people I know tend to be under
  paid, and based on my experience, companies will
  always try to 

Re: [Nuke-users] day rates in the UK

2014-03-15 Thread Neil Scholes
Yes, I agree it's not always über vfx, but as you both point out extremely 
well, experience can be invaluable.

I can only speak as someone who has been steadily learning Nuke and Houdini for 
the past 4 years; and what is obvious to me is that the knowledge to solve 
problems, and thus be truly effective, is vast and complex.

I can clearly see how experience on even a modest budget, is priceless. 

Neil

Sent from my iPad

 On 16 Mar 2014, at 01:02, Frank Rueter|OHUfx fr...@ohufx.com wrote:
 
 In short, being senior is not just about being great, it's about achieving 
 the quality on time and in budget. If you can do that then you may be 
 worth your expectations. 
 
 I couldn't agree more. It's years of experience that enables people to 
 delivery within the context of a show and problem solve with the right 
 priorities in mind, not just the skill to make something look amazing 
 (regardless of the time and resources it may require). This sort of 
 experience should enable you to keep your value as an artist up. while you 
 may be way more expensive than a junior, you will need way less time to 
 deliver what's required, so the bottom line for the employer is not an 
 increases payroll, but a more efficient delivery schedule.
 
 I have had juniors on my team who, despite not being able to do the tricky 
 comps, turned out to be more effective in the grand scheme than some of the 
 seniors.
 
 The right combo of experienced seniors/leads and juniors can be quite amazing 
 in terms of efficiency and quality.
 
 Unfortunately, companies often do not value experience because it seems 
 expensive on paper, when all they do is compare the hourly/daily rate for 
 juniors and seniors; particularly when those companies are managed by 
 accountant type people that don't understand or want to understand the actual 
 work the company is doing.
 
 
 
 
 
 On 16/03/14 13:20, Howard Jones wrote:
 Taking this from a different angle. 
 
 Not every show is uber VFX. Some shows cannot afford that level or even 
 require that level. They still need VFX. Does that mean they can't afford 
 senior compositors?
 
 No, if anything it means they cant afford not to hire seniors. 
 
 Why? Because if budgets are tight, you need to hit the ground running. 
 
 So hypothetically thinking... I need to hire a senior, not because the work 
 is uber-hard or requires uberVFX. It doesn't (always). It's hard enough, 
 requires consummate keying skills/ problem solving but it's not cutting 
 edge. Too hard for a genuine mid range artist, requires a senior. 
 
 Now here's the problem. Finding a senior who can tailor their VFX to suit 
 the budget. I dont want cheap crap, I don't need uberVFX, I need good enough 
 and fast. 
 
 Often I find a lot of time is wasted getting the seniors to work down to the 
 show's expectations and budget. In short too much pixel fucking. 
 
 However at the end of the day I would still want a senior and pay what is 
 affordable. Just a good senior on a simpler show should be faster, less 
 demanding, than a junior/mid. (If only)
 
 I guess there are a range of shops you can go to to fill up your trolley, 
 but if you pay a bit more you expect a better quality. Whether quality 
 translates to good enough and fast or perfect and considered, depends on 
 show budget. However good enough and slow at a premium rate is just a waste. 
 
 In short, being senior is not just about being great, it's about achieving 
 the quality on time and in budget. If you can do that then you may be worth 
 your expectations. 
 
 Howard
 
 On 15 Mar 2014, at 02:53, Neil Scholes n...@uvfilms.co.uk wrote:
 
 Absofrigin-lutley!
 
 Very interesting thread, and considering the shear skill set needed and 
 uber high level of expertise required for great vfx creation, the right 
 price can always be negotiated confidently and reasonably. 
 
 
 Neil Scholes
 
 Sent from my iPad
 
 On 14 Mar 2014, at 23:37, adam jones adam@mac.com wrote:
 
 well said frank.
 
 you have put into word in an elegant way what I try and explain to people 
 all of the time, its a slow road but the more artists that think this way 
 the easier it will become.
 
 cheers
 -adam
 
 
 On 15/03/2014, at 10:20 AM, Frank Rueter|OHUfx fr...@ohufx.com wrote:
 
 Either way, most qualified people I know tend to be under paid, and based 
 on my experience, companies will always try to take the piss as the 
 people that negotiate with you often don't have a clue where your skill 
 set fits into their copmany, and what you actually bring to the table - 
 and most don't want to know either.
 
 To quote somebody from a local python mailing list:
 The criteria used for hiring often don't match the culture in the 
 workplace. 
 
 This can easily be transferred to rates and quality of work, i.e. the 
 rates offered to the artists often don't match the expected performance
 
 I have had requests from some of the big facilities basically asking me 
 if I know a junior that could 

Re: [Nuke-users] day rates in the UK

2014-03-14 Thread Steve Newbold
UK companies seem to be very good at making sure that there is no such 
thing as average or 'typical' day rate and its more down to how 
desperate they are and how good you are at talking and whether you mean 
senior as in 'been doing it for a while', or senior as in 'can do the 
hard stuff' - the two can be different things depending on the company 
you are applying to.


I would say between £170-£220 per day is typical for seniors in London 
depending on the facility, more for leads and more again for sups.  At 
this moment there is high demand for compositors but very short 
contracts so you might be able to get a good deal if you are willing to 
move companies every three months.  There is also very little difference 
between pay for film or commercials in the UK, so don't let anyone try 
that move on you...!


Steve


On 13/03/14 21:42, adam jones wrote:

Hey all

I was wondering if some one could inform me of an average day rate for a senior 
nuke comper in the UK. london or bristol

off list replies are fine if you like.

cheers all
-adam


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Re: [Nuke-users] day rates in the UK

2014-03-14 Thread adam jones
Hey steve

Thank you for the info, I find it interesting that the day rate in England sits 
at around 170 - 220 pounds a day it is around 450$ - 550$ AUD per day here in 
oz.

senior I guess I cover both side been doing it for a long time and also can do 
the hard stuff, haven't heard it explained that way before.

cheers mate
-adam


On 14/03/2014, at 8:43 PM, Steve Newbold s...@dneg.com wrote:

 UK companies seem to be very good at making sure that there is no such thing 
 as average or 'typical' day rate and its more down to how desperate they are 
 and how good you are at talking and whether you mean senior as in 'been doing 
 it for a while', or senior as in 'can do the hard stuff' - the two can be 
 different things depending on the company you are applying to.
 
 I would say between £170-£220 per day is typical for seniors in London 
 depending on the facility, more for leads and more again for sups.  At this 
 moment there is high demand for compositors but very short contracts so you 
 might be able to get a good deal if you are willing to move companies every 
 three months.  There is also very little difference between pay for film or 
 commercials in the UK, so don't let anyone try that move on you...!
 
 Steve
 
 
 On 13/03/14 21:42, adam jones wrote:
 Hey all
 
 I was wondering if some one could inform me of an average day rate for a 
 senior nuke comper in the UK. london or bristol
 
 off list replies are fine if you like.
 
 cheers all
 -adam
 
 
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Re: [Nuke-users] day rates in the UK

2014-03-14 Thread Steve Newbold

Hi Adam,

I guess its all down to supply and demand.  There are a lot of guys 
wanting to work in London/UK and the companies receive hundreds of 
applications with many people applying from Eastern Europe or the Far 
East where expectations for salaries are generally lower compared to 
people coming from the States or I guess Oz/New Zealand.  This seems to 
have the affect of driving the salaries down, and only recently we've 
seen big FX houses decide to let go of experienced (expensive) artists 
and try and replace them with cheaper (less experienced) artists.  We'll 
see the effects of this in coming months when some big shows deliver.


I find the whole junior/mid/senior labelling a bit misleading. Once 
company's senior could come in to another facility and struggle.  There 
seems to be quite common that people define their status by how long 
they have been working rather than the level of work they produce.  Most 
artists with more than 5 years experience seem to be called seniors, but 
there will be people doing it half that time who can produce better 
work, so structuring a person's pay purely based on how long they've 
been working seems unfair.


Sounds like things are good in Oz if you guys can make the equivalent of 
£78000 a year.  There won't be too many seniors here on that kind of 
money I'm sur, but come over, negotiate hard and see what you can get :)


Steve

ps.  all this is just my personal opinion and in no way a view based on 
any company or inside knowledge :)




On 14/03/14 10:39, adam jones wrote:

Hey steve

Thank you for the info, I find it interesting that the day rate in England sits 
at around 170 - 220 pounds a day it is around 450$ - 550$ AUD per day here in 
oz.

senior I guess I cover both side been doing it for a long time and also can do 
the hard stuff, haven't heard it explained that way before.

cheers mate
-adam


On 14/03/2014, at 8:43 PM, Steve Newbold s...@dneg.com wrote:


UK companies seem to be very good at making sure that there is no such thing as 
average or 'typical' day rate and its more down to how desperate they are and 
how good you are at talking and whether you mean senior as in 'been doing it 
for a while', or senior as in 'can do the hard stuff' - the two can be 
different things depending on the company you are applying to.

I would say between £170-£220 per day is typical for seniors in London 
depending on the facility, more for leads and more again for sups.  At this 
moment there is high demand for compositors but very short contracts so you 
might be able to get a good deal if you are willing to move companies every 
three months.  There is also very little difference between pay for film or 
commercials in the UK, so don't let anyone try that move on you...!

Steve


On 13/03/14 21:42, adam jones wrote:

Hey all

I was wondering if some one could inform me of an average day rate for a senior 
nuke comper in the UK. london or bristol

off list replies are fine if you like.

cheers all
-adam


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Re: [Nuke-users] day rates in the UK

2014-03-14 Thread Gustaf Nilsson
If you are a senior on 170 a day then you must either be the worst
negotiator on the planet or have stayed at the same company for too long.


On Fri, Mar 14, 2014 at 9:43 AM, Steve Newbold s...@dneg.com wrote:

 UK companies seem to be very good at making sure that there is no such
 thing as average or 'typical' day rate and its more down to how desperate
 they are and how good you are at talking and whether you mean senior as in
 'been doing it for a while', or senior as in 'can do the hard stuff' - the
 two can be different things depending on the company you are applying to.

 I would say between £170-£220 per day is typical for seniors in London
 depending on the facility, more for leads and more again for sups.  At this
 moment there is high demand for compositors but very short contracts so you
 might be able to get a good deal if you are willing to move companies every
 three months.  There is also very little difference between pay for film or
 commercials in the UK, so don't let anyone try that move on you...!

 Steve



 On 13/03/14 21:42, adam jones wrote:

 Hey all

 I was wondering if some one could inform me of an average day rate for a
 senior nuke comper in the UK. london or bristol

 off list replies are fine if you like.

 cheers all
 -adam


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Re: [Nuke-users] day rates in the UK

2014-03-14 Thread Steve Newbold
That's kind of my point.  You'll find plenty of 'seniors' on less than 
45K in small facilities in London, and yup you hit the nail on the head, 
people who stay in one company for a long time, get their 1-2% pay rise 
every year (when not in the perpetual pay freeze) and have zero concept 
oh how they stack up with other artists at other facilities.  It's not 
like it used to be.  It's a double edged sword where its very hard to 
progress unless you stick around for a bit, so you either move around, 
follow the money and do the shots, or stay put and try and work your way up.


But anyway... Nuke eh? ;)



On 14/03/14 11:45, Gustaf Nilsson wrote:
If you are a senior on 170 a day then you must either be the worst 
negotiator on the planet or have stayed at the same company for too long.



On Fri, Mar 14, 2014 at 9:43 AM, Steve Newbold s...@dneg.com 
mailto:s...@dneg.com wrote:


UK companies seem to be very good at making sure that there is no
such thing as average or 'typical' day rate and its more down to
how desperate they are and how good you are at talking and whether
you mean senior as in 'been doing it for a while', or senior as in
'can do the hard stuff' - the two can be different things
depending on the company you are applying to.

I would say between £170-£220 per day is typical for seniors in
London depending on the facility, more for leads and more again
for sups.  At this moment there is high demand for compositors but
very short contracts so you might be able to get a good deal if
you are willing to move companies every three months.  There is
also very little difference between pay for film or commercials in
the UK, so don't let anyone try that move on you...!

Steve



On 13/03/14 21:42, adam jones wrote:

Hey all

I was wondering if some one could inform me of an average day
rate for a senior nuke comper in the UK. london or bristol

off list replies are fine if you like.

cheers all
-adam


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Re: [Nuke-users] day rates in the UK

2014-03-14 Thread Gustaf Nilsson
Funny, the London plumbing scene can take on a wave of millions of
eastern european workers and still charge 40 quid an hour, maybe we can
learn something from them? Its all about connecting pipes, innit? ;)


On Fri, Mar 14, 2014 at 11:20 AM, Steve Newbold s...@dneg.com wrote:

 Hi Adam,

 I guess its all down to supply and demand.  There are a lot of guys
 wanting to work in London/UK and the companies receive hundreds of
 applications with many people applying from Eastern Europe or the Far East
 where expectations for salaries are generally lower compared to people
 coming from the States or I guess Oz/New Zealand.  This seems to have the
 affect of driving the salaries down, and only recently we've seen big FX
 houses decide to let go of experienced (expensive) artists and try and
 replace them with cheaper (less experienced) artists.  We'll see the
 effects of this in coming months when some big shows deliver.

 I find the whole junior/mid/senior labelling a bit misleading. Once
 company's senior could come in to another facility and struggle.  There
 seems to be quite common that people define their status by how long they
 have been working rather than the level of work they produce.  Most artists
 with more than 5 years experience seem to be called seniors, but there will
 be people doing it half that time who can produce better work, so
 structuring a person's pay purely based on how long they've been working
 seems unfair.

 Sounds like things are good in Oz if you guys can make the equivalent of
 £78000 a year.  There won't be too many seniors here on that kind of money
 I'm sur, but come over, negotiate hard and see what you can get :)

 Steve

 ps.  all this is just my personal opinion and in no way a view based on
 any company or inside knowledge :)




 On 14/03/14 10:39, adam jones wrote:

 Hey steve

 Thank you for the info, I find it interesting that the day rate in
 England sits at around 170 - 220 pounds a day it is around 450$ - 550$ AUD
 per day here in oz.

 senior I guess I cover both side been doing it for a long time and also
 can do the hard stuff, haven't heard it explained that way before.

 cheers mate
 -adam


 On 14/03/2014, at 8:43 PM, Steve Newbold s...@dneg.com wrote:

  UK companies seem to be very good at making sure that there is no such
 thing as average or 'typical' day rate and its more down to how desperate
 they are and how good you are at talking and whether you mean senior as in
 'been doing it for a while', or senior as in 'can do the hard stuff' - the
 two can be different things depending on the company you are applying to.

 I would say between £170-£220 per day is typical for seniors in London
 depending on the facility, more for leads and more again for sups.  At this
 moment there is high demand for compositors but very short contracts so you
 might be able to get a good deal if you are willing to move companies every
 three months.  There is also very little difference between pay for film or
 commercials in the UK, so don't let anyone try that move on you...!

 Steve


 On 13/03/14 21:42, adam jones wrote:

 Hey all

 I was wondering if some one could inform me of an average day rate for
 a senior nuke comper in the UK. london or bristol

 off list replies are fine if you like.

 cheers all
 -adam


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Re: [Nuke-users] day rates in the UK

2014-03-14 Thread HSK
Just out of curiosity,
A bit off topic, 

What do you consider to be the hard stuff?

Sent from my iPad

 On Mar 14, 2014, at 3:43 AM, Steve Newbold s...@dneg.com wrote:
 
 UK companies seem to be very good at making sure that there is no such thing 
 as average or 'typical' day rate and its more down to how desperate they are 
 and how good you are at talking and whether you mean senior as in 'been doing 
 it for a while', or senior as in 'can do the hard stuff' - the two can be 
 different things depending on the company you are applying to.
 
 I would say between £170-£220 per day is typical for seniors in London 
 depending on the facility, more for leads and more again for sups.  At this 
 moment there is high demand for compositors but very short contracts so you 
 might be able to get a good deal if you are willing to move companies every 
 three months.  There is also very little difference between pay for film or 
 commercials in the UK, so don't let anyone try that move on you...!
 
 Steve
 
 
 On 13/03/14 21:42, adam jones wrote:
 Hey all
 
 I was wondering if some one could inform me of an average day rate for a 
 senior nuke comper in the UK. london or bristol
 
 off list replies are fine if you like.
 
 cheers all
 -adam
 
 
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Re: [Nuke-users] day rates in the UK

2014-03-14 Thread Frank Rueter|OHUfx

  
  
Either way, most qualified people I know tend to be under paid, and
based on my experience, companies will always try to take the piss
as the people that negotiate with you often don't have a clue where
your skill set fits into their copmany, and what you actually bring
to the table - and most don't want to know either.

To quote somebody from a local python mailing list:
 "The criteria used for hiring often don't match the culture in
the workplace. "

This can easily be transferred to rates and quality of work, i.e.
"the rates offered to the artists often don't match the expected
performance"

I have had requests from some of the big facilities basically asking
me if I know a junior that could do what I do. Of course they used
different words and tried to make me feel honoured that they would
ask me for my opinion. My reply was "you get what you pay for" -
never heard anything again from them.

Anyway, I guess what I'm trying to say is that we all need to be a
bit more accountable as to the rate we aim for. Aim too low, and you
may get the job today, but you will become part of the problem, and
the ongoing commoditisation of top vfx experience, and your work
will not be valued. One argument I have learned to never accept from
the big facilities when they try to hire you for another million
dollar blockbuster is "it's not in our budget". that is the lamest
excuse. It's like going to the shops, filling up your trolly and
telling the check out girl that the total price is not in your
budget - and expect a friendly "oh, well , that's fine then - have a
good day".

One of the most challenging parts of my career has been to figure
out for myself what I really think my work is worth, rather than
what I think I can get away with. It's been 18 years and am still
struggling with that :-D

frank



On 3/15/14, 12:55 AM, Steve Newbold
  wrote:


  
  That's kind of my point. You'll find
plenty of 'seniors' on less than 45K in small facilities in
London, and yup you hit the nail on the head, people who stay in
one company for a long time, get their 1-2% pay rise every year
(when not in the perpetual pay freeze) and have zero concept oh
how they stack up with other artists at other facilities. It's
not like it used to be. It's a double edged sword where its
very hard to progress unless you stick around for a bit, so you
either move around, follow the money and do the shots, or stay
put and try and work your way up.

But anyway... Nuke eh? ;)



On 14/03/14 11:45, Gustaf Nilsson wrote:
  
  
If you are a senior on 170 a day then you must
  either be the worst negotiator on the planet or have stayed at
  the same company for too long.

  
  On Fri, Mar 14, 2014 at 9:43 AM,
Steve Newbold s...@dneg.com
wrote:
UK
  companies seem to be very good at making sure that there
  is no such thing as average or 'typical' day rate and its
  more down to how desperate they are and how good you are
  at talking and whether you mean senior as in 'been doing
  it for a while', or senior as in 'can do the hard stuff' -
  the two can be different things depending on the company
  you are applying to.
  
  I would say between 170-220 per day is typical for
  seniors in London depending on the facility, more for
  leads and more again for sups. At this moment there is
  high demand for compositors but very short contracts so
  you might be able to get a good deal if you are willing to
  move companies every three months. There is also very
  little difference between pay for film or commercials in
  the UK, so don't let anyone try that move on you...!
  
  Steve
  

  
  
  On 13/03/14 21:42, adam jones wrote:
  
Hey all

I was wondering if some one could inform me of an
average day rate for a senior nuke comper in the UK.
london or bristol

off list replies are fine if you like.

cheers all
-adam


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Re: [Nuke-users] day rates in the UK

2014-03-14 Thread adam jones
well said frank.

you have put into word in an elegant way what I try and explain to people all 
of the time, its a slow road but the more artists that think this way the 
easier it will become.

cheers
-adam


On 15/03/2014, at 10:20 AM, Frank Rueter|OHUfx fr...@ohufx.com wrote:

 Either way, most qualified people I know tend to be under paid, and based on 
 my experience, companies will always try to take the piss as the people that 
 negotiate with you often don't have a clue where your skill set fits into 
 their copmany, and what you actually bring to the table - and most don't want 
 to know either.
 
 To quote somebody from a local python mailing list:
 The criteria used for hiring often don't match the culture in the 
 workplace. 
 
 This can easily be transferred to rates and quality of work, i.e. the rates 
 offered to the artists often don't match the expected performance
 
 I have had requests from some of the big facilities basically asking me if I 
 know a junior that could do what I do. Of course they used different words 
 and tried to make me feel honoured that they would ask me for my opinion. 
 My reply was you get what you pay for - never heard anything again from 
 them.
 
 Anyway, I guess what I'm trying to say is that we all need to be a bit more 
 accountable as to the rate we aim for. Aim too low, and you may get the job 
 today, but you will become part of the problem, and the ongoing 
 commoditisation of top vfx experience, and your work will not be valued. One 
 argument I have learned to never accept from the big facilities when they try 
 to hire you for another million dollar blockbuster is it's not in our 
 budget. that is the lamest excuse. It's like going to the shops, filling up 
 your trolly and telling the check out girl that the total price is not in 
 your budget - and expect a friendly oh, well , that's fine then - have a 
 good day.
 
 One of the most challenging parts of my career has been to figure out for 
 myself what I really think my work is worth, rather than what I think I can 
 get away with. It's been 18 years and am still struggling with that :-D
 
 frank
 
 
 
 On 3/15/14, 12:55 AM, Steve Newbold wrote:
 That's kind of my point.  You'll find plenty of 'seniors' on less than 45K 
 in small facilities in London, and yup you hit the nail on the head, people 
 who stay in one company for a long time, get their 1-2% pay rise every year 
 (when not in the perpetual pay freeze) and have zero concept oh how they 
 stack up with other artists at other facilities.  It's not like it used to 
 be.  It's a double edged sword where its very hard to progress unless you 
 stick around for a bit, so you either move around, follow the money and do 
 the shots, or stay put and try and work your way up.
 
 But anyway... Nuke eh? ;)
 
 
 
 On 14/03/14 11:45, Gustaf Nilsson wrote:
 If you are a senior on 170 a day then you must either be the worst 
 negotiator on the planet or have stayed at the same company for too long.
 
 
 On Fri, Mar 14, 2014 at 9:43 AM, Steve Newbold s...@dneg.com wrote:
 UK companies seem to be very good at making sure that there is no such 
 thing as average or 'typical' day rate and its more down to how desperate 
 they are and how good you are at talking and whether you mean senior as in 
 'been doing it for a while', or senior as in 'can do the hard stuff' - the 
 two can be different things depending on the company you are applying to.
 
 I would say between £170-£220 per day is typical for seniors in London 
 depending on the facility, more for leads and more again for sups.  At this 
 moment there is high demand for compositors but very short contracts so you 
 might be able to get a good deal if you are willing to move companies every 
 three months.  There is also very little difference between pay for film or 
 commercials in the UK, so don't let anyone try that move on you...!
 
 Steve
 
 
 
 On 13/03/14 21:42, adam jones wrote:
 Hey all
 
 I was wondering if some one could inform me of an average day rate for a 
 senior nuke comper in the UK. london or bristol
 
 off list replies are fine if you like.
 
 cheers all
 -adam
 
 
 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
 
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Re: [Nuke-users] day rates in the UK

2014-03-14 Thread Neil Scholes
Absofrigin-lutley!

Very interesting thread, and considering the shear skill set needed and uber 
high level of expertise required for great vfx creation, the right price can 
always be negotiated confidently and reasonably. 


Neil Scholes

Sent from my iPad

 On 14 Mar 2014, at 23:37, adam jones adam@mac.com wrote:
 
 well said frank.
 
 you have put into word in an elegant way what I try and explain to people all 
 of the time, its a slow road but the more artists that think this way the 
 easier it will become.
 
 cheers
 -adam
 
 
 On 15/03/2014, at 10:20 AM, Frank Rueter|OHUfx fr...@ohufx.com wrote:
 
 Either way, most qualified people I know tend to be under paid, and based on 
 my experience, companies will always try to take the piss as the people that 
 negotiate with you often don't have a clue where your skill set fits into 
 their copmany, and what you actually bring to the table - and most don't 
 want to know either.
 
 To quote somebody from a local python mailing list:
 The criteria used for hiring often don't match the culture in the 
 workplace. 
 
 This can easily be transferred to rates and quality of work, i.e. the rates 
 offered to the artists often don't match the expected performance
 
 I have had requests from some of the big facilities basically asking me if I 
 know a junior that could do what I do. Of course they used different words 
 and tried to make me feel honoured that they would ask me for my opinion. My 
 reply was you get what you pay for - never heard anything again from them.
 
 Anyway, I guess what I'm trying to say is that we all need to be a bit more 
 accountable as to the rate we aim for. Aim too low, and you may get the job 
 today, but you will become part of the problem, and the ongoing 
 commoditisation of top vfx experience, and your work will not be valued. One 
 argument I have learned to never accept from the big facilities when they 
 try to hire you for another million dollar blockbuster is it's not in our 
 budget. that is the lamest excuse. It's like going to the shops, filling up 
 your trolly and telling the check out girl that the total price is not in 
 your budget - and expect a friendly oh, well , that's fine then - have a 
 good day.
 
 One of the most challenging parts of my career has been to figure out for 
 myself what I really think my work is worth, rather than what I think I can 
 get away with. It's been 18 years and am still struggling with that :-D
 
 frank
 
 
 
 On 3/15/14, 12:55 AM, Steve Newbold wrote:
 That's kind of my point.  You'll find plenty of 'seniors' on less than 45K 
 in small facilities in London, and yup you hit the nail on the head, people 
 who stay in one company for a long time, get their 1-2% pay rise every year 
 (when not in the perpetual pay freeze) and have zero concept oh how they 
 stack up with other artists at other facilities.  It's not like it used to 
 be.  It's a double edged sword where its very hard to progress unless you 
 stick around for a bit, so you either move around, follow the money and do 
 the shots, or stay put and try and work your way up.
 
 But anyway... Nuke eh? ;)
 
 
 
 On 14/03/14 11:45, Gustaf Nilsson wrote:
 If you are a senior on 170 a day then you must either be the worst 
 negotiator on the planet or have stayed at the same company for too long.
 
 
 On Fri, Mar 14, 2014 at 9:43 AM, Steve Newbold s...@dneg.com wrote:
 UK companies seem to be very good at making sure that there is no such 
 thing as average or 'typical' day rate and its more down to how desperate 
 they are and how good you are at talking and whether you mean senior as 
 in 'been doing it for a while', or senior as in 'can do the hard stuff' - 
 the two can be different things depending on the company you are applying 
 to.
 
 I would say between £170-£220 per day is typical for seniors in London 
 depending on the facility, more for leads and more again for sups.  At 
 this moment there is high demand for compositors but very short contracts 
 so you might be able to get a good deal if you are willing to move 
 companies every three months.  There is also very little difference 
 between pay for film or commercials in the UK, so don't let anyone try 
 that move on you...!
 
 Steve
 
 
 
 On 13/03/14 21:42, adam jones wrote:
 Hey all
 
 I was wondering if some one could inform me of an average day rate for a 
 senior nuke comper in the UK. london or bristol
 
 off list replies are fine if you like.
 
 cheers all
 -adam
 
 
 ___
 Nuke-users mailing list
 Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
 
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 http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
 
 
 
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[Nuke-users] day rates in the UK

2014-03-13 Thread adam jones
Hey all

I was wondering if some one could inform me of an average day rate for a senior 
nuke comper in the UK. london or bristol 

off list replies are fine if you like.

cheers all
-adam


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http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users