Saw it in Imax3D. Awesome movie.

Congrats to everyone involved.

Cheers,
Upinder Dhaliwal
www.upinderdhaliwal.com
On 16 Jul 2013 08:29, "Graham D. Clark" <[email protected]> wrote:

> Congrats Alan! you guys did great work at Rodeo FX, and also thanks to
> Hybride for getting us such well separated out holographics, so great when
> elements are solid deliveries for the 3D to work out.
>
> Alan, keep up he fight, we use Softimage for all CG Vfx additions on
> features.
>
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
> phone: why-I-stereo
> http://www.linkedin.com/in/grahamclark
>
> On Jul 15, 2013, at 12:08 PM, Alan Fregtman <[email protected]>
> wrote:
>
> Hey guys,
>
> A lot of people say Softimage doesn't get used much in movies, so I
> personally love to hear stories when it does happen. Therefore, I wanted to
> share some details with you. :)
>
> I'm the lead rigger at *Rodeo FX* http://rodeofx.com and we did all of
> the interiors of the control pods (the cockpits, that is), including the
> visors, foot actuators & mechanical stilts, some digidoubles, etc.
> (except the holograms/UI graphics that were done by the folks at Hybride.)
> We also had the chance of doing our first organic creature, the brain in
> the lab (which involved a lot of "gross" ICE deformations), as well as many
> beautiful matte paintings and a couple of helicopters.
>
> Overall, we did over a hundred shots. CG was done in Softimage and as far
> as I know it was all rendered in our favourite renderer, Arnold! We'd still
> be rendering today if Mentalray had been used. :p We threw countless ~8k
> textures with displacement and stupid amounts of topology, and good ol'
> Arnie performed like a champ.
>
> The stilts (the leg controls in the cockpit) had anything from 1500 to
> 2500 separate meshes and on average about 150 segments (solid groups of
> parts that moved as one.) Once we identified the "segments" by the end we
> had a rig of Arnold stand-ins with each segment saved as one ass file, and
> low-res geo representing that segment constrained to some part of the rig.
> It then became relatively "light" to have the standins rigged instead of
> the full raw geo, and it made it quite easy to replace parts or textures
> later in the pipeline during or after animation. (Also caching was a piece
> of cake in this scenario, as we only needed to plot the segment nulls
> instead of thousands of meshes or pointcaching anything.)
>
> On the brain there was procedural pulsing animation driven by ICE
> deformers. Globules would "breathe", a heart-like organ would pump its
> ventricles intermittently and an intestine-like organ flowed with bulges
> travelling along its tract. It was gross and (in my opinion) kind of
> awesome. lol Speaking of ICE, there was a kind of lettuce behind the brain
> that was also moving a bit. The modeling was done with strips that were
> procedurally curled and then if I remember correctly the whole thing was
> driven via Syflex as the brain gently floated. This lettuce thing was
> handled by another guy on this mailing list, my  coworker and friend
> Jonathan Laborde. Maybe if he's reading this he can give more details of
> how he used ICE in a few other shots.
>
> It was crazy fun project to work on. Fingers crossed that Pacific Rim 2
> becomes a reality. :) Anyway, did you guys go see it? What'd you think?
>
> Oh and speaking of other movies, we did a ton of work in "Now You See Me"
> as well, including hundreds of stadium dudes with our propietary ICE static
> crowd system, falling/flying money, cg bubbles, an art-directed liquid,
> lockpicking, flying cards, many vehicles, the projected motiongraphics near
> the end and a few invisible fx. (I feel like I probably missed something,
> but anyway, we did a lot.) We were the main vfx vendor on that film,
> delivering just over 20 minutes worth of vfx "magic" (pun intended.) Again,
> Soft & Arnold and lots of effects in ICE all throughout.
>
> Cheers,
>
>    -- Alan
>
>

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