you better…..  

i know where you live……

;-)  

Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM (http://www.shedmtl.com/) 
<http://WWW.SHEDMTL.COM (http://www.shedmtl.com/)>


On Tuesday, 16 July, 2013 at 9:51 AM, Alan Fregtman wrote:

> Believe me, I know. If it was entirely up to me I'd put up lots of cool 
> behind the scenes visuals.
>  
> With commercials, it's a piece of cake to take a screenshot and attach to an 
> email; if it's aired it's usually fair game and rarely anyone ever cares, but 
> when it comes to big name distributors of film,  you have to clear everything 
> with lawyers and there's many more bureaucratic layers.
>  
> When it comes out on bluray I'll ask my boss if I can show some 
> behind-the-scenes. I can't promise they'll allow it, but I can ask. :p
>  
>  
>  
> On Tue, Jul 16, 2013 at 4:30 AM, Angus Davidson <angus.david...@wits.ac.za 
> (mailto:angus.david...@wits.ac.za)> wrote:
> > Hi Alan  
> >  
> > Awesome work.  Just want to let you know that breakdowns like this are not 
> > only important for other professionals who have this massive shared 
> > curiosity but it also incredibly important when it comes to our students. 
> > When we made the decision to move away from Maya to Softimage for our 
> > teaching we caught quite a bit of flak for the decision. However posts like 
> > these are really great because we can show just how Softimage is being 
> > used. We have also just set up our first Arnold render farm and we are very 
> > excited to see the results we get from two really great pieces of software. 
> >  
> >  
> > Kind regards  
> >  
> > Angus  
> >  
> > From: Alan Fregtman <alan.fregt...@gmail.com 
> > (mailto:alan.fregt...@gmail.com)>
> > Reply-To: "softimage@listproc.autodesk.com 
> > (mailto:softimage@listproc.autodesk.com)" <softimage@listproc.autodesk.com 
> > (mailto:softimage@listproc.autodesk.com)>
> > Date: Monday 15 July 2013 9:07 PM
> > To: XSI Mailing List <softimage@listproc.autodesk.com 
> > (mailto:softimage@listproc.autodesk.com)>
> > Subject: OT: Pacific Rim
> >  
> > 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 FXhttp://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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