Uh-oh! lol

artofvfx.com has posted an article on our work for *Now You See Me*. You
can see some nice before & after pics:
http://www.artofvfx.com/?p=4669

** Before:
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_03B.jpg
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_04B.jpg
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_05B.jpg

** After:
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_03A.jpg
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_04A.jpg
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_05A.jpg
(falling ICE money simulations, ICE standing crowds, additional Arnold
volumetric lights)



** Before:
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_11B.jpg
** After:
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_11A.jpg
(lots of funky motiongraphic cubes driven by ICE particles. not sure if the
crowd is cg or 2D, I didn't work on that particular shot.)



On Tue, Jul 16, 2013 at 10:40 PM, Sylvain Lebeau <[email protected]> wrote:

>  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 <[email protected]
> > 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 <[email protected]>
> Reply-To: "[email protected]" <
> [email protected]>
> Date: Monday 15 July 2013 9:07 PM
> To: XSI Mailing List <[email protected]>
> 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 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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