ah, these are Great! Thanks for sharing these and your detailed breakdown, Alan. It's a real treat to see Soft + Arnold used in such a big way. More please... i.e. robots and monsters. ;-)

On 7/16/2013 11:12 PM, Alan Fregtman wrote:
Uh-oh! lol

artofvfx.com <http://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 <s...@shedmtl.com <mailto:s...@shedmtl.com>> 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 514 849-5025WWW.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 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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--
*Rares Halmagean
___________________________________
*visual development and 3d character & content creation.
*rarebrush.com* <http://rarebrush.com/>

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