PROJECT POWER: Ivan Moran – Overall VFX Supervisor

In 2017, Ivan Moran explained the work of Framestore on GHOST IN THE SHELL. He then worked on MOWGLI. He talks today about his work as Overall VFX Supervisor on the movie Netflix, PROJECT POWER:

How did you get involved in this film?
I was fortunate to be involved really early on in the project after meeting the directors and producers and talking about visual styles and ideas that could be unique and groundbreaking.

How was the collaboration with the Directors Henry Joost & Ariel Schulman?
Fantastic. I really learnt a lot from working with them, they are so fabulously clever, talented, cool and groovy. And they are younger than me! Wait, now I don’t like them. Hahahaha. I loved working with them it was such a ride in every way. They never let me rest in the pursuit of excellence and I mean that in the most positive way imaginable. The visual effects in this movie are killer and I owe that to their inspiration and vision. These guys are hot property. Watch this space.

What were their expectations and approach about the visual effects?
I’d read the script before we first met and it was clear that despite being fantastical, the visual effects needed to be as grounded and as realistic as possible. There’s no fantasy world or alien planet to take a little stylistic license with. It’s gritty, rainy unforgiving New Orleans reality.

How did you organize the work with your VFX Producer?
Framestore took on the bulk of the heavy visual effects work mainly centered around the powers themselves as well as a CG version of the ship that was used in many shots as we had very limited access to ships of that size in New Orleans. We ultimately ended up with around four other visual effects companies working on a lot of the “invisible effects” scattered throughout the movie.

How did you work with the art department to design the pill and the powers?
Initially I started before a Production Designer was involved which was quite a unique position to be in. I worked closely with Art Director Jonathan Opgenhaffen from Framestore Pre-production Services and together we had this brilliant creative dialogue of ideas and crazy reference, almost like a creative chess game it was so much fun. Naomi Shohan joined as Production Designer and the three of us would refine ideas and then ultimately concepts and supporting reference were created for each character, including the pill itself. We would present to the directors and get their feedback and continually refine both the look of the characters powers but also some pseudo-science I developed to support it. When we arrived in New Orleans at the beginning of prep it meant we already had this amazing portfolio if-you-will of visual styles for everything so we could concentrate purely on how to execute them during prep.

The movie takes place in New Orleans. Did you need to extend or change some locations?
We actually did almost no set extensions or augmentations as it was shot in New Orleans for New Orleans and the city has such a unique look to it the locations speak for themselves. The locations are almost a character unto themselves as they as so vibrant and interesting.

What was your approach for the various powers and especially the fire?
I took my inspiration from Framestore’s work on Two-Face in THE DARK KNIGHT which I worked on as Lead Compositor back in the day. Essentially augmenting an actor and always keeping something real from the original photography rather than replacing them entirely with a fully digital character. For me I find it’s easier to copy reality rather than trying to imagine it. So, my approach was to shoot as much practically as possible knowing that some things wouldn’t work but at the very least my visual effects teams would have incredibly accurate reference of what it should look like. The visual effects have this extraordinary visceral gritty reality to them as there is almost always some part of the actor that remains to anchor the believability, most importantly their faces.

How did you design and create the transformations?
I have a background in physics and I love trying to come up with pseudo-science to ground and support visual effects I’m designing wherever possible. For the powers we always knew there was an animal kingdom basis for them from Mattson Tomlin’s super fun script and his ideas but the one that was a little harder to explain was why does everyone get a different power and most importantly what is the pill doing to you that could realistically produce the powers? I came up with the idea that the pill is essentially an amplifier that amplifies the subatomic vibrations that are present in all of us at a quantum level to such a great extent that they manifest themselves physically. The pill doesn’t change you chemically it changes you “electrically” in a sense which makes the pill unique amongst all drugs which is exactly what we wanted. And those subatomic vibrations are subtly different between all of us, hence why we each manifest different powers. In addition, using the theory that we are ultimately made of shared matter throughout the universe, it could be plausible that we each contain remnant DNA from animals past and present. Some powers are purely vibrational (Newt for example is essentially boiling from within) whereas some are amplified manifestations of remnant animal DNA (the camouflaged bank robber for example is inspired by cuttlefish mimicry).

Can you explain in detail about the creation of Newt in fire?
There is this wonderful moment in the script where it describes how Newt’s sweat starts to boil and turn to steam which was the inspiration for the theory behind his powers. Having fire inside you isn’t scientifically plausible but if something (the power pill) could amplify your subatomic vibrations so much it could in theory cause you to boil internally. There is a phenomenon which you can easily YouTube called superheated steam which is where steam is continually heated further until it reaches a temperature where it can combust objects. So, the idea is that Newt’s sweat boils and turns to steam and is heated more and more until it ultimately ignites the air around him. So, if you think about it, there is actually a very thin layer between Newt’s skin and the fire itself which explains why his skin has terrible burns (from boiling) but also why it is still intact. As it is the first power we see we were very careful to show these steps visually for the audience to think about how this could be happening. The directors always wanted to avoid someone manifesting an arbitrary power for no reason, each one had to have a backstory of science to support it. There are no magic powers you’ll notice.

What was the main challenge with this character?
The main challenge with this character was the interactive lighting problem. Fire on a person in VFX is a particularly challenging problem because in the absence of lighting on the character from the fire, it looks fake and “stuck on”. One solution is to create a fully digital character that you can light however you want but we wanted to avoid that on this movie at all costs. The non-VFX portion of the movie, the camera style, the production design has this incredibly gritty realism that required a real performer. When Machine Gun Kelly drops through a hole in the floor on fire and lands it is the antithesis of a perfect superhero pinpoint landing. It is flawed, desperate, human, violent, visceral. That kind of thing is incredibly difficult to animate as it is down to performance on the day and not something you can easily YouTube for reference.

How did you handle the interactive light for Newt in fire?
I devised a fully programmable LED suit that was embedded within many layers of burns victim prosthetics that were applied head-to-toe on the actor. As we wanted as much of the actor’s real performance to be on screen and only digitally replace small portions, we had to hide LED strips, wires, battery packs and transmitters on a human being who is running, jumping and dropping through holes in a stunt rig. It was intense. We could run animated fire loops through the panels and control the whole body to extinguish and “reignite” him live on set. Without this interactive lighting we achieved on set, we never could have kept the actor’s original photography. Because we could is exactly what makes the scene so terrifyingly believable.

Which power was the most complicated to create and why?
Probably Art’s Power at the end of the movie. It was really important to the directors and I that we clearly visually told the physics that are happening to produce the explosion which is one of the reasons why it is in slow motion, and also because slow motion is just cool. Remember we are saying that the Power pill amplifies subatomic vibrations, in the case of Art these manifest into powerful infrasonic waves that emanate out of him and cause liquid water to vaporize (steam) and ultimate ionize (plasma). Have you ever microwaved two grape halves? Definitely DO NOT but you can check it out on YouTube. Waves turn the water in the grapes into plasma, same theory. There is also a neat animal reference for this as well believe it or not which Art alludes to earlier in the movie: The Pistol Shrimp. Check it out on YouTube too. The reason this power was so tricky was because if I closed my eyes I could imagine the sequence in my head but for everyone involved, from the directors to all of the film crew, actors and my VFX team, they would all look me at various times and ask: “Ivan, this is ummm, this is gonna work right? It’s gonna look cool right?” I had to trust my gut, experience and imagination more than ever before in my career which is why I am so proud of the uniquely beautiful result. It’s just so awesome, I love it.

How do these kinds of slow motion shots affect your work?
The Phantom cameras have a lower light range response so we had to work in post to grade these very carefully. Other than that, all the physics for the simulations needed to run in slow motion which was tricky but fun.

Can you tell us more about the giant character and all the destruction that he caused?
As with the other characters it was really important to me that we shoot as much practically and keep as much of the real actors’ performances as much as possible. Rodrigo Santoro was shot in full prosthetics on a miniature set to achieve his 10ft scale. I was lucky enough to work on LORD OF THE RINGS back in the day and loved the use of miniatures and in-camera tricks so I wanted to harken back to that a bit. It’s really fun and appeals to the geek maths side of my brain. You have to do all sorts of crazy things with the camera to compensate, like shoot at mathematically proportional f-stops (to cheat the depth of field so it doesn’t look like a miniature) and frame rates (so things falling 6 feet look like they are falling 10 feet). Super cool.

Can you elaborate about your work with the stunt and SFX teams?
As Kevin Scott (Stunt Choreographer and Second Unit Director) always said: “TRUE collaboration inspires true greatness.” The tight knit collaboration between myself, Kevin, SFX Coordinator Yves De Bono and Prosthetic Make Up Effects Designer Mike Marino and their respective teams was instrumental in achieving the gritty reality we accomplished with the FX work on this movie. We might form a rock band. We shot a performance matching stunt man on fire for each beat of the fire sequence, convinced actors to put lights in their mouths and endure 5 hours of prosthetic makeup, ratcheted (pulled) countless daring stunt men and women, triple rolled a car into a sugar cane field and soaked Jamie Foxx, Dominique Fishback and countless others in torrential rain at night for many nights.

Can you tell us more about your collaboration with their VFX supervisors?
I am very familiar with the teams and technology at Framestore so their internal VFX Supervisors (Joao Sita and Matt Twyford) and I had a really unique shorthand when we were reviewing work together. I could say: “Who’s the comp sup? Ah Adrian (Adrian Nurse at Framestore Montreal whom I’d worked with for years), tell him to use the overhead twisty Nuke gurgler node and offset with some flim and less flam.” That makes no sense but you know what I mean. With Joao and Matt and the other VFX Supervisors Thomas Schelesny (Image Engine), David Bowman & Matthew Lane (Distillery), Alex Lemke & Michael Huber (East Side Effects), James Rustad (Outpost VFX), Helen Bunker I always have the same approach: “The directors want this, I think we should also try this and then I want a third which is something wacky and different from you. Surprise me.”

Which sequence or shot was the most challenging?
The Frozen Girl shot was logistically incredibly challenging (see below) for my VFX team, I’m surprised they still talk to me. It took about 9 months to do the VFX work for that one shot.

Did you want to reveal any other invisible effects?
Is the ship real? Rarely. Is the sky real? Rarely. Is the water real? Sometimes. That’ll do, I can’t give away all my secrets.

Is there something specific that gives you some really short nights?
Arriving in New Orleans end of July in a billion degrees and knowing I would have to somehow survive shooting a movie there with weeks and weeks of night shoots. I’m not as young as I used to be, it almost broke me and all of us.

What is your favorite shot or sequence?
Oooo that’s hard. Probably the Frozen Girl shot if I had to pick. There is so much going in there, countless coloured flashing lights that my VFX team had to hand match frame by frame, a true one-take (no VFX stitches) hand held camera with absolutely zero real ice on the day. It’s soooooooo good.

What is your best memory of this film?
Receiving the critters memo on our call sheet in our first week of night shoots in NOLA: “Tonight there will snake wranglers, alligator wranglers, bee and wasp wranglers to help with the many many many snakes, alligators bees and wasps that live at your location. The mosquitos are terrible too but you’ll have to wrangle those yourselves.” Classic. I grew up in tropical Far North Queensland and this was extreme even for me.

How long have you worked on this film?
2 years.

What’s the VFX shots count?
1’000.

What was the size of your team?
200-250ish probably?

What is your next project?
Hiding in the US Virgin Islands not thinking about VFX for a bit. Gotta rest the mind, body and soul. Living in NYC in 2020 has been….challenging. We love that city to bits but need some ocean vibes.

A big thanks for your time.

PROJECT POWER – BEFORE & AFTER VFX – NETFLIX

WANT TO KNOW MORE?
Framestore: Dedicated page about PROJECT POWER on Framestore website.
East Side Effects: Dedicated page about PROJECT POWER on East Side Effects website.
Outpost VFX: Dedicated page about PROJECT POWER on Outpost VFX website.
Netflix: You can now watch PROJECT POWER on Netflix.

© Vincent Frei – The Art of VFX – 2020

ENOLA HOLMES

Don’t miss this excellent trailer for ENOLA HOLMES!

The VFX are made by:
Mr. X
Host VFX

The Production VFX Supervisor is Michael Bruce Ellis.

Director: Harry Bradbeer
Release Date: September 23, 2020 (Netflix)

© Vincent Frei – The Art of VFX – 2020

THE OLD GUARD: VFX Breakdown by Milk Visual Effects

Milk Visual Effects present their work on the Netflix action movie, THE OLD GUARD in the VFX Breakdown (click on the picture below to watch it):

WANT TO KNOW MORE?
Milk Visual Effects: Dedicated page about THE OLD GUARD on Milk Visual Effects website.
Sara Bennett: My interview of Overall VFX Supervisor about THE OLD GUARD.
Netflix: You can watch now THE OLD GUARD on Netflix.

© Vincent Frei – The Art of VFX – 2020

PERRY MASON: VFX Breakdown by Digital Domain

Digital Domain shows us how they recreated the Los Angeles of the 30’s for the HBO series, PERRY MASON:

© Vincent Frei – The Art of VFX – 2020

TENET

Here is the final trailer for TENET!

The VFX are made by:
DNEG (VFX Supervisor: Andrew Jackson)

Director: Christopher Nolan
Release Date: August 26, 2020

© Vincent Frei – The Art of VFX – 2020

PERRY MASON: Justin Ball – Overall VFX Supervisor & Second Unit Director – HBO

Last year, Justin Ball explained his work on THE CURRENT WAR. He then worked on NIGHT SCHOOL, THE OA PART II and UNHINGED.

How did you get involved on this show?
Initially I was contacted by the Co-EP Aida Rodgers when the scripts were first coming across her desk. I had just worked with Aida on THE OA Part II and we were discussing how to pull off 1930’s LA in the current state of the city. Los Angles has changed so much in the last 90 years. You can find slivers that are still period, but they are few and far between. I was asked to join the show at the time, but had to pass due to timing as I was just finishing THE OA in Los Angeles and needed to take a break back home in Atlanta. I consulted on it briefly in pre-pre-production.

How was the collaboration with the showrunners and the directors?
Fantastic! When I rejoined the project in October I was joining a team of familiar faces from previous shows. From Aida and her production team from when I was on THE OA, Pete Feldman from back on TRUE DETECTIVE Season 1, and Tim Van Patten from BOARDWALK EMPIRE. It as a bit of a who’s-who of my projects from the past decade. Deniz was fantastic as well. Her episodes were a little pared down for our work, so it was pretty straightforward to just let her shoot what she wanted and discussed her creative desires. A member of my team was always on hand to help guide her through any issues she came across, but as we were wrapping our heads around the look and history of the show, we rolled it into her episodes.


What was his expectations and approach about the visual effects?
Tim’s an old hat at this kind of world building. From THE PACIFIC to BOARDWALK EMPIRE to PERRY MASON, he knew what he was after and looked to us to help supply it. Tim is used to the constraints of VFX at times, but as a good filmmaker he does not want to be confined by them. We could easily discuss the plusses and minuses of various approaches and how to pull things off, and he’s a very good listener. But he’s also very good at expressing where he does not want to be limited and we wanted to give him that freedom. I think the results were pretty successful. His main note for us on the show was “Oil derricks, I want to see a lot of oil derricks.” So we ventured to stick those everyplace the history justified it. Other than that, he really just lets us play and do what we felt was needed. We would have a few course-corrections in conversations and reviews with Tim and David Franco the DP, but pretty much we just ran ourselves.

How did you organize the work with your VFX Producer?
After coming off one of my previous shows where I both Supervised and Produced, I knew on this one I wanted to focus on the needs of the creative. I brought Bruce Franklin in after a few phone discussions and a long conversation over coffee and felt he would be the guy to help me wrestle this project to the ground. We shared an large office; As I worked though the creative issues and challenges to the show I could express my desires and the desires of the creative team so we were always on the same page of where the project was going and how we were going to handle it. I had to have a bit of a crash course in 1930’s LA and the scripted locations. I spent weeks digging through the art department research and doing my own research to fully understand the locations we were portraying and what they looked like in 1932 specifically. I let Bruce handle the rest. He was able to take in everything I was sharing with him and plan accordingly as we adjusted the scope and needs for the show.

What was the biggest challenge in recreating the Los Angeles of the 1930s?
I’d have to say the research and doing our best to get it right. I spent a lot of time scouring the internet and the books in the art department to wrap my head around the look of the time. LA was such a rapidly changing and expanding city then, even still dealing with he throws of the great depression it was a city on the move. LA does not just take down a building and add another in it’s place; It levels mountains. The topography of that city is very very different from what it was back then. It’s so different from our current landscape and what we could photograph, or even stand on a location and imagine. So it took a lot of work to do it justice.


Can you explain in detail about the creation of 1930 Los Angeles?
Well, the locations department and production design teams I had worked with before previously on THE OA. So we were already very familiar with each other after working on that project for many months in a few different cities. So they knew my approaches and concerns, and we knew how to communicate. So that was HUGE. My ramp-up on the project was very short, and really was thrown into the middle of it. So I was playing catchup quite a bit. I was able to get big downloads from those teams efficiently and could really dive in. The great part is we were able to get in sync pretty early. I knew the constraints the production was under, and we could offer solutions easily that could expand our world. There are so many modern elements in Los Angeles, it’s rather difficult to find a frame that you do not have to fix. My team was able to provide aesthetic solutions to issues as we were scouting and trying to figure out how to stage scenes.


What was your main source for the references and inspirations?
Photographic research. Thankfully photography was pretty common at this time, so there was visual information. Dating images on the other hand to be specific to our year in the story was more of a challenge. Los Angeles was changing so rapidly during this time, so with our desire to be as accurate as possible it was a challenge to decipher the specific ages of things we were looking at.

As always with research like this you can look at the same images over and over, and as you wrap your head around the locations and learn more of the details you begin to see more and more that maybe you glossed over previously. Maybe one day you clue into a detail that you never noticed before in relation to a totally different shot or scene, and then you go back and review the other photos and find that it’s there too. It was a bit of a never-ending discovery. I loved it.


Where was filmed the various parts of the show?
We shot all over Los Angeles and Ventura Counties, from Long Beach to San Pedro, up to Lancaster and Acton and Piru. It’s hard to really imagine how underdeveloped LA was at that time. Downtown LA had some big buildings like the courthouse, but other than that they were pretty short, and the area that it all covered was pretty small. If you headed out of downtown it tapered off pretty quick. Wilshire Blvd was just plans for housing developments. Most of LA was oil fields. One of my favorite images of the time was this image of an oil derrick in the center of La Cienega Blvd at the corner of Beverly blvd. Just in the middle of a dirt road. It’s all changed so much. So we had to go far out of town to find areas that could be the lesser developed portions of LA at the time.

So for places like Central Ave where Officer Drake walks the beat, the production went down to San Pedro where they found a stretch of buildings that were all 1-3 stories. We then removed anything tall or modern that got into frame. We also added a lot of artwork to buildings. Signage painted on the sides of buildings was a big thing back then. So I spoke with Johnathan Goldsmith the Production Designer and expressed all the sets and locations I would like to add wall-signage or billboards. His team then provided with various cleared options we could use per the specific sets and locations across the 8 episodes. It was a great process.



Can you tell us more about the creation of the Angels Flight environment?
This was an interesting challenge on many fronts. The main one being that the Angels Flight does not exist anymore; at least in it’s original location. In the late 60’s it was dismantled and moved from it’s original location next to the 3rd street tunnel in Los Angeles’s Bunker Hill. It was reassembled in the early 1990’s about 2 blocks away. This was to preserve the history of the Funicular train, but to make way for high-rise developments in the area.

So while production had an operating Angels Flight train car, they had nothing else. And to make matters worse, they were limited to filming only at the bottom of the flight on Hill St. The filming angles and opportunities were very limited. David Allen was hired on the VFX team to help build a pre-viz / tech-viz model of the original Angels Flight location which helped serve to build a shot plan. The production also had storyboarded the sequence. Production erected a very limited amount of set pieces near the base of the flight to help with the backdrop for scenes at the bottom both day and night, but this was a very limited build. VFX extended everything else around it.


The top of the flight was a different story. Production was not allowed access in California Plaza at the top of the flight in it’s current location. So the production had to build a ticket booth set piece in a nearby parking lot surrounded by green-screen and VFX did the rest. This was mainly seen the opening shots of the series. All the shots inside the office and hotel rooms were filmed on location with green screen outside the windows.

Once shooting was complete we utilized David’s models to build editorial temps and adjust the layout for the sequence. During this process we kept working on and refining the edit. In the end we made some story changes and added additional VFX shots that had to be built fully CG to help the audience get a better sense of the world. As viewers we were being dropped into this location and we needed to get some sense of the location and environment.

Understanding Angels Flight in 1932 was a challenge. Night-time photography of the location was limited. We had to do a lot of research to really get a sense of it in 1932. The look of the signage, the lights, clotheslines etc. There was a lot of of that world we had to build. While it was limited in scope there was a lot of detail to get in there.

How did you approach and create the various driving comp shots?
Actually there is only one sequence in the show, in Chapter One that has a blue screen driving rig. Everything else was practical. We ended up having to shoot this driving work near the end of our schedule due to some complications. Initially we had been planning to film the plates for this sequence along the roads leading to the Griffith Observatory for Mulholland drive. But as it turned out the car that was Chubby’s car in that scene had been shipped to India for the time being. Without that, I decided to forgo the plate shoot and spend the time building the environment CG. I enlisted the team at Crafty Apes to pull this off. We had photo surveys of the car and I showed the Crafty team the night scout plates we had shot for the sequence. They built the rest.


There is a big sequence during the World War 1. Can you elaborates about your work on it?
Ohh yes, this was one of my favorites. There was lots and lots of work to be done here. The production had filmed an elaborate sequence at a location called Mystery Mesa in Santa Clarita, where they were able to dig trenches and build a set that they could then film. Being that this location was on top of a Mesa, we had these very interesting backgrounds that were flat running off to the horizon and then just drop off the top of the Mesa and then mountain peaks in the distance. While this background would not really be used in the final shots, it did give us some nice sense of scope and space around our filming area.





It was filmed with lots of atmospheric smoke and explosion effects that really help the scene and the performers in it, but in the end we did replace a lot of that to up the scope and look of the sequence. Once the edit started to take shape we pushed to get this set of sequences into production, knowing the prep (roto/paint) timeline on these would be very long. This was one of the first bits of work that was green-lit for VFX on the show. At this point I began a deep dive into the history of this location, the story points of the specific battle and the division of the Army in which Perry was a Captain. After a few days of research I was able to dig up some great photographic examples of the specific battle field that Mason was on, the orientation of the trenches to the town of Montefacone where the battle took place. I then wrapped up all of this material and sent it over to Michael Shelton and the team at Pixomondo. We had a few calls discussing what I was after creatively, but the photos really drove the conversation and then we let Michael run with it. The results I think are fantastic. We ended up working in every shot of those scenes adding smoke, blood, men, explosions, flying debris, tracers, hill-sides, you name it. It was all worth it.






How did you handle the challenge to create animals for only few shots?
The only animal we created for the show was the Humming bird that was seen in episodes 3 & 4. This was due to obvious performance/filming limitations. This work was done by Crafty Apes. They did a lot of research into a “Period Correct” southern California humming bird that would have been in LA at that time.

Can you tell us more about the ocean creation?
Sure, this was a total one-off that Tim had the idea for on the day of filming the performance scene with Sister Alice. He was very nervous about it as it was a bit of a departure from the look and style of the show.

Once filmed we had David Allen start working up temps of the camera move in house. We found that we had to rebuild the boat a bit during the close portion of the shot, and even then Tim was never really happy with the amount of rock and roll that was in the original boat plate. He always wanted to be more wild with bigger swings so that we could illustrate that she was in troubled waters. Once David had worked out a timing within the edit for the camera move and had slogged a temp water sim, the idea was floated to the producers of the show. They loved where it was going. We then took our temp for timing and sent it to Crafty Apes to review. They were excited for the shot. They knew that it would be a bit of a stretch for them, but felt up to the challenge.

One of the big issues in the shot was that we needed more action out of the boat performance. We knew that we would need to add the boom, mast, rudder and sail, but Tim never felt that he had the violent action to the boat. So we re-built the boat as well so that when the camera was high enough we could take over the boat action and re-project Sister Alice in the boat. Crafty spent a good bit of time working to get the ocean right to how Tim was wanting it to feel. It was a delicate balance as he was after big vertical swells as if she was on 30 foot waves, but because the camera was doing a straight pullout, it would cause the camera to appear to stall on the move due to the height change on the boat. It took a while to get that working right. In the end they did a great job with it. My team and theirs were very pleased with the results.

How did you enhance the crowd shots?
This was an interesting one. Due to filming constraints and the amount of time that could be spent at the location there was a major limit to both the crowds and the approach. Tim and the production did not want to be limited in how they would play the cameras those days, so in the end the decision was made to go with a largely digital crowd, and some of them get quite close to camera. Due to these constraints we really had to jump in with both feet. We did multiple scanning session and performance capture sessions to get the details right. Integration in the hazy environment was quite a challenge along with the characteristics of the Anamorphic lenses we were shooting with. We iterated a lot on those shots, but Pixomondo and Michael Shelton’s team did amazing work there.



How did you choose the various VFX vendors?
I spend a great deal of time picking vendors for shows. It’s not always driven by the numbers for me.
I’m not opposed to having vendors really stretch themselves for work they’ve never done before. It does not matter to me if it’s on their reel already or not. Of course, a proven delivery is always nice to have, but a healthy fear and respect for the subtleties and challenges of a shot goes a long way. I can look at a reel and see where teams are going and their understanding of looks and ideas. When I arrived on the show I already had some ideas on who I wanted to work on the show based on the aesthetic of the DP and Tim.

One main restriction was keeping the work all in California due to arrangements made by the production for Tax rebates. This helped narrow our search, but also constrained me a bit as I have teams all over the world that I love working with. In the end we had 5 Vendors:


How did you split the work amongst these vendors?
Digital Domain – They handled most of the Downtown Los Angeles Environment work and Oil Derrick work, including Angels Flight and the Siedel Killing Fields in Chapter 7.

Pixomondo – They handled the WWI sequence and the interior Radiant Assembly of God crowd sequences. Along with that they did the hair replacement shot in Chapter 1 and added bruising to Emily’s face in Chapter 5.


Crafty Apes – They were our swing team handling all sorts of one-off CG builds and medium work. Including all the signage on the outside of Radiant Assembly of God and downtown LA, the Ocean, Mason Farms Airfield, Humming Birds, Desert Casino, Exterior Courthouse, Devils Gate Dam, and the environments for the driving sequence.

Lola – Provided the de-aging work on Birdie along with environmental work in the opening of Chapter 7.

Teamworks Digital – They were the cleanup team. Providing a lot of the modernity removal and paint work for the show.


Can you tell us more about your collaboration with their VFX supervisors?
Well, of course it was great. That’s part of the picking process, getting to know who’s on the other side and making sure they click with you and get your ideas.

Mitch Drain and the team at Digital Domain (DD) were amazing. DD had a large task in front of them building the Angels Flight environment. We all did a lot of research and then would discuss on the phone or in the offices at DD. Mitch was great because as I would continue to find new reference images I would just shoot them over to him and we would incorporate. He was super into the creation of the Angels Flight environment and did lots of his own research to really get it right.

Michael Shelton and the Pixomondo team were true partners in this process. They had a very steep hill to climb and they nailed it. Early on I expressed my concerns about the work I was looking to send their way and the nuance and subtle challenges they would face especially with the crowd sequence. They had a healthy fear of the work in front of them, and were never too cocky about pulling it off. I’m never opposed to seeing work early in rough broad strokes terms to review how it plays in the edit and to adjust and make creative editorial changes. Michael understood this well and was happy to send loose ideas so we could discuss. My team and I would go to their facility and we’d review in their theater. It was amazingly fluid before COVID sent us all home. But even then we did not skip a beat.


Crafty Apes – Chris Kenny was great. I had never worked with him before, but I had worked with Tim and the LA office. I’m a huge fan of Crafty Apes both LA and ATL and the people that they have on their teams there. They never need much steering. We have a few telephone calls and away they go. It’s always a great relationship.

Teamworks Digital – This is Dave Allen’s external company. We had been working with Dave in-house for a long time and kept him on the show doing shots when we were out of production. Dave was on the project from early on and knew all the details and what we were after. It was a super smooth process to have him continue on the show. His head was in the time period. So it did not take much steering, just let he and his team loose.



Which sequence or shot was the most challenging?
The opening sequence for Angels Flight at night in Chapter 1 for sure. Due to the limitations of the photography and location there was so much we had to do a few full CG night shots. Not being able to review the work in the DI with the full grade was also a challenge. Digital Domain did all the Angels Flight work for us, both day and night. We had lots of back and forth regarding the look and the history of the location. We really wanted to get the feel of it right. Very down and out, it was not a glamorous part of LA at that time. It lead up to the Mansions on the top of Bunker Hill, but this area was a little rougher.

Did you want to reveal any other invisible effects?
There’s a very special one on the first episode that hopefully no one clocked. A massive walk-and-talk with Perry and Della in the courthouse, close to two thousand frames. There was a major wig discrepancy that was an issue in the edit. We had to replace her hair for the entirety of the shot. Pixo pulled this off, down to the wire, but they did an amazing job with it. Truly invisible.

Also a lot of the shots at the Perry’s airfield. We did a lot in there to embellish the environment. Adding hangars, extending the runways, adding planes etc. Crafty Apes handled all of that work. I think they did great, I do not think you really clock anything they did.

DD had a face replace of George Gannon in Chapter 1, that one went off pretty well also.

Is there something specific that gives you some really short nights?
Not much really, everything went pretty smooth. The 15 year de-aging of Birdie in Chapter 7 certainly was something I kept a close eye on, but it came through pretty well.


What is your favorite shot or sequence?
World War I is certainly my favorite of them all. But I may also have to just say all of Chapter 2. I think all the work in there turned out beautiful. All the work we did with downtown LA, adding the wires and the small little details. I really think it transformed the footage and made you feel like you were actually there. The ending of that episode is just beautiful. Especially the final shot of that episode, that may be my favorite.

What is your best memory on this show?
Truthfully, the whole show. From the top down it was a great experience. From the creatives we had a lot of trust. We just ran with the show; Offered up our ideas, take our comments and adjust a bit but we were pretty much always in sync with the creative team. Even when we all had to go remote, my team saw the writing on the wall and we prepped for it. I tend to write my own review notes, so it was not much of a change for us. The creative team trusted us to deliver and pretty much let us run with all of our ideas.

How long have you worked on this show?
About 10 months I believe.

What’s the VFX shots count?
I believe in the end we were in the nature of 1550-1600 shots.

What was the size of your team?
There were just about 6 of us.
Bruce Franklin – VFX Producer
Richard Hauer – VFX Coordinator
Jason Sikora – VFX Editor
Ahmed Sabir-Calloway – VFX PA
Martin Hall – On-Set VFX Supervisor
David Allen – In-house VFX Previz / Techviz – Later moved to out of house artist.

What is your next project?
Nothing currently booked. Just wrapped this show recently, so taking a break and seeing what’s all going to happen with the new normal.

A big thanks for your time.

© Vincent Frei – The Art of VFX – 2020

TOGO: VFX Breakdown by DNEG

Let’s get some fresh air in Alaska with this VFX Breakdown featuring the work of DNEG on the Disney+ film, TOGO:

WANT TO KNOW MORE?
DNEG: Dedicated page about TOGO on DNEG website.
Raymond Chen: My interview of Raymond Chen, VFX Supervisor at DNEG, about TOGO.

© Vincent Frei – The Art of VFX – 2020

MARVEL’S AGENTS OF S.H.I.E.L.D.: VFX Breakdown by Digital Domain

Digital Domain has released this VFX Breakdown about their work on the final season of MARVEL’S AGENTS OF S.H.I.E.L.D:

© Vincent Frei – The Art of VFX – 2018

EUROVISION SONG CONTEST – THE STORY OF FIRE SAGA: VFX Breakdown by Mr. X

Come have a look at the visual effects work made by Mr. X for the Netflix film, EUROVISION SONG CONTEST – THE STORY OF FIRE SAGA:

© Vincent Frei – The Art of VFX – 2020

CURSED: Steve Murgatroyd – VFX Supervisor – Freefolk

Steve Murgatroyd began his career in visual effects more than 23 years ago. He has worked on many films including GLADIATOR, BLACK HAWK DOWN, DIE ANOTHER DAY and THE ALIENIST.

What is your background?
I studied fine art and started making video installations in my final year. Through that I was introduced to a couple of pieces of Quantel kit and started compositing different elements together in my work. And with this laughably limited exposure I was able to land my first job in VFX as a junior compositor.

How did you and Freefolk get involved on this show?
We knew Dave Houghton – CURSED VFX Supervisor from his early years at The Mill and had a lot of mutual respect for one another. We had also, quite recently, completed a large number of shots for Rebecca Vujanovic on THE ALIENIST, for which we won an Emmy, so I guess they both knew we would put maximum effort into every shot and be nice people to work with.

How was the collaboration with the Showrunners and VFX Supervisor Dave Houghton?
I think it worked really well. Whilst still at Langley Studios Harin Hirani (CG supervisor) and I made several visits there to help supervise bits of filming, when Dave was shooting elsewhere and to have various meetings to discuss concept work on our sequences. Including one with the legendary Frank Miller, which was obviously special. After shooting, Dave and Bek were literally camped in the building next door to us in Wardour Street. This made it very easy to get feedback.

What were their expectations and approach about the visual effects?
As you’d expect on such a visually rich show as CURSED, the expectations for the VFX were very high. There were so many elements imagined by the writers that were simply impossible to realise in camera and it was our job to create all these wonderful and varied components.

How did you organize the work with your VFX Producer?
Meg Guidon and I had known each other for many years but never actually worked on a project together, so it was lovely to do this one. We worked very closely on the bids and with getting the crew together at the beginning and throughout and Meg did most of the communication with Bek and her production team.

What are the sequences made by Freefolk?
We worked on a fair number of sequences but I guess the the stand out ones in terms of volume of work would be the Merlin storm sequence and the Fey camp, which appeared in two episodes and of course the Fingers of Airimid.

Can you elaborate on the design and the creation of the Fingers of Airimid?
As they were quite an integral part, visually, of the power of the Fey, it was very important for Tom and Frank and the directors to get these absolutely perfect. There was an initial concept design which was rather decorative (and I really liked) and then there was a prosthetic made, which we were initially asked to copy. Then we tried out a fair number of different designs before eventually settling on two, each depicting a different mood, either magical or angry. Once we got going on them though, it became a bit of a production line and we sailed through them.


Did you receive specific indications and references for the Fingers of Airimid?
Yes, the concept and prosthetic I mentioned above though the design evolved considerably through iterations before arriving at the final look.

How did you handle the challenge of the matchmove with her face?
We assessed each shot individually as to how we would approach the tracking. If there wasn’t too much parallax in Nimue we would try and use vector tracking as it gave you a lot of the subtle skin movement around the mouth and neck that would be impossible to get otherwise. For shots where Nimue turned her head a lot, we used geometry tracking and then for some of the more difficult shots it was a combination of both techniques as well as some manual work.


Can you tell us more about the animations of the Fingers of Airimid?
Initially the growth of the fingers was designed using some procedural growth patterns in Houdini and using the generated textures as displacement maps. Then to make the process more flexible and streamlined we moved the whole workflow over to Nuke. In Nuke we were able to manipulate the composition of the design; change the speed and intensity. We would then use the generated maps from Nuke to render out some displacement effects on face geometry in Maya to give us the 3 dimensional look.

There is an impressive sequence when the Weeping Monk is in the middle of a burning forest. Can you explain in details about its creation?
The Monk himself was shot against a green screen, so the entire environment that you see was created in CG. Harin Hirani – Freefolk Head of CG explains: We started by building a forest around the Monk composed of standing trees, fallen trunks, patches of grass and shrubs – designed in such a way that it would give interesting silhouettes against the fire we would be creating. We extended the live action camera in order to create a contra zoom effect as the Monk is revealed and animated a Moonwing creature in the foreground that gets slashed by the Monk’s sword stroke and also some background Moonwings falling in flames from the trees. All of the geo was exported from Maya to Houdini where we did all the FX elements. The final rendered elements were then comped in Nuke.


How did you handle the fire and the various FX simulations?
The challenge for us was how we would work with a shot that was 40 seconds in length. Fire and smoke effects are time consuming in nature due to the time it takes to simulate – and the sims generate a huge amount of data on such a long shot. We therefore broke the effects down into smaller chunks that we could loop over the course of the shot without that process being noticeable. This allowed us to iterate quicker when we were developing the look of the fire. We still amassed 16TB of sim data as we had multiple elements such as fire, smoke and embers.

Can you elaborate about the creation of the full CG Fawn?
This was very much Harin’s baby – creature work being his absolute favourite discipline. We were given an initial reference image as to the age and look of the fawn required for the shots. We also had a taxidermy reference fawn. We needed to base our CG fawn on this, as our CG shots needed to cut with some fully live action shots using the real carcass prop. zBrush was used to create the initial model and internal elements such as the skeletons and muscles. We then developed a muscle system in Houdini as we were unsure how much movement would be required for the sequence and felt the full musculature would be needed to give us the realism we were after. Yeti was then used for the groom process.

How did you create the Pendragon castle?
We created the tower where Merlin and his spell chamber exist and for this we simply extended the Lidar taken from the set.

Merlin is doing a ceremony on the top of the castle. How did you create the storm and the ocean?
The stormy water was created using a combination of procedural spectral patterns and a flip fluids solver inside Houdini. Flip fluids were used in the foreground areas where the water needed to interact with the coast shoreline where we could generate foam and spray as the waves hit the rocks.

The clouds themselves were created using procedural geometry and then simulated as fluids in order to get a rolling effect. With varying levels of detail depending on distance to camera. Rain FX and mist passes were also created to add depth and atmosphere to the storm.


Did you use procedural tools for the storm and the lightnings?
One of our FX artists created a lightning bolt tool in Houdini which allowed us to art direct the design of the lightning bolts. The tool allowed us to position the start and end points, as well as control the number of branches and thickness. We would then use these bolts as geometry lights that could illuminate our volumetric cloud sims internally giving us realistic looking lightning patterns within our clouds. We could then animate the lighting, switching on and off in the compositing software.


Can you tell us more about the other environments you create?
One of the bigger environments we created was for the Fey camp. We had a Lidar scan of the set build and used this, as well as extending the set in large areas in order to create a vast gorge-like cavern that extended high into the air. We then dressed the environment with 3D moss and foliage and populated it with live action sprites and CG elements – like the Moonwings flitting across the gorge.

Which sequence or shot was the most challenging?
The Weeping Monk sequence was tricky because of its length and rendering time but the storm sequence with Merlin was challenging because of the number of different angles we had to cover, We never had any specific background footage for the cliffs and landscape but we were determined to match the daytime shots of Pendragon Castle, created by another post house. We analysed some drone footage that Dave had managed to capture between shots and was able to create our own, matching shoreline from this.

Is there something specific that gives you some really short nights?
I always; touch wood – sleep really well and was only ever really worried about the Weeping Monk shot. Not because I didn’t think we could deliver what was discussed but because I always feared we wouldn’t be able to deliver the shot in time, if people changed their mind about what they wanted from it. Fortunately, that didn’t happen.

What is your favorite shot or sequence?
The introduction of the Weeping Monk in the burning forest is by far my favourite. Partly because it had the difficult task of being required to be both graphic to Frank Miller’s demanding eye and also realistic, and partly because I know what a huge effort it was to realise this almost completely CG, 40 second shot.

What is your best memory on this show?
I don’t know if it’s my best but I think I’ll always remember having to finish the show in Lockdown. It should have been more difficult than it was but our amazing line producer, Giacomo Sotgiu, was so on it. He stuck to a rigid routine of rounds and dailies (using video of course) and it all ran so smoothly – I was really impressed!

How long have you worked on this show?
I think we did about 9 months on CURSED.

What’s the VFX shots count?
I think we got close to 200 but that doesn’t give a true account of our work because we had so many long shots.

What was the size of your team?
It was constantly changing, but on average we had 2-3 Houdini artists, 4-5 Maya and 6 Nuke compositors, along with myself, CG supervisor Harin Hirani, the production team and one dog named Finix.

What is your next project?
We’ve already completed our next project! Done almost entirely in Lockdown which was THE THIRD DAY. A HBO/Sky production starring Jude Law. We’ve been bidding (and rebidding because of social distancing restrictions on shooting) on a few projects but like many people are waiting for shooting to restart.

What are the four movies that gave you the passion for cinema?
As I mentioned earlier, it was through using digital compositing techniques in my own work that I came to be working in VFX but films have always inspired me and continue to. Just recently I stumbled upon APOCALYPSE NOW on TV and was instantly transported back to the very first time I watched it, projected in an art house cinema, when I was still a student. The level of craftsmanship involved in creating some of the helicopter scenes was both mind boggling and awe inspiring. And I think what is wonderful about filmmaking is that, although it is undeniably the most collaborative medium, you can so easily appreciate a film for all or just one of it’s disciplines. KIND HEARTS AND CORONETS is one of my favourite films simply because of Alec Guinness’s performance as nine members of the same family. I’ve sat through far too many Marvel movies because I have two boys (thirteen and ten) I find them very formulaic but it’s impossible not to be impressed with the Marvel Universe and the quality and sheer number of visual effects shots required to pull it off. Alfonso Cuaron’s GRAVITY, justifiably swept the boards at the Oscars and because of what I do I was understandably impressed by the VFX but it is probably the utterly brilliant sound that I will most remember it for.

In lockdown, my family and I recently had our own little Christopher Nolan festival. It was very much by accident, searching for films that would be suitable and entertaining for me, my wife and the boys. We watched DUNKIRK to mark the 75th anniversary of WWII, INTERSTELLAR as it seemed rather pertinent with the sense of impending Covid 19 doom and INCEPTION because, well I can’t quite remember but what I do remember is trying to work out why these we’re all so successful pieces of filmmaking. Christopher Nolan is obviously a huge part of it but I guess it comes down to the fact that he managed to assemble so many good talented people, doing their job to the best of their ability. And that’s always something to get impassioned by.

A big thanks for your time.

WANT TO KNOW MORE?
Freefolk: Dedicated page about CURSED on Freefolk website.
Dave Houghton: My interview of Dave Houghton, Overall VFX Supervisor.
Netflix: You can watch CURSED on Netflix now.

© Vincent Frei – The Art of VFX – 2020