Ahsoka: VFX Breakdown by Rising Sun Pictures

Let’s have a look at the variety of the work from living dead stormtroopers to lightsaber duels made by the Australia-based studio Rising Sun Pictures on the Star Wars series, Ahsoka:

Click on the picture to watch the reel.

WANT TO KNOW MORE?
Rising Sun Pictures: Dedicated page about Ahsoka on Rising Sun Pictures website.

© Vincent Frei – The Art of VFX – 2024

Indiana Jones and The Dial of Destiny: VFX Breakdown by The Yard VFX

Let’s have a look at the environment work made by the France-based studio The Yard VFX on the film, Indiana Jones and The Dial of Destiny:

WANT TO KNOW MORE?
The Yard VFX: Dedicated page about Indiana Jones and The Dial of Destiny on The Yard VFX website.

© Vincent Frei – The Art of VFX – 2024

Aquaman and the Lost Kingdom

Here’s a brand new featurette for Aquaman and the Lost Kingdom!

The VFX are made by:
Cinesite (VFX Supervisor: Rebecca Manning)
DNEG (VFX Supervisors: Stuart Lashley, Lee F. Sullivan)
ILM (VFX Supervisors: Ivan Busquets, Anthony Smith)
MPC
Scanline VFX (VFX Supervisor: Julius Lechner)

The Production VFX Supervisor is Nick Davis.
The Additional VFX Supervisor is Kelvin McIlwain.

Director: James Wan
Release Date: December 22, 2023 (USA)

© Vincent Frei – The Art of VFX – 2023

Ferrari

Here’s a brand new featurette about Ferrari:

The VFX are made by:
MPC
Ingenuity Studios
Savage VFX

Director: Michael Mann
Release Date: December 25, 2023 (USA)

© Vincent Frei – The Art of VFX – 2023

Ahsoka: VFX Breakdown by Important Looking Pirates

Don’t miss this VFX Breakdown featuring the variety of the work from exotic environments to lightsabers duels made by the teams of Important Looking Pirates on the Star Wars series, Ahsoka:

© Vincent Frei – The Art of VFX – 2023

Nyad: Jake Braver – Production VFX Supervisor & Second Unit Director

At the beginning of 2023, Jake Braver explained the visual effects work on The Pale Blue Eye. Now he’s back with a new Netflix film, Nyad, and some very different challenges.

How did you get involved in this project?

I was finishing up another movie for Netflix and they asked if I was interested in reading the script and meeting with the directors. I said yes right away, as I’m a big fan of Chai and Jimmy’s nonfiction work. We had a long first meeting and got on very well.

How would you describe the collaboration between yourself and directors Jimmy Chin and Elizabeth Chai Vasarhelyi?

I loved collaborating with Chai and Jimmy. Jimmy & Chai spoke a lot about how the water needed to be the third character, that it was both Diana’s companion and greatest challenge. As this was Chai and Jimmy’s first narrative movie, they had very little VFX experience, but trusted in what the scope of the VFX work needed to be for the story. I always started with real world reference to begin any creative conversation.

I’ll also say its impossible to talk about creating with the directors without talking about Editor, Chris Tellefsen. I would say this project required more than the usual commutations & collaboration between editorial and VFX and Chris was a great partner and collaborator.

(L-R) Director Jimmy Chin, Jodie Foster as Bonnie Stoll, director Elizabeth Chai Vasarhelyi and Annette Bening as Diana Nyad on the set of NYAD. Cr. Kimberley French/Netflix ©2023

How did you organize the work for the VFX Producer on the film?

Julia Frey started with me, broke things down and took care of initial awards, but when the schedule extended she had to step away for a prior commitment so Fiona Campbell Westgate came on right as things started really started getting going.

Anyway we cut it, we knew there would be a lot of shared assets and shots between vendors. The scope of simulation was massive for a movie of this size, so we kept an eye on workload for each water vendor (Weta FX, DNEG, and Scanline VFX) and had great vendors like RISE, Phosphene FX, and Folks VFX take on the heaviest non-water work.

How did your position as Second Unit Director help you with the VFX work, if at all?

I think both roles inform each other. Both require getting into the directors’ heads, understanding their creative intent, and then building on that, be it in the CG world or the real world. Trust built with the filmmaking team on the VFX side always translates well to 2nd Unit work and vice versa.

How did you choose and split the work amongst the vendors involved in the project?

These days it really comes down to capacity. Luckily, the stars aligned with DNEG, Scanline, and Weta FX. Our other vendors were also vendors Fiona or I had worked with before and were lucky to have onboard.

DNEG: The first two swim attempts in the movie, including the falling stars hallucination, and lots of the larger asset builds. In DNEG’s swims the water was going against Diana and had to turn on Diana and push her around quite a bit.

Weta FX: Diana’s long final swim attempt when the current of the ocean was with her, including all the sharks, and lead up to the beach in Key West.

Scanline: The Storm, Diana’s training swims, Taj Mahal hallucination, and Diana’s arrival in Key West.

RISE: Both of the long scenes on the dock in St Maarten and some other assorted shots

Phosphene: All the driving comps, L.A. set extensions, and some additional comp work.

Lola VFX: Enhanced Diana’s swollenness and her jellyfish stings, and a special scene, where we deaged Annette and replaced Diana watching herself with Annette’s face and performance.

Folks VFX: Lots of assorted comp work, some graphics, and some cleanup work.

Cadence Effects: Had this large, fiddly, and daunting task of not only designing the flashback look and archival looks, but implementing them on over 17 different source formats from 3/4 inch tape to MiniDV and GoPro, they also helped with some of the graphics builds. 

Studio 8: Cleanup work.

Proof: Handled all our visualization needs.

Can you describe what it was like to shoot on water?

Not really! Most all the water work, except for some of the drone shots, was shot in the tank at Pinewood in the Dominican Republic. That isn’t to say the tank didn’t have its challenges, it did, but it would have been nearly impossible to make this movie in the open ocean. Shooting in the controlled environment of the tank allowed Annette to be in the water swimming for most of the shooting day in a way that just would never have been possible in the ocean.

Can you elaborate on the VFX work in the water sequences?

The biggest thing VFX had to bring to the movie was getting it out of the tank and into the ocean. In real life, Diana faced punishing currents and the ocean was a pretty brutal place. None of that danger could exist in the plate photography for obvious safety reasons, so 98% of the water around Diana is replaced in virtually every shot of the ocean. The goal was to bring life to the tank so it looked like like the open water.

During production there wasn’t a helpful liner or wave machine in the tank to make meaningful waves. The boat wasn’t on a gimbal, and Annette had to act like she was being pushed around by the current— that meant her performance wasn’t just about dialogue, it was a really physical performance that she trained a long time for. Our job was to make the water seamlessly match it.

The story necessitated that the current of the ocean move both against and with Diana at varying intensities.

What were the main challenges of working with water?

Water shows are hard. They’ve gotten easier, but there are still so many challenges from the practical—long renders and rerunning simulations, to technical— the intense amount of close up interaction with actor performance and the progressive nature of certain simulations.

We put several hundred shots through layout with 4 different fully rendered ocean variants in a systematic and controllable manner. We could then pick what worked for the story and Diana’s performance in the tank on a shot by shot basis.

There are lots of movies that have CG water and tank extensions, but we really couldn’t find another film with the conundrum of someone next to a boat and in the water who couldn’t be replaced. Everything had to be built around Annette’s performance and had to be photorealistic.

I was really lucky to have a cadre of supervisors who were water show veterans in Mohsen Mousavi (DNEG) Chris White (Weta FX) and Dann Tarmy (Scanline). Each vendor had their own pipelines and processes, the only thing we really unified was the way all the elements were presented to the directors.

How did you handle the impressive storm sequence?

Scanline’s Dann Tarmy and I looked at lots of references and found two that really spoke to the conceptual ideas. Our goal was for it always to be crazy, but believable that Diana was swimming through the storm.

There was an initial phase where we really had to test what would work with the plates. I remember the first time I showed the test to the directors, they were pretty gobsmacked. We ended up pulling back from that a bit in terms of intensity because not even Diana could have weathered that storm.

Scanline really broke down the storm into a. Full cg shots b. Underwater and 50/50 shots c. Above water d. Shots on the boat. We saw versions of key shots for each of those shot types pretty early on and that was really helpful to make sure the sense of danger matched among them all.

Some of the film is set at night. How did the nighttime setting of these scenes affect your work?

Claudio Miranda and I always wanted the boat to be the brightest thing in the ocean. We really wanted to play things naturally; the lights on the boat, the red LED lane, and the moon as the only sources of light. Even in the HDR grade we made sure the sky never got too bright at night.

I think the largest night time challenge was making transparent jellyfish visible. We ended up leaning quite heavily on the red light from the lane, and increased their surface area in the animation so they just had more surface area to bounce light around.

Can you provide details about your work on the sharks in the film?

We started with National Geographic reference, as Chai and Jimmy wanted to stay close to real shark behavior. Chris White and I discussed that the sharks purpose was really about the scariness of the open ocean, and emotion was our primary goal. Lots of movies have done big shark sequences but our goal was to keep the audience with Diana’s fear and reliance on her team to help her.

Weta’s Animation Supervisor, Anneka Fris, really understood this and we tried to make the shark anim disturbingly erratic. She had some truly excellent ideas that really helped the sharks feel natural and scary.

During the film, Diana experiences various hallucinations. What references did you use for these visions?

It was a very exploratory process and one of the first things I really dug into with Jimmy and Chai. We knew we wanted the hallucinations to have visual commonalties and be really arresting. DNEG’s Art Dept did the initial concepts for both hallucinations concurrently to visualization happening with Proof. We tried many ideas that didn’t work— they didn’t strike the delicate tone we were looking for . Once we started to find a color palette and a design for the shots that felt a bit trippy, we knew we were onto something.

Eventually Scanline took over the Taj Mahal, and started to figure out what scale we could build at that felt both intimate and massive all at once.

Can you elaborate on the design and creation of the beautiful lights she hallucinates?

There are only so many things could fall from the sky that fit the bill, so we looked at references of things like meteor showers, fireworks, northern lights, and arctic fog. The video that we really keyed in on was a FPV drone filming fireworks- the reference showed the hot core of the firework and the fall off of the trail and smoke. Once we had art we liked, we did some FX tests before starting to block the shots.

How did you recreate the Taj Mahal?

Listening to Diana talk about her real hallucination of the Taj Mahal, you get a sense of how delirious she must’ve been. Our goal for the hallucination was to have that same feeling— like a complete break from reality.

The plates were shot to give us a lot of options. Proof did some visualizations and from there we built the disjointed progression of her approach and swim around the Taj.

Can you tell us more about the environment work?

There wasn’t a ton of straight up environment work, most of it was mixed with the ocean work, such as Weta FX’s work on Key West and Scanline’s work on the Key West Beach

The sequence where Diana and Bonnie meet John Bartlett in St. Maarten was the one big environment build. Due to logistical issues, that scene was shot with a very small dock set in the main tank at Pinewood. We shot the BG plates in Hawaii based on a techvis that RISE did for us. RISE built out the environment and integrated their CG build of the dock. We also shot an aerial in Hawaii where we added the boat, and the crew to the CG dock.

They were kind of a sneaky tricky sequences that RISE did a great job with.

Which location was the most complicated to create?

The Ocean!

How did you incorporate the archival footage used in the film into your work?

It was amazing reference to have first and foremost. We were always very careful to balance what was happening in the movie with the archival. It was never meant to be 1:1, so we never attempted to match it.

Are there any invisible effects you would like to reveal?

Outside of the hallucinations, we hope most of the VFX pass the viewer by as they are taking in the movie. It’s rare to have a film come along with so much highly complex invisible effects work and the resources and support from the studio to achieve them. The whole VFX team got a real kick out of reading reviews of the movie that talked about how it must have been a “logistical nightmare” shooting in the open ocean with the cast.

…but one large task that has very much gone unnoticed so far is that there are a substantial number of shots where the boat was unnaturally static in the plate and we fully replaced the boat with a CG version to allow a 3D rocking and then put the actors back onto the boat.

Which sequence or shot was the most challenging for you?

Any sequence where the water was pushing Diana around was a nail biter. Simply because there really was very little in the plate to keep and use, and our fear was that it could get a little uncanny on us. Pretty early on DNEG did a really great version of one of the shots of Diana by the boat. That shot became the bar that all the other shots had to rise to— which is one thing to say, but considering the many variables in each shot…not so easy to do.

What is your favorite shot or sequence?

I really love the scene at the end of the movie with Diana and Bonnie talking in the water. It was really an exercise in having very present and complex VFX but making it disappear, and having the audience feel the movement of the water, but not be distracted by it. I’ve watched that scene many times, and I am still blown away by the performances.

What is your best memory from working on this project?

This was a challenging movie on many levels, but our production side team really made it fun whenever they could, and always brought levity to the tough moments. As far as a specific memory…

I’ve never worked on a project that had rapturous applause before the movie ended during a preview screening. This was the first audience to see the movie and to have them react that way was pretty gratifying. Jimmy and Chai had never done a preview like that before and I remember them asking if that response was normal—and the whole team saying at once “No!”

The mix playback was also a real treat. After spending a year turning the tank into the ocean, it was a great experience to hear what the sound team was able to create.

For long did you work on this project?

All said it was about 16 months

A big thanks for your time.

WANT TO KNOW MORE?
DNEG: Dedicated page about Nyad on DNEG website.
RISE: Dedicated page about Nyad on RISE website.
Weta FX: Dedicated page about Nyad on Weta FX website.

© Vincent Frei – The Art of VFX – 2023

Chicken Run: Dawn of the Nugget

Don’t miss this new featurette about the behind the scenes of Chicken Run: Dawn of the Nugget:

The VFX are made by:
Frontier VFX (VFX Supervisor: Martin Lipmann / VFX Producer: Cynthia Mourou)
Aardman Animations (VFX Supervisor: Jon Biggins / VFX Producer: Kirstie Dean)

Director: Sam Fell
Release Date: December 15, 2023 (Netflix)

© Vincent Frei – The Art of VFX – 2023

Happy Holidays 2023

Celebrating the Magic Behind the Scenes!

As the curtains casually drop on another wild ride of a year, we’re throwing confetti and giving a big shout-out to you, our dear readers in this cinematic adventure. Your role in making our website one of the most beloved outlet in our industry deserves a standing ovation.

Wishing you a holiday season filled with more sparkle than a Hollywood premiere! May your days be wrapped in laughter, your nights filled with blockbuster movie marathons, and your heart warmed by the company of loved ones. Here’s to more movie magic and epic moments together in the coming year!

And let’s continue the tradition with the wishes from the studios all around the world:

// Access VFX

// Animal Logic

// L’Atelier Animation

// Baked Studios

// beloFX

// Blind LTD

// Cause and FX

// Cine Chromatix

// Cumulus VFX

// Dazzle Pictures

// Deluxe

// Digital District

// Electric Theatre Collective

// Exceptional Minds

// FMX

// Foundry

// Framestore

// Goodbye Kansas Studios

// Imaginary Forces

// Important Looking Pirates

// Industrial Light & Magic

// Ingenuity Studios

// Jellyfish Pictures

// Mathematic Studio

// Palantir Digital

// PFX

// Pixar Animation Studios

// Platige Image

// Proxima Milano

// Rocket Science VFX

// Rodeo FX

// Silver Studios

// Splice

// Spin VFX

// Technicolor

// Tippett Studio

// Trixter

// Union VFX

// UPP

// VIEW Conference

// Windmill Lane

© Vincent Frei – The Art of VFX – 2023

Napoleon: Richard Clegg – Head of VFX / VFX Supervisor – Outpost VFX

In 2017, Richard Clegg explained the work made by MPC on Blade Runner 2049. He went on to work on The Nutcracker and the Four Realms and The Call of the Wild before joining Outpost VFX in 2020, where he supervised many shows including Project Power, Foundation, Slumberland and Renfield.

How did you and Outpost VFX get involved on this show?

Many members of our senior team here in Montreal have worked closely with Overall VFX Supervisor Charley Henley in the past and it was really great to reconnect with him on this show. He came to us for our environment and crowd expertise as a lot of that kind of work was required for the film.

How was the collaboration with director Ridley Scott and VFX Supervisor Charley Henley?

It was great! Ridley is a fantastic director for VFX teams to work with – he has a lot of experience across a diverse array of genres and a very precise idea of what he wants from every shot. Charley clearly has Ridley’s confidence. That, combined with Charley’s attention to detail and extensive efforts to provide great material for vendors like us, made the whole process smooth and a lot of fun.

What was their approach and expectations about the visual effects?

As I’ve mentioned, Ridley has a very clear idea of what he wants. One of our sequences was set in Egypt and featured the Great Sphinx of Giza and Pyramids. Ridley was in love with Jean-Leon Gerome’s “Bonaparte Before the Sphinx” painting and used that as inspiration and a compositional goal to hit. Charley provided some great post-vis for the pyramids to guide us and allow us to hit the ground running. We then took these ideas and tweaked the composition to get as much geographical accuracy as possible. The expectations were obviously that everything needs to look photoreal. This is a historical drama and so it’s important to keep the audience in the moment and push for authenticity. 

How did you organize the work your VFX Producer?

Like any project, we quickly identified key shots to lock down all creative questions early and ensure we were on a path that Charley and Ridley would be happy with. After that we scheduled and resourced out the bulk of the work to fit specific project timelines. 

What are the sequences made by Outpost VFX?

We had the opportunity to work on several key story beats in Napoleon, taking in a wide array of locations and themes. These included Napoleon’s invasion into Egypt, his coronation, a sequence at Château de Malmaison and the Cossack ambush and subsequent fighting.

Where was filmed your sequences?

Multiple locations in the UK, Morocco and France I believe. 

Can you elaborate about the creation of the pyramids and the Sphinx?

The Sphinx shot was compositionally based on the famous painting “Bonaparte Before the Sphinx”, which Ridley loved. The pyramid shot compositions were based on some post vis that Charley had created. The plates were shot out in Morocco and our challenge was taking all the ingredients we were given, pushing for geographical accuracy and keeping a sense of scale and then adding crowd into the backgrounds to significantly multiply the very small number of extras captured in camera. For all the shots we built 3D geometry that we then lit and rendered, then finished off with some DMP on top of the CG renders to add extra weathering and other details. 

What was the main challenge with the environments work?

Scale! The shots are very wide, so getting the right amount of detail into them was important. We also wanted to push for as much accuracy as possible. We took satellite data from the real location as our base then tweaked the camera framing and landscape geometry slightly to get the desired composition. 

Which location was the most complicate to create?

I think the Egypt sequence was the most extensive build, but for the Cossack ambush we had some tricky cleanup and patch work to do. The location was supposed to be very remote, but there was evidence of trodden footpaths, etc, where we need to add CG grass, moss and rocks to cover them up. This was made even more tricky as the cameras were moving and we had live action as well as a large amount of CG horses and soldiers running on top. 

Can you explain the creation of the shot showing the impact of the cannonball on the pyramid?

Scale was again a challenge. The cannon fire emanated from close to camera and made contact with the pyramids that were quite far away. Narratively, this was supposed to intimidate the local enemy and so it was important that we saw a menacing impact from the cannon fire on the pyramid. It was a balancing act to get it big enough to feel threatening but not too large to break the scale and make no sense. 

How did you create the armies?

Our crowd was a mixture of fully CG and 2D elements. For the CG crowd, we inherited some base soldier assets from another vendor and then had to make extensive costume tweaks to fit to our sequence. One of the biggest challenges there was that no soldier had consistent uniforms. Some had black pants, some had white. Also, their hats, jackets, boots and shirts were all different combinations and configurations. We had to put careful consideration into number of variations we built as it was important to avoid repetition and keep the messy feeling without overcomplicating the composition. 

Can you tell us more about the crowd animations?

We mostly used some standard clips with a couple of hand animated or hand tweaked variations. We’d lay down an initial crowd simulation in Houdini using the stock clips. Often in shots we’d pick out one or two crowd agents and then take over with some manual hand animation to give the crowd some extra authenticity and movement details. It’s important to break up uniformity in crowd shots.

Which sequence or shot was the most challenging?

For our environments team, the Egypt sequence, for Comp, the coronation sequence (some complex plate stitches with non-motion-controlled camera rigs) and for our Crowd and Animation teams it was the Cossack ambush as we had lots of niche movements and performances in that scene. 

Is there something specific that gives you some really short nights?

Not really. The project was a smooth one and it was a great pleasure to be a part of it. We’re very proud of our work and the film as a whole. 

What is your favorite shot or sequence?

The cannon ball hitting the pyramids. It’s a simple shot, but I just like it!

What is your best memory on this show?

Hearing Ridley Scott tell Charley our work looks “f*****g great” was a high point for sure.

How long have you worked on this show?

Our team at Outpost worked on the project for around five months. 

What is your next project?

Lots that we can’t tell you about just yet I’m afraid! We’ve recently finished a few shows that have all come out in quick succession, things like the new Hunger Games movie, Monarch: Legacy of Monsters, Wonka and Napoleon, of course. We’re currently sole vendor on Bob Marley: One Love, which is out in a couple of months. 

A big thanks for your time.

WANT TO KNOW MORE?
Outpost VFX: Dedicated page about Napoleon on Outpost VFX website.
Charley Henley: Here’s my interview of Production VFX Supervisor Charley Henley.

© Vincent Frei – The Art of VFX – 2023

One Piece: VFX Breakdown by Rising Sun Pictures

The teams of the Australia-based studio Rising Sun Pictures reveal how they created the various naval and pirate ships and much more for the Netflix live-action adaptation of One Piece:

WANT TO KNOW MORE?
Rising Sun Pictures: Dedicated page about One Piece on Rising Sun Pictures website.

© Vincent Frei – The Art of VFX – 2023