- Tech Support
- Season 1
- Episode 67
VFX Artist Answers Movie & TV VFX Questions From Twitter
Released on 02/09/2021
Careful consideration when filming
the live action pieces is absolutely critical.
Where does the live action end
and the computer graphics begin?
Disguising that transition is to me
one of the biggest challenges.
Hi, I'm Todd Vaziri a visual effects artist
and this is VFX Support.
[upbeat music]
Rahat asks, Texas switch alert!
Do music videos with Christopher Walken dancing count?
And this is the music video
from Fatboy Slim Weapon of Choice directed by Spike Jonze.
What is a Texas switch?
Texas switch is a gag an onset gag
where a stunt person or a stunt performer
gets switched out in the middle of one seamless shot
with the actor.
Typically this is done with a stunt performer
doing an elaborate stunt in front of the camera
falling or hiding behind a set piece.
And emerging from that set piece is the actor
in the exact same clothing and everything
pretending like they just did this amazing stunt.
Christopher Walken who was a trained dancer
does a lot of his own dancing
but there are certain acrobatic moves
that he couldn't actually pull off.
So there's a switch there between
let's call them a stunt dancer and Christopher Walken.
And when the stunt dancer falls and tumbles out of frame,
Christopher Walken was sitting there
and waiting for just the right moment to pounce up
and you see his face.
The effect is that it's one fluid movement
and the illusion is created.
But that isn't just the only Texas switch in that video.
A third and last shot
when the character is flying around in the hotel lobby,
this very elaborate shot of the character swooping down
toward camera leaves frame the character falls through frame
and then Christopher Walken emerges.
And I think that's actually a double Texas switch.
I think it's one stunt performer on wires,
there's another performer waiting to drop
and go through frame and Christopher Walken
is waiting to emerge at the very end.
So there's a lot of gems in that video, go watch it.
Twenty-something more asks
anyone have any suggestions for movies very of their time
but with solid FX?
Could be VFX or practical,
just looking for some cool stuff to watch.
Some of the films that really inspired me
and still the work holds up really well
is 1933's King Kong combining live action with animation
and 1941's Citizen Kane.
Nobody was doing miniature work on that level
with that kind of flexibility and fidelity
moving the camera through bits of miniature
to have scene transitions using deep focus.
Those movies are a gold mine of the techniques
that were available at that time
and also were revolutionary for that time.
One little gem that is not on a lot of people's radars
is Darby O'Gill and the Little People.
It's a Disney movie from 1959
that has some of the most astounding forced perspective work
that has ever been put on film even to this day.
Alfred Hitchcocks love using camera tricks
and visual effects.
One of my favorite movies of his is North by Northwest
particularly because of all of the invisible visual effects
that he uses in the film.
There are some establishing shots
that they keep cutting back to of the villain's layer
at the end of the movie is a complete matte painting.
There are tons of matte paintings in this movie
he wanted a flair to certain shots of buildings
of Mount Rushmore
that you literally could not capture with a camera.
There was a particularly great run in 1982
for three films that are very, very different
but had amazing creature and practical effects.
One, I wanna point out is The Dark Crystal
directed by Jim Henson and Frank Oz
absolutely stunning puppet work, environment work
and opticals and miniatures and net paintings.
Everything that was available at that time
is thrown into that movie.
And it is an absolutely beautiful movie and worth study.
The same year Poltergeist
which was the first ILM production that was not
a Lucas film production.
The work in Poltergeist serving a very different purpose
than say the work in The Dark Crystal is remarkable.
Also in 1982 is John Carpenter's The Thing
which has some amazing creature effects by Rob Bottin
and combined with the location photography
and the stage photography where you don't really even know
where you are and how seamlessly that all works.
The creatures in The Thing are still terrifying
and still are just absolutely exceptional
and add so much to that movie.
Even though it won the Oscar
for best visual effects in 1989, I have to save The Abyss
The Abyss took every single technique that was available
to the filmmakers and put that on the screen
with an amazing fidelity and had
the fully computer generated pseudo pod
that enters the oil rig which was designed by Cameron
to be a sequence that if the effect did not work,
he could lift it from the movie
and the movie would still work.
Another movie from the nineties
that I think people may overlook is Death Becomes Her.
Yes another Oscar winner for visual effects
but the way Zemeckis used computer graphics in that film
was not necessarily for creatures or environments
it was for body hoer.
And the work in that movie advancing upon
what he had learned on Forrest Gump
and what ILM and Ken Ralston developed for that film
they took it to an extreme on Death Becomes Her
also has a great Texas switch in it.
Finally another movie that's worth studying is
Bram Stoker's Dracula
which came at a time when digital was just taking off
as a technique to add computer graphics
or digital compositing.
But Francis Ford Coppola specifically wanting to make a film
that used techniques that
could have been used 40 or 50 years previous to that.
Forced perspective, double exposures,
experimentations with frame rates, filming in reverse,
filming things on their side
so that your perspective is different and gravity changes
in a way that you don't expect,
building sets on their sides.
Bram Stoker's Dracula highly, highly recommended
wonderful movie.
Bacon Hotdogs asks watching The Queen's Gambit
and I'm always in awe of these time period series.
Not only the clothes and hair
but the cars and buildings are all on point.
Did they build an entire Las Vegas from 1966
or is CGI just that good nowadays?
Yeah, computer graphics and visual effects
they're really good.
In fact, the opening shot the establishing shot
where the big graphic comes up it says Las Vegas 1966
is entirely computer graphics.
I believe that helicopter shot going over
the Las Vegas strip that cuts to a tracking shot
of the lead character walking in the courtyard of the hotel.
We follow the character going in through the lobby
and it's actually this beautiful uninterrupted
over two minute long shot
which has a lot of invisible visual effects
scattered throughout.
But at the beginning of the shot
you look over the main character and you see the strip,
you see signage, you see cars,
you see people in period appropriate costumes,
the area directly surrounding the actress
and the front lobby, that's all a set piece
that's all a location that has been set dressed
with period appropriate cars and extras
in appropriate costumes and garb.
But everything beyond that is a set extension.
All of the major signs, the lampposts, the cars
and the buildings and the sky itself
is all computer graphics.
And one thing in particular about Queens Gambit
and some of these other Prestige TV shows
that are period pieces or set in fantastical worlds,
the line between the literal quality
of the visual effects of TV and film, that's just gone.
Now they can actually create these synthetic environments
of whatever period piece it is
to their exact art directed specifications
rather than relying on a single shot of stock footage.
It's super exciting.
Patrick Willems asks I've always wondered
how do they match the film stock and grain
for CG elements composited into footage shot on 35mm?
What Patrick is really asking about is
the idea of film grain when elements are shot on film
and on digital cameras you get a similar type of thing
it's not exactly film grain, but you get digital noise.
When you add synthetic elements
on top of anything that's photographed
how do you match that exact pattern of film grain
or digital noise to the background?
We get the actual cameras that were used
during the films production
and we film a bunch of test patterns
in front of various colored blank pieces of cardboard,
under different lighting conditions,
using all of the film stocks
that were used on the particular show
or all of the digital cameras that were used on the show
and the different lighting conditions.
Then we take all of that pristine footage
of nothing but film grain
and we use it to generate our noise pattern
that will be matching what has actually been photographed.
We can then use that to create film grain profiles
and add it to just the dinosaur or just the robot
so that it all blends in seamlessly
with the rest of the shot.
Jacob Earl asks
The Mandalorian looked so good
because it was rear projection?
Some of the shots were achieved with rear projection
but it's not your grandpa's rear projection.
It's an evolution of projection techniques
that is really remarkable.
And to me is one of the most exciting things
that's going on in cinema and visual effects today.
Since the beginning of cinema
there have been projection techniques
used to simulate worlds and situations
that can't really exist in front of the camera.
Front projection, rear projection
which usually involves a projector
projecting imagery onto a screen or onto the actors
or onto special screens and capturing all of that imagery
at once to make it seem like these two disparate things
are happening at the exact same time.
And The Mandalorian takes it to the next level,
ILM stagecraft technique which utilizes LED screens
to completely surround with the actors
is a leap forward in projection technology.
And it's not just the LED screens
which are super bright and super crisp and super accurate
that is making this look so authentic,
it's the real time computer graphics
that are being projected behind there.
When you use rear projection in the classic sense
you have a static screen and you have a static projector
that may have footage with a camera moving in it
but all of that is fixed
and therefore it limits the amount of motion
and flexibility you have when you're filming your actors
in front of that screen.
What The Mandalorian and stagecraft does that's different
is it's a live computer graphics world
and it's tied into the motion picture camera.
So when the motion picture camera moves around
the imagery behind the actors is moving appropriately.
So you're getting proper parallax
you're getting proper perspective
and it opens up possibilities with camera movement
and experimentation that you just couldn't have before.
Kevin asks, how is it that Jurassic Park
was made in 1993 and still looks better
than every film that uses CG in 2019?
Well, that's an arguable statement
but I think I understand the sentiment
of what Kevin is going for right here.
When Jurassic Park was in production
at the start of production,
they thought the large-scale dinosaurs
were gonna be handled with stop motion animation
supervised by Phil Tippett.
And in the middle of production
the computer graphics team at ILM said
we're gonna try to make a fully digital T-Rex
for all of the full body shots.
And that is what made it in the movie
at the dawn of basically modern computer graphics.
There were only I think 60 or 65 fully digital shots
in Jurassic Park each of which had to be designed
to the latter every single moment, every single beat
had to be completely planned out ahead of time
because of how much work and effort
would have to go into it.
We can't just throw out a dozen shots in the sequence.
We cannot just create all this volume in the time allotted
with technology that is being built as the train is going.
It's a little bit different now
where there's literally 1500 to 2000 visual effects shots
in major modern blockbusters.
I've recently watched Jurassic Park with my kids
and it still holds up it totally does the job.
The shot design is absolutely amazing.
If you look very carefully at those shots in Jurassic Park
each of them have a beginning, middle and end.
Each of them have a reason for being there
of connective tissue from one bit of sequence
to the next bit of sequence.
Your original point Kevin is arguable
but I think you're reacting to the amazing shot design
of Jurassic Park.
Eric Alba asks,
what do you think was the single best VFX shot or sequence
in a film, TV or a spot this year?
I'm gonna revert to 2019, 1917 by Sam Mendez
was absolutely extraordinary to have the audacity
to basically make it almost an entire movie
a non-interrupted shot.
You're following these characters
with these steady cam asks shots right over their shoulders.
You are right there with them.
There's nowhere to hide there's nowhere to duck.
As part of the cinematic vocabulary
we are constantly expecting a cut.
And when those cuts don't come it builds tension.
The work that was done to get those to look like
they were all one take was extraordinary.
Crazy huge set extensions
and the stitching of different takes
seamlessly right in front of your eyes.
Most audiences just watch that and just believe
what was happening in front of them
when there were these dramatic synthetic transitions
to make it seem like one interrupted shot.
Lisa Mc.Rad asks I have a dumb question for VFX peeps,
do studios ever have people that do Photoshop edits
frame by frame?
Is that a thing?
The answer is yes.
These amazing digital artists do paint frame by frame.
Some may look at that and go I've dabbled in Photoshop,
I've used the clone tool,
I can make a steel frame look really amazing,
I can paint out a prop that I don't like in the set,
that's great you did a great job.
Now understand that motion pictures
are 24 frames per second.
That paint work that you did has to be completely consistent
from one frame to the next, 24 frames in a second
and most shots are three, four, five seconds long.
You've got a giant challenge
so every single paint stroke that you did
for the frame that you really like, you now have to mimic
for the next frame and for the next frame.
And sometimes the camera move makes that a little bit easier
with motion blur and parallax and things like that.
And sometimes it makes it all a lot harder.
So all around the world, there are talented paint artists
whose job it is to remove props, to remove wires,
to remove entire actors, to remove set pieces,
to remove the reflections of the camera crew in a mirror
that accidentally got into shot.
Sometimes we can use procedural methods
to get rid of those things
like painting certain still frames and tracking them in.
But other times it requires frame by frame painting.
And these paint artists are absolutely amazing.
And my hats are off to them because it is very hard.
Jessica Chandler asks question for VFX folks,
if I have a handgun firing in rapid succession
should the muzzle flash be the same each time
or should each shot produce a slightly different flash?
Muscle flashes I've done many over my career
and there is an art and science to muzzle flashes.
Some of the movies that I look at for visual reference
are the movies where the filmmakers
really wanted to make a statement with their muzzle flashes.
movies like Brian De Palma's Scarface
or John McTiernan's Predator or DieHard
where the muzzle flashes
are almost a character in the movie.
So for reference, go look at pre-digital motion pictures
like Scarface like Predator like DieHard
which have muzzle flashes in various environments.
And all of those are really captured in camera.
And it gives you a really good sense as to the visual cues
as to what muzzle flashes should look like in real life.
One of the typical stumbling blocks
is forgetting about exposure.
When you're shooting out in daylight
your aperture is really close so those muzzle flashes
which may have been photographed in a dark stage
against black, they may be completely overexposed
super hot white.
In real life in the daylight
they wouldn't be that hot, super bright.
So you have to treat them more like fireballs
like you might actually see little tendrils of fire.
There are a lot of trip-ups
that can happen with competitors adding muzzle flashes.
And one of the questions is, do you use the same texture?
No you don't.
Because each muzzle flash is a snowflake.
Each one is slightly different
because these are organic fireballs
that are happening in front of the prop gun.
My tip is, please be aware of your exposure values
for your shot, go easy on the glow
and take cues from the rest of the film
and see what kind of diffusion and filtration
is happening in the rest of the movie
because if that isn't happening in the rest of the movie
you don't want to have all this diffusion
in your muzzle flashes.
And three, take it easy on the interactive light
especially on dark scenes
because you have to nail the interactive light
which is painting, pretend light onto the frame
or onto the actor, on the edge of the gun
or various set pieces
that is being illuminated by the muzzle flash
because that can get out of hand really fast.
And it can look really fakey.
iSawitFivetimes asks,
so here's a question for animators and animation studios.
When working on theatrical, long-sequenced
visual effects projects,
are you given a certain amount of pages
or minutes to work through
and then another studio gets a certain amount and so on?
In the best case scenario
one visual effects house would be working on the entire film
that way the director and the visual effects supervisor
can work directly with the teams.
That's how a lot of the movies
right up until about the year 2000's were accomplished
but movies became much more complicated.
No one facility could take on that much work
in that particular timeframe.
So the work started to get broken up.
With superhero movies for example,
we can split up the work in terms of characters.
Let's say there's five superheroes in the movie.
They each have five very distinct powers.
We can safely, in most cases,
split up the work of each individual character
to a different facility.
What that allows is that facility can focus on
the atmospheric effects of somebody who can control weather
another person is handling
the flying effects of another character
another one is handling the creature effects
where this character is an entire creature.
Another way is locations and environments.
If you're having a big sprawling science fiction movie
where you're visiting a desert planet
and you're visiting a jungle planet
in the middle of the same movie,
one facility can handle all the shots in the jungle
and then separately the desert battle sequence
another facility can handle that
but it's a tricky thing and it requires a great deal
of scrutiny from the film's visual effects supervisor
to make sure that stylistically all of these shots
which are done by many different studios
from around the world
all feel like the same movie stylistically,
from the same vision, serving the director's needs.
Britt asks I'm matching Civil War
I'm assuming they mean Captain America Civil War
for the first time and how did they de-age Robert Downey Jr.
what is this devil magic?
One of the techniques is what I call the grafting technique.
The actor in present day their current age
performs the scene just as they would any other scene
with the other actors, under the regular studio lights
with the movie camera
and they perform as the younger version of themselves.
Then a very carefully cast body double comes in
and is photographed sometimes saying the same lines
and going through the scene
to see how shadows and light work on them
how bounce light is affecting their faces.
When you come back to post-production
artists go in and find frames and sequences
that are appropriate to graft and remove and graft
and put onto the recipient.
It is a laborious frame-by-frame artists driven technique.
Other techniques that you could use
are a partial computer graphics version of it.
Where instead of using the grafting technique
of warping real photography onto the actors
you go completely computer graphics for parts of the head
or parts of the face.
Then the next step would be full computer graphics
from head to neck or the head to toe in some cases
including the costumes
because at that point you may wanna change the performance
or you may have to change the performance.
So there's a lot of different routes.
There's a lot of different ways to get there.
Most importantly it's what is driving the performance
and how to maintain the integrity
of the director and the actor
and what they're trying to get across.
Finally deep fakes, the tech and the techniques
and the workflow is still in its infancy.
It's going to be used in feature films.
And there are other techniques that are on the horizon
that are showing incredible promise
machine learning AI driven deep fakes.
And it's just a matter of time till
this becomes a tool in our chest that we can use them
use all of these tools or interchangeably even right now
to get the shot across.
But it is still very time consuming.
It still has to be filmed
with a level of planning and detail
that is really, really extensive.
And even in the near future,
these things require an army of artists and technologists,
a great deal of planning,
there's also performance level considerations
that have to come in mind.
Do you want the older actor performing as the younger actor?
Does the older actor in the present day
know how the younger actor moved physically?
Is it going to be driven
by the literal performance on the day?
Is there or is it going to be driven by a performance
in a studio in a more controlled environment?
There are still so many questions.
It is hard for me to envision a time
where it's as easy as casting a younger actor
and filming your movie and framing your movie in such a way
to have another actor play the younger version
of your main character.
One thing that we'll always be coming up against
and battling is the human being's ability
to recognize human beings.
Our emotional essence of how our eyes work,
how our brains work, how we relate to one another
is built upon this vast memory bank
of understanding how real humans look, emote and act.
Why we praise the best actors in the world
usually isn't because of all of their gesticulation
or some you know, sometimes that is the case
where a break brash performance gets a lot of acclaim
but in other times
it's because of the soft, subtle movements
and facial tics and gestures that to untrained eyes
like that's not acting, that's just being human.
Aha, yes, that is being human.
Doing this stuff, simulating this kind of stuff
is very hard and that's why some call it the Holy Grail
of computer graphics or visual effects.
It is very hard to convince humans
that the synthetic human is a human
because of the massive amounts of complexity
that is required to convince you that this is real.
Will McCrabb asks
VFX artists who are parents:
when you watch movies with your kids
at what point do you let them see behind the curtain
and tell them how it was done?
I have two kids we show them a lot of movies.
It's similar to, if you go to a really great magic show
and you're just wowed by the magician
and you know of course human nature is how do they do that?
If someone came up right next to you
and told you immediately how they did that
it would ruin a little bit of the fun.
In cases where the kids like the movie more,
the more likely I am to wait to tell them anything about
the making of the movie, but the older they got
the more interested they would get
as to how these things were done.
I would slowly introduce them
to the techniques that are used.
But in the cases where they do ask like literally,
hey dad how'd they do that?
I will walk them through it.
Sometimes it's really eye opening and they really love it.
And they think that's really, really interesting
or sometimes I will lose them entirely
and they'll just walk off and wanna play Minecraft.
These were really great questions.
Thank you for letting me answer them for you.
This has been VFX Support.
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