Painting the light

Few days ago, a young artist who used to follow some of my DMP Course on FXPhd sent me some of the work she’s done, and I wanted to use the occasion of giving her some feedbacks to talk about how to “paint the light”, which is a very complicated but key process for a matte painter. The exercice was a day to night, on a single frame. And here is the result of it. I would start with the background, and the sky. The mask of the tree needs to be improved so we have a better blend with…

Solo – What are real time VFX ?

Shacknews just put online a interview made at View Conference with Rob Bredow, a VFX sup who worked for ILM on SOLO – A Star Wars story. During this interview, he explains how they used massively real time VFX on this production. You can see in this video another great example of surface projection, this technique where the background is shot live. Where we would have used a green screen and would have added the space in post prod, here the whole outside of the cockpit of the Millenium Falcon is projected live on a screen placed in front of…

Translight (Translite) – or how to have an interactive environment on Set

We spoke a long time ago about the cyclorama which has been used on the set of Oblivion to create the background (article here), with different type of skies, clouds, etc… and also create the lighting on the set. This technique is commonly used now on Set through what we call Translight, or Translite. Imagine a very high resolution painting printed on a big canvas put behind your windows. There is nothing new in this. But now, imagine that you can also light it with different light setups, and have this canvas lighting the set, both the actors and the…

Virtual Production and Environments in VFX

Unreal Engine recently published an article explaining how Studios were more and more inclined to use Virtual Production at the beginning of a project, during the shoot, for the previz or postviz, to shape and affirm directors visions and let them see their film before having to wait for the VFX to be delivered months later. It’s not completely new, but it seems to really have taken a lot of popularity over the last few years, thanks to the incredible quality we can get, real time, through software like Unreal Engine or Unity and it’s clearly showing signs that it…

Terrain and Vegetation scattering

Houdini 17 just revealed a new Terrain tool, with an improved Erosion system, much more powerful than the one we had on Houdini 16.5. When we had to use software like WorldMachine to get a realistic erosion effect on terrain, with a nice representation of the impact of water on the ground, it seems Houdini now is totally up to date, which is awesome as it’s always easier to work with a software in the pipeline, connected to our Database, Libraries of assets, etc… The Scattering has also been improved a lot, with now a MultiScattering tool with the beginning…