Artist Spotlight: Uncharted Territory
Uncharted Territory, LLC is
a Los Angeles-based production company
co-founded in 1999 by Oscar-winning Visual Effects Supervisor Volker
Engel and Visual Effects Producer Marc Weigert. Dreamscape
Imagery, the visual effects arm of the company, has been using the SplutterFish's
Brazil r/s to meet the rendering challenges of the recently-released feature film
blockbuster “The Day After Tomorrow” (DAT) and the production company’s
current project, “Kingdom in Twilight” (KIT).
At the ‘VES 2004 – Festival of Visual Effects’ that took place in San
Rafael, California (June 18 – 20), SplutterFish engaged in an informal
roundtable conversation with Dreamscape 3D veterans Brandon Davis, Adam
Watkins and John Chalfant to elicit their comments on the impact of Brazil r/’s
on the rendering process.
SP: What are the overall rendering system features that are important
to the film visualization work that is being done at UT?
Brandon Davis (BD): First and foremost, a renderer needs to be
reliable. Bells and whistles are nice, but not at the expense of
reliability. Brazil is so rock solid, I would venture to say that it is
some of the best software I've worked with...
ever.
SP: When was Brazil r/s integrated into the production pipeline at
Uncharted Territory?
BD: We had initially evaluated Brazil towards the end of our work on
“Coronado.” Brazil has features that filled in gaps that we had
experienced using the 3ds max scanline renderer and SplutterFish was
very generous in letting us evaluate the software and put it "through
the wringer" so to speak. The catalyst for actually bringing Brazil
into the pipeline at UT began in the Summer of 2003, when the planning
and development phase of our current project “Kingdom in
Twilight” first began. Looking at the scale of the work we had to
accomplish and the types of shots we were scheduled to do, we felt that
Brazil’s features and reliability would meet our demands for an
advanced renderer that would let us deal with much larger and more
complex scenes as well as provide us with more advanced tools for
lighting and shading.

Marc Weigert & Volker Engel
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Brazil has been a huge success here and our level of commitment to it
has increased as production has grown. Initially we thought we
would
reserve it for areas where it excelled over the scanline renderer, but
as we started working it became obvious that every artist on the team
wanted to use Brazil for various reasons - the lighting tools, the
shaders, the quality of anti-aliasing, etc. So, we grew our pool
of licenses accordingly.
Adam Watkins (AW): A renderer is one of the most significant tools in
any production pipeline and with Brazil we haven’t hit any
problems.
It’s like the last thing we need to worry about – one major headache
out of the way. Another benefit to using Brazil is that it doesn’t
require a whole technical crew to support it. It keeps the rendering
process in the hands of the artists. With Brazil an artist can sit down
and “bam,” “bam,” “bam,” go through iterations very quickly.
SplutterFish has put a more useful and better tool at our disposal.
SF: How does Brazil r/s fit into the production pipeline at UT?
BD: We’ve actually built the entire 3D pipeline around Brazil. So,
Brazil is incorporated into nearly all stages of 3D production here.
While we have some bonafide Brazil experts here, it’s also nice to know
that new artists can get the hang of the software quite quickly.
AW: More specifically, we are using Brazil with 3ds max for 3D
work.
For compositing we use Adobe After Effects and Andersson Technologies’
Synth Eyes for motion tracking.
SF: Tell us how Brazil r/s stands up to the overall rendering
challenges of UT’s film projects?
BD: With respect to production workflow, you can totally tell
that
Brazil was designed by artists and folks involved in production because
the way it works is so straight forward and artist friendly. It adds a
level of control that we just previously didn’t have in our toolset.
AW: I have been using Brazil since just before its pre-release
days. I
evaluated other options out there but none of them could compete with
Brazil’s ease of use, speed and rock solid stability. Yes, the software
has definitely been designed with realities of production in mind.
John Chalfant (JC): I got my first glimpse of Brazil last summer when I was working in the
Cinematics Department at Blizzard Entertainment when they were first
starting to test its skin shader. At the time I was working on modeling
and texturing realistic humans for one of their games which required
that I paint these very big diffuse, spec, and bump maps for each
character. Although there were a few ‘tricks’ I was able to use in
max’s material editor to get an interesting “organic” look for each
texture, which sort of worked, I was unable to get the realistic look
needed. Afterwards I saw a few of the Brazil renders that were done on
the same texture maps that I had been rendering with the scanline
render. The result was a night and day difference. Brazil took what I
had started that last ten percent pushing it over the top.
BD: I think for those artists who have never used max before they are
always blown away by Brazil’s lighting and shader tools. Brazil’s
skylight feature is ‘huge’ and scary fast compared to other renderers.
I’ve been doing CG for quite awhile and doing outdoor lighting is
always difficult because you have the directional light source from the
sun and then you also have light coming in from all over from the sky.
What SplutterFish has done is made a really simple tool that is artist
friendly, fast and controllable where you can add that ambient light.
AW: To try and mimic a skylight or natural environment is exceptionally
difficult and can easily take a day to do by hand. I find that using
Brazil we can create something in an hour or so and get it to perfectly
match the existing footage. And then there are the artistic controls in
Brazil that allow you to tweak levels of brightness and contrast, which
you can adjust very quickly so you can save time when you are rendering
and achieve a really high quality render that is sensational.
BD: I also think that Brazil’s global illumination features standout in
large part because of its ray acceleration controls. Brazil doesn’t
reach a theoretical polygon limit the way the default renderer does
that is quite annoying and could cause max to crash. Brazil just
chomps through polygons like it’s nothing. There are many global
illumination controls in Brazil including photon mapping and
quasi-monte carlo (technique for bouncing light around), all which
offer a lot of flexibility for making changes. It also allows you to do
things like trade off memory for speed, which is a huge asset.
AW: With other renderers I find that when you hit a problem you have to
stop work and go searching for some sort of solution. In Brazil, the
tools are all there to help you get past them and move on. Brazil’s
adaptive anitaliasing, for example, allows you to turn down all your
antialiasting settings so you can basically do a quick snap render,
check your lighting set up, make adjustments and go through many
iterations quickly. This speeds up production workflow so you don’t
have to sit around and wait for things to happen.
BD: In the max default renderer the antialiasing setting is either on
or off, that’s basically it. Whereas in Brazil you have many
parameters to choose from. Being adaptive you can under sample
everything to get a snap shot of what the image looks like. In fact,
when John first came to work on KIT last year, he knew all the ins and
outs of the default scanline renderer. And, I remember saying “trust
me” using Brazil your bump maps are going to look so much better
because the image sampler and the anti-aliasing is so much better.
JC: Now, that I’m using Brazil daily at Uncharted I am floored by what
you are able to do with it. In my experience Brazil is one of the most
stable tools I’ve ever used with max. Using Brazil I’ve never had a
crash and for any 3D application, that is saying a lot!
SF: Let’s talk about
Dreamscape’s use of Brazil r/s on “The Day After
Tomorrow.” It is understood that Dreamscape was onboard to create
two dozen visual effects shots, and ten additional CG elements including
weather elements like advancing frost, snow and ice as well as digital
extras and set extensions. Can you walk us through a few of the
rendering challenges you faced and the role Brazil r/s played?
BD: In general, Brazil’s superior anti-aliasing and ability to work in
excess of 7 million polygons was critical to meet the technical
challenges on this film. Brazil’s lighting tools, particularly the
skylight and area lighting made working on outdoor shots much easier.
AW: Dreamscape was initially requested to do a couple of
compositing
shots and the work blossomed out into a lot, lot more! In a major
sequence that takes place at the New York Public Library in Manhattan
we used Brazil to render photorealistic frost that forms across the
interior surfaces of the building. Brazil’s adaptive anti-aliasing was
critical in allowing us to maintain fine details of ice growing on the
surfaces, while its render pass control allowed us to quickly provide
additional rendering elements as requested from the compositors such as
specular passes, luma shadow passes, and more.
In addition to weather elements, in another major scene we had about a
week and a half to create a shot of American refugees crossing the Rio
Grande River border from the United States to seek asylum in Mexico.
Initially we created a library of around 50 CG people that we could use
to populate the scene. I wrote some max script tools that let us
generate variations of these people, different colored clothes,
different hats, luggage, and so on, giving us an unlimited cast of
extras to pick from. We randomly picked a number of these to populate
the scene, and used them to fill in the gaps in the real crowd that was
originally shot on location. The lighting in this scene was
straightforward. Using the Brazil skylight and a single keylight with
the “Affect Surfaces - Transition Curve” function, it was a cinch to
dial-in exactly how sunlight was illuminating and shadowing other
surfaces in the scene to create the soft twilight mood required by the
director. The effort took only a couple of hours and was right the
first time.
There was also a Refugee Camp shot that required us to add thousands of
vehicles, helicopters, tents, people and other elements to the
scene.
Brandon developed a system using Particle Flow, that let us control the
placement of thousands of cars, RV’s and other vehicles onto the
landscape. We then lit and rendered the shot using Brazil, which got
through it effortlessly.
In addition, for the first “Day After Tomorrow” movie trailer, we had
approximately three weeks to create a convincing picture of the
Manhattan landscape in the grip of a deep freeze. We received the base
geometry for the scene from another vendor and it was simply massive –
5 million polys, etc. The Director then requested that we add snow
elements over the entire model, to make it look like it had just been
blasted by the largest snow-storm ever, adding yet millions more polys
to the scene. It was an absolute bear of a shot. Despite breaking the
scene into different layers there were still large ice and snow
elements that were multi-million polys in size which made it impossible
to render these with the standard max scanline. Brazil was the only
tool we could use to render these scenes. Brazil let us quickly render
multiple iterations of this geometry to get feedback when needed,
while giving us superb control over the most subtle aspects needed to
make the shot appear photoreal – lighting, materials, and anti-aliasing
– to bring out the tiniest details of ice and Brandon’s particle snow
elements. I love the amount of control I have over Brazil’s
anti-aliasing, and global illumination and how it lets me balance
quality versus time to render.


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Kingdom in Twilight: Digital Crowd Shots
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SF: Let’s turn now to the visual effects Dreamscape is creating for
“Kingdom in Twilight.” Can you provide us with a thumbnail sketch of
Brazil’s role in meeting the day-to-day rendering challenges of the
film?
BD: This film is a period piece that involves many rendering
challenges. Dreamscape is involved with the creation of many, many CG
environments and set extensions including castles, caves, snow, water
and ice elements, army crowd simulations and complex character
development including the creation of a large dragon creature that
appears in approximately 150 shots. Critical to rendering is the
handling of multi-million polygon counts, environmental lighting, and
subsurface scattering.
AW: There are also some quite complex “digital-crowd”
requirements for
this project. To effectively portray huge armies of soldiers standing
up against each other in battle is in and of itself already a
challenge, which is compounded here by the enormous polygon
requirements. Because each of the people in the scenes, plus weapons,
armor and accessories amount to more than 2,000-plus polygons, when you
multiply this by say a thousand you easily reach 5 million polygons
just to create a small portion of the crowd. Brazil’s capability in
handling the large amounts of geometry and polygons in these scenes is
just superb, one less thing for us to worry about.
BD: Brazil also handles mass instancing of objects for crowd
duplication very well, which helps us efficiently save on computer
memory.
JC: There is just a massive amount of visual effects work involved in
the film (over 650 vfx shots) and we have a small team of only about
five 3D artists to pull it off. In a dragon fight sequence that I’ve
been working on, which takes place in a large underground cave, the
production team built a small portion of the set out of foam rocks,
everything else was blue screened. This turned each shot into an
effects shot, so we either had to add a CG set extension or drop in a
CG character. After the 3D elements were generated we had to
break
each element out into different passes for compositing. At this point I
found using Brazil’s render pass controls to be an invaluable asset for
this process. It allowed us to create rendered layers for composting
almost as fast as we could click the render button, which in the end
really shaved days off of set up time on an already impacted schedule.
‘Kingdom of Twilight,’ directed by Uli Edel, is being co-produced
by Uncharted Territory in the U.S. and Tandem Communications and VIP
Medienfonds in Germany. The fantasy adventure is based on the classic
Germanic myth “Das Nibelungenlied” and the Nordic “Volsunga Saga,” —
the original story of Siegfried the dragon slayer which takes place
somewhere between the Dark Ages and the earliest medieval period —
which also inspired J.R.R. Tolkien’s “The Lord of the Rings” and
Richard Wagner’s epic opera cycle, “The Ring of the Nibelung.” The film is tentatively scheduled for release in the U.S. at the end of 2004.
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SF: Are there any ‘smart’ rendering techniques you are using on KIT
that you can share with us?
BD: We are always trying to use every trick in the book to speed up
render times. I find if you do a really intense render with controls
like global illumination, it can get really slow. And, if you’ve got
several hundred frames to complete and nothing is moving other than the
camera we find it is actually a good technique to do a couple of high
quality resolution frames, paint in all your extra detail, and then
camera map it back on. Then your render times become insignificant.


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Kingdom in Twilight: CG Dragon
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AW: It’s a really handy kind of shortcut for adding detail after the
fact without having to go through massive render times. However, it’s
the type of thing you can only use in certain circumstances. We’re
using this technique to create castles that need to be placed in a very
natural environment. Once we’ve built the 3D models of the castles, we
then have a matte painter who will paint-in added elements such as snow.
SF: How is Brazil meeting overall expectations on the KIT?
AW: Brazil is performing great and more importantly looking
great! We
have not encountered any big problems and any minor things have been
has taken care of immediately by the awesome SplutterFish support team.
SF: Can you comment on SplutterFish’s level of customer support for
Brazil r/s?
BD: The SplutterFish development team and test crew provide some
of
the best product support I've ever received. Instead of dealing with a
faceless corporation that reroutes you to tech support somewhere on the
other side of the world, SplutterFish make themselves very
accessible.
If we have a problem, we can post on the client webboard and get a
quick response. If that’s not enough we can also email support
directly. But the fastest and most useful support comes in the
form of
their online support. I can get an answer to a problem in minutes
by
logging in and chatting with a developer or crew member. Though
unorthodox, it’s support that is hard to beat, and very practical.