Monday 26 October 2009

Lighting Techniques

This is a tutorial i found on the technique for 3 point lighting, i think this will be useful seen as some of the assets i am filming will involve green screen.

Three lights: the Key Light, Fill Light, and Rim Light (also called Back Light), are adjusted to achieve the classic Hollywood lighting scheme called three-point lighting.

1. Start in Darkness. Make sure there are no default lights, and there's no global ambience. When you add your first light, there should be no other light in the scene.

2. Add your Key Light. The Key Light creates the subject's main illumination, and defines the most visible lighting and shadows. Your Key Light represents the dominant light source, such as the sun, a window, or ceiling light - although the Key does not have to be positioned exactly at this source.

Create a spot light to serve as the Key. From the top view, offset the Key Light 15 to 45 degrees to the side (to the left or right) of the camera. From a side view, raise the Key Light above the camera, so that it hits your subject from about 15 to 45 degrees higher than the camera angle.



The key light is brighter than any other light illuminating the front of the subject, is the main shadow-caster in your scene, and casts the darkest shadows. Specular highlights are triggered by the Key Light.

NOTE: Be sure to stop and do test-renders here. Your "one light" scene (with just the key light) should have a nice balance and contrast between light and dark, and shading that uses all of the grays in between. Your "one light" should look almost like the final rendering, except that the shadows are pitch black and it has very harsh contrast - see the GIF animation at the top of this page, while it only has the Key light visible.

3. Add your Fill Light(s). The Fill Light softens and extends the illumination provided by the key light, and makes more of the subject visible. Fill Light can simulate light from the sky (other than the sun), secondary light sources such as table lamps, or reflected and bounced light in your scene. With several functions for Fill Lights, you may add several of them to a scene. Spot lights are the most useful, but point lights may be used.

From the top view, a Fill Light should come from a generally opposite angle than the Key - if the Key is on the left, the Fill should be on the right - but don't make all of your lighting 100% symmetrical! The Fill can be raised to the subject's height, but should be lower than the Key.

At most, Fill Lights can be about half as bright as your Key (a Key-to-Fill ratio of 2:1). For more shadowy environments, use only 1/8th the Key's brightness (a Key-to-Fill ratio of 8:1). If multiple Fills overlap, their sum still shouldn't compete with the Key.



Shadows from a Fill Light are optional, and often skipped. To simulate reflected light, tint the Fill color to match colors from the environment. Fill Lights are sometimes set to be Diffuse-only (set not to cast specular highlights.)

4. Add Rim Light. The Rim Light (also called Back Light) creates a bright line around the edge of the object, to help visually separate the object from the background.

From the top view, add a spot light, and position it behind your subject, opposite from the camera. From the right view, position the Back Light above your subject.



Adjust the Rim Light until it gives you a clear, bright outline that highlights the top or side edge for your subject. Rim Lights can be as bright as necessary to achieve the glints you want around the hair or sides of your subject. A Rim Light usually needs to cast shadows. Often you will need to use light linking to link rim lights only with the main subject being lit, so that it creates a rim of light around the top or side of your subject, without affecting the background:

Thursday 15 October 2009

Head


This tutorial is quite good it explains quite nicely how to build a head and the basics surrounding the idea of how to determain the best points to focus on.

Quick mock up of possible action

Film inspiration

During the summer break i watched quite a lot of films some of which i have decided to talk about below seen as they have provided inspiration for the work i want to produce.



Dead snow is a Norwegian film which features medical students going on a ski holiday, during this holiday they come across some problems. Nazi zombies come to take what is theirs. In the words of the film Ein! Zwei! Die! i like the film because it incorporates a few different elements, i find it funny like shaun of the dead. The elements which i took from this film are the way its shot and the way that certain aspects are produced, for example a nazi beheading involves a base plate and actor with a knife and an actor with a green bag over his head, then a cg zombie head is added with blood. I really like the colors of this film and think the light hearted factor is really good. Below is the effect that i want to try and recreate.

Wednesday 14 October 2009

Monday 12 October 2009

Slow-mo Bullet & Some Tuts








Very useful tutorials

The tut below is help me and give me some scope of how i can adapt it










VFX Techniques















Some Examples



I think this is a really clever use of computer generated imagery, the way in which it is rendered and tracked to the footage is really impressive seen as they look like they are an actual part of the plants. I think it is an example of very good lighting and the render makes it reflect the light very well.




I really like this piece of modelling, i think the way in which it is lit makes it highly realistic and the render engine they are using which can work in real time is really impressive.




I think this is a quality piece of work not only does the creature fit in to the environment it interacts with it also. I particularly like the part where it hits the wall i think the way in which it disintegrates is very realistic.




I'm not really sure what to say about this video, i think the robot is well modelled but it is poorly lit and the way it interacts with the man is quite shoddy. I do however like the effect used with the bullet and think this could be useful.



Very effective water creation, i particularly like the way that it interacts with other objects and looks so photo realistic.

A few examples of Visual effects through time


The History Of Special Effects In Movies - Watch more Funny Videos

Wednesday 7 October 2009

John Dykstra SFX


John Dykstra



John Dykstra started his Oscar-winning career in the special effects industry helping out 2001 effect wizard Douglas Trumbull on the extensive optical and model-work on Silent Running (1972). In the mid-seventies Dykstra was chosen by George Lucas to head up Industrial Light And Magic, a new SFX facility that would provide the seemingly impossible optical work for Star Wars. The distinguished team Dykstra led went on to win Oscars not only for effects work on Star Wars but for the pioneering Dykstraflex motion-control process developed for the film.

Dykstra stayed in Los Angeles after Lucas moved ILM to San Francisco, working on effects for the original Battlestar Galactica, and contributing sequences to the first Star Trek movie.

Dykstra's move to digital output began with his contribution to the SFX of the original Batman cycle in the nineties, and he went on to further awards and plauidts for his work on Stuart Little, Spiderman 1 & 2 and earlier this year completed the effects work on Hancock...

Did you ever expect to get this famous as an SFX artist?
You don't think about it. When we did Star Wars, it was me and a bunch of my friends, all guys from the fringe of the motion picture business, Doug Trumbull, Bob Abel…we all got together and got this warehouse [Van Nuys, ILM V1.0] and it became like a super-garage. We were all people who were friends and did things together; we rode motorcycles and flew airplanes and surfed and skied. We all had talents because we had all come from film-based environments - Doug Trumbull's facility and Bob Abel's, and a variety of other places in Hollywood. When we came together and did that, we had a great time doing it. I can't think of a better avocation. So if [Star Wars] had been a total flop, it still would have been a raging success for us.

You won a separate Oscar for the development of the Dykstraflex and the electronic motion control system; was that a particular point of pride for you?
Actually it wasn't just me - Alvah J. Miller was on there, and Jerry Jeffress. It was for the facility [ILM] essentially, and that was me and my friends, all of those people. Don Trumbull, Doug Trumbull's father, worked on [the motion control system]; Bill Short; Dick Alexander; it goes on and on. And if you look at any of the written material on the original ILM, you'll see the names of those people over and over again. And it was because we didn't build a company - we built a solution to a problem. And it was a very complex one and they took some huge risks trusting us. We had seven or eight suppositions or hypotheses that had to prove right in order for all that stuff to work. And it was incredibly fortunate and an incredible reflection on the talent of the people and the perseverance of the filmmakers that we were as successful as we were. So yeah, it's great to have an Oscar to reflect it, but the Oscar belongs to all of those people.

Could I ask what software the Dykstraflex ran?
You could ask, but there wouldn't be an answer [laughs]. Oddly enough it was pretty much hard-wired. The whole thing was wire-wrapped. It was TTL logic and there was no CPU to speak of in it. Essentially it was numeric control with a front end on it, that was designed by Al Miller and Jerry Jeffress, and you had knobs and buttons and switches like…[laughs]. It didn't show up on a screen someplace. We didn't use computers for motion control until the first Apple personal computer came out. That was the first computer and that was two or three years, I think, after Star Wars.

Did you ever consider making the move to San Francisco with George Lucas after Star Wars?
No, actually I didn't. I like it here in Los Angeles. And truth be known, I don't think George wanted me up there. I think George wanted people who were more willing to develop a company, and I wasn't that much a company guy. I mean, like an administrator.

Is a project where you just don't know how you're going to resolve the challenges preferable to you as an artist?
The answer to the general question would be 'yes', but I think we all strive to look for ways to do new things. Empirically speaking we always look for new ways to create the image, to make improvements and subtleties, whether it's the reality of the image in terms of how it's lit, the reality in terms of how it moves or interacts with the rest of the scene. So yes, I prefer the idea of going into something with challenges.

Back in the days of Star Wars, we kind of walked into an empty warehouse and sat on the floor and went 'how are we going to do this?'. The producers, Gary Kurtz of Fox and George Lucas, took an incredible risk by listening to what myself and my collaborators had to say with regard to how to do this, because we were inventing this stuff from scratch. We have a basic toolkit now, in the form of a computer, and so much of it now is programming. You have to have people who are very talented and very capable to write softwares that will interface with existing systems and produce a final product in a reasonable period of time. Ideally we would just do everything with radiosity, but then you end up rendering frames that take forty hours a piece…although that's getting to be practical based on the number of CPUs you can put to work, and the bandwidth of the networks; but it starts to get a little silly. It gets to be top-heavy.



My parallel for that is from when we used to do optical printing: the definition of visual effects from my early days is two or more pieces of film shot at separate times, that are combined to produce an image that appears to have been shot in a single presentation, right? It was pretty cool when you were just putting two elements of film together; and then you put together three or four elements of film and it was still pretty interesting, but the process is complex, very much like the software process.

So you had to convert the original negative into elements; you had to create mattes and you had to create separations, and you had to put all of those elements mechanically into what essentially amounts to a projector over and over again to create the optical composite. Well, as you increase the number of elements, you get an exponential increase in the possibility for failure. So if we have three elements, it's not so bad, because you can load up a two-headed printer, run one head twice and get all of the pieces onto your subsequent piece of film. With sixty-four, or seventy-five or a hundred and twenty elements, they break down into their individual respective separations and mattes. The problem is that you physically run those things through the optical printer, so they get scratched. Well, when you set about making those elements, you had to 'wedge' them to determine what exposure you wanted to use, and that became the reference for the exposure you used when you made the composite.



Now, imagine one of the elements gets scratched. You have to remake all three of the separations and the mattes, because the registration has to be in the same head. So you have to remake all three of those, and if you're off on the sensiometric aspect of it, then you've got to go back and re-wedge the entire composite. After you get through maybe six or seven elements with their corresponding separations and mattes, one scratch in that many elements with multiple passes through the optical printer is likely to happen. So you get to the point where you get diminishing returns, where you simply can never complete the composite because you always scratch an element.

This must have been a significant aspect of costing and general budgeting…?
Oh, it was a huge problem. The guys who ran optical printers were truly magicians in their own right to be able to make that work out: figuring out the count-sheets, how to put those things together, what mattes had to fit where and when, and which head you could adjust at what point to keep everything in alignment and sync and have colour-matches on the step-wedges that they did for the output.

It's maddening, man [laughs]. I don't have a good parallel for it, but…you understand the concept, right? If you have five pieces that have to be right, you've got a five-to-one chance, thirty pieces it becomes thirty-to-one, and when you get to a hundred and thirty-five…you can imagine.

Richard Edlund frequently says that he doesn't miss the world of photo-chemical effects at all. Do you feel the same way?
Oh yeah, I don't miss it at all. In fact the reason I got out of motion-picture visual effects was because it became so difficult to do multiple-element composites in film and get a realistic-looking result. You always ended up with a compromise. I moved into electronic media and started directing and doing visual effects for commercials because I could get twelve tape machines, run them through a mixing board and do a twelve-element composite in one pass. I had much more flexibility, much more control, and if I got one that I liked, I got a keeper.

Did CGI creep up on you as an artist or were you part of that experimental period before Abyss, T2 and Jurassic Park?
That's really easy - CGI didn't creep up; CGI came with a bang! John Whitney and John Whitney Jr. did The Last Starfighter, and it became obvious that there was going to be a point…it wasn't a question of 'if', it was going to be 'when' we were going to be creating images in the computer, simply because of the flexibility of the tool. I went into doing commercials because I could work with electronic media in a reduced-resolution medium and a much smaller screen, and I could get away with a lot. So I could do lots and lots of crazy trick stuff, really great illusions, without the limitations of film. By limitations I mean that it wasn't presented on a sixty-foot screen with optical printers having to do the composites. What I kept watching for - and this is simple - the moment that you could take film into the digital environment, create a digital negative and output a print from that negative that was indistinguishable from the real negative…that's when it became viable. That happened quickly because of the speed at which computers and visual development in computers accelerated.

The cameras that we used on Star Wars and subsequent visual effects were built in the fifties, and the optical printers were just as old. The movements they used were even from the twenties! So this was an incredibly slow process of development because of the mechanical requirement. When we got into digital…there's Moore's law, where the bandwidth and computing capacity doubles every year. Apply that; if you figure that it doubles every year and you could do that with optical printers, you can imagine the growth in visual effects that could have occurred prior to the advent of the computer. But you couldn't. Computers got better incredibly fast. I remember the days when people would come in and say 'Look at this!' and you'd go 'Well, it's not very good', but they'd say 'Yeah, but we did it with a computer!' [laughs]. Well, it still wasn't very good. So we went from that stage to an image that was indistinguishable from real film in about five years.

Someone like Phil Tippett obviously had to reinvent himself totally after Jurassic Park, which he did very successfully…did you feel in the same position at the time?
Absolutely. When I saw the ability to put the film through a process without the generational loss as an incredible advantage. I could take original negative, I could put it in the electronic medium, manipulate it and bring it back out. That was the seminal step. Now I have the ability to improve my manipulation in the digital world. And it's lossless, because you're dealing with digital information, so you're not dealing with analogue where it can go a little bit too much this way, a little bit too much that way. You can be precise about how you handle your colours, contrasts, image size, image softness, fit…all of that.

I came back when I did my first Batman movie [Batman Forever], and I thought okay, we can use computers to do some of this stuff now. It was very limited in what the application was, and we still did a really huge amount of that stuff mechanically and with miniatures. But what it allowed us to do was design shots that were significantly more innovative; before, we were limited to how fast you could move the camera and how quickly you could stop it, and whether or not you could carry depth-of-field in order to make a miniature look full-scale - meaning whether or not you could get enough light. So we were working in this world where we were hamstrung by the vagaries of reality; in the digital world, you have no such problems.

You crossed over with total success to digital SFX - does an artist like yourself, with a background in photo-chemical effects, have anything unusual to bring to CGI work that computer-bred artists don't have?
I think that standing with one foot in both worlds is an incredible advantage. There are two reasons: one is that there's still stuff that is better done with miniatures and real photography than with a computer. People who've come up through the computer world, only using computers, don't have the experience with…I guess what it is is ingenuity. We had to be ingenious - we had to create illusions. We had to make something look like it did something rather than actually having it do something. In the computer you can make anything do anything. In those days you had to think of things in terms of the 'Occam's Razor' approach to making it happen. I think computer-effects tend to become very top-heavy, very complex…sometimes to the film-maker's disadvantage.

Were there new challenges on Hancock for you, or did you feel that it was all within your experience as soon as you read the script?
Well, it's always an effort to come up with a new look for a description that you've heard before. It used to be that the script invariably had a line someplace in it that was 'unlike you've ever seen before' [laughs]. That was a standard writer's euphemism for 'You've got to come up with something great for this!'.

It seems to me that the focus at this point has become interpretation of what's written on the page, as opposed to simply a mechanic of getting it done. It used to be that we had to figure out how to fit the camel through the eye of a needle. And now we can do that. So it comes down to whether or not fitting a camel through the eye of a needle is what best tells the story.

So in every script that you read, no matter how much material is in it, the challenge - at least, the personal challenge that I like to make - is to come up with something that's in the unique interpretation of that written word.

How does that manifest in a practical way in a film like Hancock?
It's an interpretation of the character. [Hancock] is an oddball character - that idea of a ner' do well superhero is kind of a strange combination of things, sort of an oxymoron. So the idea was to bring across, along with the personality of the character as played by Will Smith and directed by Peter Berg, to come up with some visuals that would interpret or evoke that same sense of an oxymoron.

I think that's true of the way he flew - his erratic flight patterns, his non-graceful positioning during flight and the whole kind of cadre of things that we had to come up with for him when he hit the ground. He made holes when he launched, he left debris behind…that kind of thing. It involved coming up with stuff that was fun and had a sense of humour to it.

Did it involve much collaboration with Will Smith, seeing as you're contributing to his performance and persona?
It's a collaboration in every way. The movie is Peter Berg's movie, it's his vision of what he wants to have happen there, and - as with all directors - he then collaborates with all of the people working on the film to come up with a way to express that visually. Understandably we used Will for as much of the material as we could, so that he was actually on screen interpreting the character. SO much of the material that you see is blue-screen of Will Smith doing his own interpretation of what Hancock would be like if he were flying or whatever. So he has that input to begin with. And that creates the paradigm for what we do for virtual versions of the same character, in terms of how he moves and positions himself…his head position, whether he looks or doesn't look.

If another effects company needs a virtual Will Smith in two years' time, is that a model that you're going to be selling on to them?
Never. Built-in obsolescence. When we set out to make a film, we have to use techniques that we're uncertain of, or we will have an obsolete film when we're finished. That's changing significantly with the advent of digital imaging, but the truth is that some of the things that occurred in the more physical world of optical printing are also true of digital imaging: you push to the limits each time to invent a new 'look', or a new technique to create a look. With computers, you write code. The code, just like the operating systems and the computers themselves, becomes obsolete at an incredible rate.

So the model that we created for Will Smith for this movie will probably not be applicable in two years...no, 'probably' is wrong: it will not be applicable in two years, because it will either be the wrong kind of geometry, or it will be what we call 'heavy' geometry - where you have to put in too many vertices to define a very detailed surface, and you create this geometry that's incredibly heavy. The parallel for that is that we used to make everything out of polygons, little geometric forms that were linked together. And then they came up with spline technology, NURBS, and that allowed us to make much more complex characters with smooth and detailed surface with much less computational resource.

And that's continuing to happen. This stuff keeps re-inventing itself, it keeps being put together in different ways - different rendering systems, different kinds of shaders, all that stuff, all those complex components. You've got to remember, you're creating this object from whole cloth. So it's going to change - it changes with every show that you do. And reverse-compatibility is not hot in this particular business. You can use old models, but you end having to limit what you can do with them, with the ability of the software that you're currently using, to interpret.

Could I ask what software was used, for instance, for Hancock? We're familiar with the likes of Maya and Lightwave, but I presume you use custom-made applications…?
Well, okay, you can ask, but I won't tell you [laughs]. No, Maya is the primary software that was used on Hancock. Renderman, I believe, is the rendering engine that was used, although we render different things using different engines depending on what the final look has to be on screen. There are very few facilities that do cutting-edge visual effects that don't write their own plug-ins, and one of the beauties of Maya and Wavefront, one of the advantages of their software is that the architecture's open so that you can create plug-ins to take what they have created as a foundation and develop your own architectural interpretation. Which means that you can do new ways of shading, new ways of animation and create your own GUI, so that you've got the elements and tools that you want your animators to work with. There are so many interfaces now, what with motion-capture and all the other elements that come into play, that you really have to be agile when it comes to software. Taking stuff off the shelf and having only things that will plug in, without interpretation, produces relatively obsolete material.

We've been talking a lot lately about how impossible camera moves can make good CGI look fake, and yet at the same time artists are putting back real-world limitations such as camera shake, to 'ground' the shot in available technology. You yourself invented a virtual 'spider-man camera-operator' for Spiderman's CGI, so do you think that kind of visual limitation is necessary?
We were trying to make cameras do impossible things before the advent of the computer. We managed to make a lot of that happen by varying film speed, using different photographic techniques, miniatures, maxitures, time-lapse photography, weird lenses...you name it. So we were cheating even then, there's no question about it. I think the concept of camera moves is an important one. I don't like to make camera moves that are impossible in and of themselves. I like the idea of doing something in a camera-move that's impossible, but I like the basis of the camera moves in general to be from reality. An advantage with me of coming from the photographic world is that I know what you can do with a camera.

So what I set about to do was not to design an impossible camera move. Spiderman's a good example: we're gonna create a cameraman for Spiderman, and the paradigm for this is when they used to do sky boarding, where a guy'd leap out of a plane with a snow-board attached to his feet, do a bunch of aerobatic manoeuvres and land, with a parachute. The competitors were always teams; there was always the guy who did the tricks, and the cameraman, because the judges obviously didn't jump out a plane with him and couldn't see that well from the ground.

So this cameraman went along, and his performance was also interpreted, because the judges viewed his film to see how well the performer did. So it became an art in itself to not only stay with the guy while he's doing all of these manoeuvres, but also select the best angle, keep the sun at the right position, make the thing look good.

So I used the sky-diving cameraman as my paradigm for the virtual camera-moves that we did. So I said 'Okay, Spiderman's got a buddy, and the buddy wears a camera, and he has to be able to do Spiderman-type moves while focusing the camera on Spiderman. So for most of the stuff, you can imagine the guy who's with the camera swinging along past Spiderman…we accelerate past him or we go below him or we go above him, but we don't jump there; we don't go there too quickly.

We do it as you would do it if the camera were actually attached to something physical. Now, add to that the part - which I like - which is the 'gee whiz' factor, where we go through the rails of a fire-escape, or we go through one window and come out another - things that you couldn't do if you were actually having a guy be a physical cameraman. But those are accessories and enhancements, rather than the basis for the conceit for how the camera moves. So you get the little 'gee whiz' stuff, but for the most part the idea is based on something that would be a 'real' thing.

Having said that, you've got to remember that movies are always cheats: when Spiderman swings through the city, if you were actually to figure out his physical speed, he's travelling two hundred and fifty miles an hour, which you don't do if you swing. If you swing, you hit fifty-five, sixty miles an hour under the arc. Maybe. But when you do that it makes for a very leisurely swing through the city [laughs], and it's kinda not as exciting as it should be.So we make Spiderman go a lot faster and, of course, we make the camera go a lot faster. But the camera and Spiderman and the movement through the city is limited to their own world - their enhanced world.

Another example: we did a lot of motion-capture to try and figure out if we could get real physical people to do some of the manoeuvres. Well, first of all, almost nobody is strong enough to do Spiderman-type manoeuvres; the whole idea of being able to pull yourself up to where your fist is below your ass and your legs are pointed straight out in front of you…a rope climber can do that occasionally, but the stress of trying to do that under a g-load is almost impossible. So we did, as a perfect example, motion-capture of a guy jumping off from the top of a platform and then landing on the ground, and the idea was to have the CGI Spiderman to use that motion-capture to show Spiderman leaping off the top of the building and then extend the part in the middle and then use the motion capture of the landing for the impact on the ground.

The problem is that the stunt-man's only capable of jumping his own height before he starts getting hurt, and the body-position and the deflection that he has when he hits the ground...the stunt-man would never tell you that he's human, but he is [laughs]. They just looked like they were at the limits of their strength landing at that slower speed, so when we sped the whole thing up, it looked improbable. It looked human. Spiderman is superhuman. So we had to create an animation that showed a different application of musculature, a different centre-of gravity, a different rate with which his body changed position when he impacted and the way he absorbed the impact.

In this case the reality, which is what the motion-capture gave us, gave itself away. It didn't look right. You'd look at it and go 'Oh, he just died!' [laughs]. That's what you have to constantly do - balance. Movies are storytelling, and when you're telling a story, you amplify some things and you leave some things out.

Is there a risk when you start out on a challenging project - such as creating the fur in Stuart Little - that getting one particular aspect right can end up dominating the project?
No, not really. If you don't have fur, you get a big 'fur team' [laughs], and they work on that uniquely. The fur team was over there working for a while, the animators were working on something else, and the clothing guys something else; the pipeline is parallel processing. Could that dominate the process? Yes. But it wouldn't be an intelligent way to do it. So fortunately for those folks at Sony, they had me working on it [laughs] and we worked together with the folks at SPI, who were terrific at handling exactly that kind of logistics and we were able to expand or contract our teams dependent upon the resources necessary to make the shot happen. In each of those cases we did a preliminary shot, which I think is really an important thing to do, where we picked out a representative piece of action from the movie and we completed it before we were even into principal photography. When I say that we 'completed' it, I mean that we ran something through what we considered to be our pipeline. Obviously not all the aspects of the pipeline were completed at the point at which we finished that first shot, and although I had to promise them that we could use the shot in the movie, I knew that the shot would never make it into the movie, because we had to make too many compromises.

What you find out is where the conflicts exist: how does the cloth interact with the fur? Where does the flesh of the body interpenetrate the cloth and cause problems? How does the musculature cause the mesh of the flesh to distort? What kind of elasticity do we have to use? When we did Doc Ock's visage for Spiderman 2, where we took Alfred Molina and photographed him in a variety of lighting environments and a variety of expressions and brought that all together to create a surrogate for his face…that was a huge effort. It took months for us to have that come together with the rest of the elements necessary for us to make the shot at the completion of the project.

Do you feel that the age of the special effects auteur has passed? You were always leading teams, but now the numbers seem to have increased enormously…
Film-making in and of itself is not a singular art; it always requires incredible collaboration, and the final product will reflect the quality of that collaboration, whether it's a happy or unhappy one. I think visual effects is the microcosm of the entire making of a film in that you have a huge number of artists with disparate talents that have to be brought together and have to communicate in an efficient way in order to make the whole greater than the sum of the pieces. I think that that is still the purview of the visual effects supervisor - I like to call myself a designer, but it's interchangeable - and our responsibility is to make sure that the talents of all the artists who are working on the creation of those images are well utilised, and that the images that they produce pay respect to what it is that the producer wants, and the needs of the telling of the story.

Do you feel a little cheated when your particular contribution to a movie like Batman And Robin gets lumped in with other criticism unrelated to your work on the film?
I think that if you're in this business that you kind of have to get over that. You don't do this work because you expect praise for everything you do. You do it because you enjoy the solving of the problems, the interaction with other creative people, and you enjoy the challenges. For whatever reason that your work is recognised or not recognised - and it goes both ways, by the way, as a lot of times work that is not as good as it could be is lifted by the tide of the picture itself...you just don't think about that. And it's kind of a waste of time to think about it afterwards.

So it's not totally essential that you believe in the entire film at the outset?
I have to believe in the entire film, but if the final product is flawed, then aggravating over it doesn't do you any good. You need to learn from your mistakes, but to go 'Oh, we got a bum rap on that…' because the picture didn't do well…it's like saying 'Well, here's an excuse for why I'm not going to try as hard on the next one', or whatever. Your work has to stand on its own merit. And there's the joy of doing it. It pays well when you get to work on the big movies, but the joy of doing it has to be in the doing of it. To do it just because you want a Paycheck doesn't work.

After the success of the Firefox game, I understand that you were involved in game development for a fair period of the eighties. Was this proof-of-concept work that you were involved with…?
Yes, we did some proof--of-concept for a variety of games, and the I'd be hard-pressed to give you the names of all of them. I actually developed a game for Coleco - this is really weird, talk about software and hardware overtaking the market, but Coleco at one point came up with a system that used videotape, and it used the four tracks on the videotape head to put images together and then it interlaced the images to create four possible tracks. I did a videogame for that system called Sewer Shark. You had to fly the Sewer Shark and shoot characters and bad guys and stuff [laughs]. We got the whole thing done, and then Coleco had also gotten into the computer market; they just decided they were going to make a PC, and they overstepped their bounds and basically went belly-up. So my big game, the game that I conceived and created ended up…I don't know, I think they sold it to Activision or somebody.

The great thing about Coleco's idea was video-resolution; of course at that time none of the video-games were video-resolution, so it was a realistic, high-quality image that you were playing the game in. When they took that continuous tone video image and tried to convert it into a six-colour, six values of grey image, it didn't work [laughs]. It didn't have enough detail or bit-depth, so the game turned out to be a waste of time. I haven't really been involved with videogames that much subsequent to that…

I was wondering if you took an interest in the future of videogaming….
I like playing 'em…? The thing about videogames for me is that it's not a field that I've spent a lot of time in, and -like so many other things - if you're not 'there', people don't come to you. You have to have a presence there, and my Sewer Shark game having failed [laughs] I went 'Okay, enough of this!'. So I got back into the movie stuff. And I really enjoy working on film. I enjoy working on commercials too. Commercials have gotten to be incredibly sophisticated and, as they were for the motion picture industry in the eighties, a lot of times you see images in commercials that start affecting things in motion pictures, so it's a cool kind of cauldron…

What about directing? The IMDB has you down as doing Tortoise And Hippo…?
Yes, I am. We're still working on that. The script is currently being written and we're waiting with great anticipation to see how this is going to exactly turn out.

Will it be a full CGI film?
Yes. Well, actually, that's not true - we'll probably shoot live-action plates and put CGI characters in. And the CGI characters will be photo-real, so you'll believe that a tortoise can talk.

What other projects would you like to get off the ground?
Oh boy…I've got a whole cadre of stuff that I'd really like to do. The trick is that it's very difficult to get a film off the ground. You have to have bankable actors and even bankable actors are becoming questionable in this day and era. The thing that I want to do more than anything is to work on visuals, and so anything I do is going to be something that uses that as my value-added to bring me the director's slot, if you know what I mean. They're not hiring me to be a director because of my incredible dramatic skills [laughs].

A project that I love that I don't know if it will ever be made is called The Star's My Destination. I'd love to see that made into a movie. I think that's a great story. So it's that kind of stuff that I'm interested in, and I'm talking to people but, you know, you have to have conversations going with lots and lots of people in this business, because so many of the opportunities fail.

What's the special effects film of this year, or recent years, that's really impressed you - apart from your own, of course..?
I have to pick a film? There's been so much good stuff out there…you know what I really liked from recent years? Pan's Labyrinth. I thought that was really great - incredibly evocative. And it's a lot of mechanical stuff, you know? If you can do it live, or if you can do it with make-up, then by all means. It's more instinctive. You're on the set, interacting with stuff, and that's what I thought was really interesting about that film, and I think Guillermo Del Toro's work always has that kind of quality to it.

I also thought Transformers was really good, I really enjoyed the action in it. Golden Compass was great and it was recognised for the work that went into it. It's really tough, because there are movies - and there are several of them - which are seamless, where the effects don't show, and they always get the short end of the stick, because when you get asked that question your mind immediately goes to the big blockbuster films.

What are the two or three shots you've done in your own career that really knocked your socks off, where you didn’t anticipate how well they'd turn out…?
The opening shot in Star Wars. That was one of the first things we did, and it was proof of the system, so if anything ever really gave me a great jolt of pride and relief at the same time, it was seeing that three-foot long Stardestroyer. We'd convinced them that we were going to build these little models and use tilting lens-boards and ultra-slow cameras and motion control to make these tiny little ships look big, and when we saw the dailies on that shot, I thought 'It's going to work!'. That was really cool. That was a great shot, and I remember that experience to this day.

I like a lot of the stuff in Stuart Little. I'm trying to think of a specific shot. Stuart Little, albeit not a blockbuster…the integration of that character into the movie, I think the team at Imageworks just did an exquisite job of seating that character into that world. I was really proud of that work as regards integration, lighting and all of that.

For Spiderman, I think probably the closing shot from the first film is one of my favourites.

John Dykstra, thank you very much!

Special Effects Examples

Jurassic Park (1992) - T-Rex investigates the light.

One of the oldest clips from the world of bitmap-textured CGI animation, and - to my mind - simply the most convincing 'impossible thing' ever committed to celluloid by Hollywood. The segue between the withdrawing of Stan Winston's animatronic head and the appearance of the CGI version is effective and seamless, playing both technologies to their strengths. The movement of the musculature in the T-Rex combines with the very prosaic illumination of the car headlights to sell the Rex, and the camera judder combines perfectly with the footfalls of the massive beast. Rain and darkness have sold many a special effect before, and they certainly do no harm here, but the result is pure movie history.





Star Trek II: The Wrath Of Khan (1982) - The Genesis project.

While TRON was going for the low-res marathon at the box-office, the first of Nick Meyer's very popular Star Trek entries was wowing cinema-goers with some truly advanced CGI sprint-work from ILM showing the effect of the life-giving 'genesis device' on a planetary scale. When the lengthy rendering process was well-advanced, someone spotted that the virtual camera was about to crash into one of the randomly created mountain ranges. So much time and work would have been lost starting from scratch that it was decided to magically introduce a valley to let the camera through (visible about 39 seconds into the clip). This extraordinary sequence showed the future both of ILM and visual effects, even if there was yet a long wait for the hardware bottlenecks to clear up.






Star Wars (1977) - Into the trench.

Though the opening shot of Star Wars remains the most iconic, it suffered sniffy criticism from some quarters for being a higher-speed re-run of Douglas Trumbull's initial pan on the Jupiter mission in 2001: A Space Odyssey (1968). This shot, on the other hand is not only equally exciting but far more original, as we take the point of view of a rebel fighter diving into the Death Star's trench to take a shot at the reactors. The vast scale of the Death Star is revealed as soon as we have made our dizzying descent downward, and we see the walls of the trench extend for miles ahead. This three-element shot (model, laser-bolts and star background) relies on the flexibility (rather than the repeatability) of the Dykstraflex motion control system, and is still a stunner.






The Lost World (1997) - T-Rex takes a drink.

Here the T-Rex from the hugely successful dinosaur franchise is so perfectly integrated into its environment that one initially assumes it is the Stan Winston animatronic. Only when its movements become a little bolder in warning off the barking dog do we realise that it must be CGI. Selling an element so incongruous in an environment so familiar represents an extraordinary work of lighting and movement. The Rex shifts its weight superbly, and there's very little to give it away, even on close examination.






The Spy Who Loved Me (1977) - Heading for Stromberg's Lair.

Possibly the first successful example of match-moving in motion pictures, Derek Meddings' audacious attempt to co-ordinate the aquatic lair of Bond's latest adversary into hand-held footage was a real eye-opener at the time, and another extraordinary achievement for a franchise which has frequently pushed the boundaries of optical effects.






The Birds (1963) - Destruction of Capitol Oil garage.

An extraordinarily complex piece of compositing (shown in the clip with inserts removed) which demonstrates Hitchcock's continuing urge to push the lackadaisical state of the art. The flapping of the birds' wings caused too much fringing for conventional blue-screen work to be utilised, and Hitchcock was forced to turn to the 'yellow screen' or 'sodium vapour process'. Only Walt Disney studios have ever been equipped for this process, and indeed only one camera has ever been rigged for it. SVP involves filming the subject against a screen lit with powerful sodium vapour lights utilising a very narrow spectrum of light. Unlike most compositing processes, SVP actually shoots two separate elements of the footage simultaneously using a beam-splitter; one reel exposed is regular photographic stock and the other an emulsion sensitive only to the sodium vapour wavelength. Very precise mattes are obtained from the latter, allowing the subject to be pulled out of the background and combined with any other in a later run through an optical printer. The fringing or 'matte line' effects are negligible compared to blue-screen work, but the very precise conditions under which the footage must be shot mitigated against its wide usage. Disney, to whom many shots in The Birds was farmed out, used the process in many films including Mary Poppins (1964), Freaky Friday (1976)and The Black Hole (1979).






Hannibal (2001) - Brains for dinner.

Though utilising similar motion-capture/CGI combos to Terminator 3's 'ruined face' effect (see #24 ), it's fairly unlikely that any use of the technique has wrung more horror (or dinner) out of people than when a drugged Ray Liotta is served his own brain-tissue to eat in Ridley Scott's horrific sequel to Silence Of The Lambs (1991). An animatronic head was used for certain close-up sequences not directly involving Liotta's face, but this shot is all CGI and mo-cap. The only thing that potentially diminishes the effectiveness of the shot is the dark background, which rather gives the impression of sleight-of-hand or a magic show, when in fact the CGI doesn't need it in order to work.







Cloverfield (2008) - First look at the devastation.

Matt Reeves' initial peek out into post-monster New York is a masterpiece of match-moving, with miles of virtual debris apparently available for the hand-held camera to zoom in on at will. Oddly, it's only the head of the statue of liberty that looks fake*. It would be a mistake to use the effectiveness of this technique as an excuse for yet more 'hand-held' Hollywood films, but advances in match-moving are likely to make this kind of seamless CGI integration far more affordable in the next few years.

*Thanks to VFX artist Riddick 1 for pointing out to me that the head was not a prop. Check out his comment on the main article page, and you'll see that - fake-looking or not - the CGI Lady Liberty fooled Paramount itself.






TRON (1982) - Escape on the light-beam.

Having taken a sound thrashing at the box-office when pitting its old-style The Black Hole against Star Trek: The Motion Picture in Christmas of 1979, Disney was desperate to update its appeal for a generation of kids beginning to think of it in terms of 'old' movies. Consequently The Mouse leapt on Steven Lisberger's crazy idea for a semi-CGI adventure - even though CGI was a preserve mainly of theoretical labs at the time. The sails on the 'Solar Sailor' in this shot had a small amount of transparency to them throughout most of the movie, something that was going to add a fair chunk of cash to the rendering pipeline, but which Lisberger held out for. In this particular shot, the transparency has been filled in after a 'charge up', possibly due to the scope of the shot and the enormously increased rendering times for a transparent element within it. The shot itself presages the style of many a later CGI adventure, as well as clearly harking back to the holy grail of sci-fi movies - Star Wars.







Metropolis (1926) - View down onto the main street

Fritz Lang's truly seminal SF masterpiece boasts a number of SFX shots that were not only iconic but ground-breaking in their use of hanging miniatures, miniature sets and a makeshift method of compositing known as the "Schufftan Process", which involved removing strategic areas of silvering from a mirror and projecting 'live' footage onto the other side. But the film is best known for its astonishing model work, of which this shot is a particularly fine example. Note that the cars and vans of Lang's future city move at varying speeds and even veer a little to the left or right. Also, the use of bright sunlight truly captures the sense of scale of a grand metropolis, and this is less evident in some of the more widely-reproduced shots featuring flying machines.






Return Of The Jedi (1983) - 'There's too many of them!'

To give some idea of how hard a composite matte shot with 40+ elements was in the days of photochemical special effects, check out an interview with John Dykstra (he discusses this at the bottom of page 1). Even with ILM's improved compositing techniques, getting that many elements to combine when the failure of only one could mean starting from scratch, is a huge achievement.







Excalibur (1981) - Sword withdrawal.

Having re-spun the Luke-Skywalker-fights-himself scene from the previous year's The Empire Strikes Back, Lancelot (Nicholas Clay) extracts his own sword from the left side of his abdomen. Dazzlingly perfect, this is perhaps literally the oldest trick in the book: a retractable blade combines with a drop-away 'exit wound tip' to create a perfect illusion. This trick could have comfortably been performed at the court of the real King Arthur; but if it ain't broke...






Forrest Gump (1994) - Picking up Lt. Dan Taylor.

Once again Robert Zemeckis' knack for combining good storytelling skills with SFX know-how finds him deservedly in this list again. Presenting fully-limbed Gary Sinise as an amputee for this shot required Sinise to keep his blue-stockinged lower legs dangling through two holes in the bed, which were later substituted with a combination of plate and CGI model material, whilst the areas around his knees were elaborately substituted with CGI stumps. You can see the bed dip and rise as Sinise is lifted off, so it's no easy matte substitution, and the sheets even respond to the passing of one of his 'stumps'. Totally convincing.






King Kong (1933) - Kong wrecks the subway.

This shot, with inserts of screaming citizens removed, is one of the most elaborate in Willis O'Brien's fantasy classic, and a veritable masterpiece not only of animation but of compositing. Every part of the frame is alive with action - check out the strangely loitering gawpers at the windows, stage right. Note also that fleeing crowds pass both in front of and behind Kong. Also notice the animated passengers in the bottom left-hand corner of the frame who succeed in climbing down from the wrecked subway and flee their furry persecutor. It's a shame no-one thought of the go-motion approach for the first train, which passes in a particularly stiff manner, but that doesn't take away the evident weeks or months of work which went into this one shot.





The Last Starfighter (1984) - Starfighter leaves orbit.

SFX wizard John Dykstra marks Nick Castle's CGI-laden adventure as the moment that it was clear where optical effects were heading. Only two years after TRON (see #9), even the Cray X-MP computer couldn't hope to integrate non-stylistic live footage seamlessly with computer-generated special effects, and the film's 'computer game' link (TRON's excuse for the low-res effects) was too tenuous to bridge the gap. Nonetheless we see advancements here in rendering phong shaders, huge advancements in transparency shaders and also diffused shadow rendering. There's still no bitmap-texturing, but this shot is one of the most ambitious in Starfighter and it foreshadowed the SFX revolution of the 1990s by over six years.






War Of The Worlds (2005) - Destroying the bridge.

This ILM shot was used to sell Spielberg's reimagining of both the 1953 George Pal production and H.G. Wells original book, and it's a marvel of frightening destructiveness custom-made to tap into the horrors of post-9/11 culture. The supposed camera operator sensibly moves towards areas of interest whilst not over-doing the manic camera shake. WoTW is actually quite a close-set and intimate film, and the relatively small clutch of 'hero' shots like this are intended to sell us the scenario so we'll understand the claustrophobia of Tom Cruise's plight as he searches for shelter. No-one could afford to make a film with very many labour-intensive shots like this, but WoTW could've used another 10-15. Nonetheless, you can really see where the money went in this footage.






The Road To Perdition (2002) - Entering Chicago.

You don't have to recreate the whole damned world to 'sell' period, but you do need to pull out the stops on one shot that establishes era. SFX house Cinesite provide Sam Mendes with an unforgettable introduction to 1930s Chicago here, where cinematography, music and first-tier CGI work combine to take one's breath away. The convenient flock of birds throwing the skyscrapers into relief are gilding the lily a little, but otherwise this is flawless.







Total Recall (1990) - Doing her nails.

his is an example of a simple effect that could probably have been achieved in the 1950s, if anyone had written a sci-fi script where a woman could change the colour of her nails with a tap on some future-gizmo. The nails are rotoscoped to provide an area for an animated colour transition to take place, and that's all there is to it. It's an elegant and not terribly expensive SFX that is 100% convincing.






Back To The Future Part II (1989) - Landing the DeLorean at night.

The secret to a good effects shot (at least one where you know that the shot is impossible in the real world) is integrating the impossible element with the parts of the scene that are manifestly real. Here the ever-ingenious Robert Zemeckis uses a street-lamp to mask the transition between model and real DeLorean. The matching of shadows and lights is extraordinary, and if it weren't for the fact that the car's headlights only have a road-reflection after they pass the street-light, it would be a perfect SFX illusion.






Things To Come (1936) - Everytown.

William Cameron Menzies' loose adaptation of H.G. Wells' vision of Britain's future is a patchy affair both in narrative and SFX terms, but this hanging miniature shot can't be faulted. This is a rather late answer to Metropolis (see #10) but also a more fluid integration of model architecture with real people. Hanging miniatures were used quite extensively in Aliens, providing both the upper 'alien-ised' architecture of the reactor centre and also 75% of the Sulaco's hangar bay.






Frenzy (1972) - Back to Bob's place.

Poor Anna Massey unwittingly follows the 'necktie killer' (Barry Foster) back to his flat in Hitchcock's hard-hitting London-based thriller. Hitch follows the couple up the stairs but then backs away from the scene as they enter, as if sickened by the previous rape and murder of Barbara Leigh-Hunt, and not wanting to see any more. The huge camera seems to make an impossibly adroit and smooth retreat down the stairwell before backing out of the house entirely and out into the environs of Covent Garden. Except that by the time the camera has backed out completely, it is looking at a totally different house. Even though the shot is uninterrupted, the descent down the stairs takes place in the studio and the wider retreat into Covent Garden takes place on location. Can you see the join?






Terminator 3 (2003) - Arnie's ruined terminator face.

It's not every ILM shot that makes it into arguably the most esteemed show reel of any effects house on the planet, but the sight of Arnold Schwarzenegger's half-man/half-robot face in T3 is unfaultable and a sure candidate. The camera lingers on it, and it can afford to. Similarly astonishing work was achieved with Aaron Eckhart's mutilated visage as Two Face in The Dark Knight, but unfortunately common sense kicks in after the shock and one realises that there's no way Eckhart's lower lip could maintain tension with that much damage to the left cheek. Here there are no such issues. With lighting, textures and fusion between actor and illusion absolutely pristine, it's a perfect 'trick', selling the reality of the Terminator character as never before.





Aliens (1986) - Express elevator to hell.


James Cameron brought old Corman colleagues the Skotak brothers on to his production of the much lauded sequel to Alien. They had worked before on the SFX teams of Battle Beyond The Stars (1981) and Galaxy Of Terror (1982), and this reunion only proved that it was a great partnership. Cameron and the Skotaks used the most appropriate technique for each shot, meticulously planning them with sawdust-and-string' animatics (later to become a habit in Hollywood). The very grainy Kodak film stock on which Aliens was shot permitted an extraordinary amount of practical model-on-wires footage, and the results rank amongst the best ever obtained by that method. This shot is a more traditional (by then) motion-control effort, but what makes it outstanding is Cameron's demanding vision of how much movement the shot should have, and the extraordinary sense of scale and drama. SFX shots as mobile as the deployment of Aliens' dropship were not to become common practice in Hollywood until the advent of CGI; this is a truly audacious and ambitious piece of film which the makers pull off with jaw-dropping effectiveness. It's almost a shame to look at it out of context.





Blade Runner (1982) - Spinners in the rain.

Douglas Trumbull's work on Close Encounters Of The Third Kind (1977) took him out of the airless freedom of space and into the need to make flying saucers glow in the misty plains of Ohio. It was on CE3K that Trumbull perfected the very long exposures needed to get adequate and convincing depth-of-field in low-light conditions, combined with the use of a custom-built machine that dispersed fine oil mist into the air at a strictly regulated rate, which allowed the lights of the models to cut through a dense, Earth-like atmosphere. These techniques surfaced again in creating Philip K. Dick's bleak vision of the future for Ridley Scott, with flying police cars '('Spinners') floating through smog-drenched Los Angeles. Many beautiful city shots emerged, where Trumbull made the superimposition of stock rain footage realistic by obscuring areas of it that did not correspond to light sources in the background plate. For this shot Trumbull went the extra mile, and added a windshield with rain droplets as a foreground element to Deckard's journey to meet Eldon Tyrell. Such a shot should not have been possible in the days of photo-chemical SFX.





Gladiator (2000)- Entering the coliseum.

A show reel shot for SFX company Mill Films and compelling trailer-fodder to boot, this recreation of Gladiators entering the Roman coliseum is an exceptional meeting of superb cinematography and cutting-edge CGI effects. Arguably it's the fact that the actors are standing in front of a bit more than a green screen that really sells it - a large proportion of the lower sections of the coliseum were built on location in Malta, and blended seamlessly with the 3D architecture. Apart from anything else, this shot is a triumph of the rotoscoper's art, as Russell Crowe and company have had to be extracted from the 'missing' parts of the background on a frame-by-frame basis.





Transformers (2007) - Slow-motion motorway pursuit.

This is the only robot SFX shot in Michael Bay's harmless technological bash-fest that I totally buy, and the reason, I think, is to do with motion blur. Since this shot has been designed and rendered for slow-motion, the blur effect has been omitted (or at least greatly reduced, as one commenter suggested), and suddenly the robots really seem to be there, rather than impressively superimposed. Along with kinetics and physics, it's very early days yet for CGI artists as regards an understanding of motion blur in anything but a solid object constantly moving in one direction.






Star Trek: The Motion Picture (1979) - Entrance to V'Ger

The entrance to the inner heart of TMP's monstrous space-urchin follows the organic motif established so impressively in Douglas Trumbull's (perhaps excessively-used) footage of V'Ger. The thing is, it's very hard to tell how that organic aperture is actually working. Is it an iris of some kind or are the 'petals' actually changing shape? Truth is that the gate segments are actually cones spinning in unison. Since the camera remains perpendicular to the circular bases of the cones, the secret is hard to guess.






The Abyss (1989) - loss of tension.

The idea of suspended fluid losing tension has been dabbled with in a number of science fiction movies over the years, including Star Trek VI: The Undiscovered Country (1991) and Event Horizon (1997). It's an effective trick which usually involves little more than a milliseconds' distortion of the composited element (sea-snake, blood droplets, water droplets, etc) before cutting into a horizontal split-screen where prop-water hits the floor, but it's one of those cases where a valuable connection is formed between an 'alien' (i.e. artificial) element and the real world. For The Abyss, James Cameron got to know all about transparency algorithms in 3D modelling, whereas the subsequent Terminator 2: Judgement Day (1991) was an object-lesson in reflection-mapping. One wonders what his third-stage would have been if Jurassic Park had not taken up the lead.





Minority Report (2002) - Maglev hovership takes off

As in #46, the sense of weight and resistance is what sells this astonishingly elegant shot from Steven Spielberg's adaptation of the Philip K. Dick short story. One common technique (though it is a bit of a blunt hammer) for blending an incongruous element into a canvas is to dictate a limited or particular colour-palette for the work, and it must be admitted that Spielberg's almost entirely desaturated movie has a black-and-white advantage in terms of achieving verisimilitude. The one unfortunate aspect of this shot is the clumsy addition of exit-vent haze, a real cancer among Hollywood CGI artists, who all need to be shipped off to wherever Britain sold the last of its Hawker Harriers and made to take reference footage.





The Fifth Element (1997) - Bruce Willis's air-taxi pulls out of the garage.


The surfaces and lighting are flawless in this shot of the flying yellow-cab setting off for work, but crucially it's the accuracy of the physics that sells it. As the cab brakes to avoid an oncoming vehicle, its weight settles back into its own suspension before forward-thrust takes it off again for a right turn. It's a little thing, but it makes a huge difference, and is arguably one of the biggest barriers CGI has yet to confront. Another excellent example of correct weight and movement in an exit is the 180-degree turn that the Millennium Falcon makes when exiting the Death Star in Star Wars (original 1977 release). That's ironic, since it's turning in zero-gravity and should have no weight. But then, there's no sound in space either.






Saving Private Ryan (1998) - Bullets in the water.

Just as efforts such as Cube (1997) and Robert Zemeckis' Death Becomes Her (1992) and Forrest Gump (1994, see #13) were beginning to bring 'body horror' into the CGI age, Steven Spielberg turned CGI mutilation to arguably its most serious use in recreating the visceral horror of the Normandy landings. If not the most violent film ever made, Saving Private Ryan must be in the top 10 somewhere, but has so sombre an ambit as to inspire respect instead of disgust. The shot in question was - at least for me - educational, since I had wondered before just how lethal a bullet could be through water. Soldiers fleeing into the sea from their decimated landing-craft found that the ocean was no protection against suitable artillery, and the zipping projectiles, complete with foamy trails, are totally convincing here.





The Day After Tomorrow (2004) - Manhattan floods.

Roland Emmerich continues to destroy the world in this ecological disaster-movie, and VFX house Digital Domain turned out some outstanding fluid simulation work in the flood sequences. For the shot in question, however, the fluid sim was provided by Tweak Films, with Christopher Horvath and Day After Tomorrow VFX supervisor Karen Goulekas overseeing the shot (one of five which Tweak contributed to the movie). Depicting water is one area of SFX where the CGI luddites tend, wisely, to shut up. SFX debacles such as those in Raise The Titanic (1980), The Dambusters (1955) and the 'Hoover Dam bust' in Superman (1978) only go to prove that water simply does not scale at anything but 1:1. Calculating (or impersonating) the confluences and counter-collisions that an incoming flood of water will make against the maze of Manhattan is a mind-bogglingly difficult task, and we can only pay this shot the compliment of saying that it 'looks right'.