Rob Price, Visual Effects Supervisor, Zoic Studios
“It’s been a lot of improving on what’s already existed, such as the fidelity and detail that you can get out of LiDAR and photogrammetry. Photogrammetry takes a lot of processing power, so refinement of the computers computing like the cloud and just having more resources to crunch the numbers continually gets a lot better for us.
“In the mid-1990s, when doing a set extension, people would say that the only way possible is with a locked-off camera and to do a single matte painting. But filmmakers want their big moving cameras, so you need more 3D environments that look photoreal. The set extensions need to be at a higher level of quality and believability, so we have to up our game on how we create them.
“It’s a necessity more and more that you need a camera in an environment to help every other department. Even the 2D is made infinitely easier if we have a digital camera that matches the practical one. A lot of what we do with the LiDAR scanning isn’t always to recreate 3D objects. On The Haunting of Bly Manor, all of the interiors were scanned for a dual purpose. We needed to see through the windows from the outside. Also, if we have the geometry for the exact interior, it becomes a lot quicker for that camera track to solve because you have the entire room.”
Jeff Campbell, Visual Effects Supervisor/Partner, SPINVFX
“The finishing resolution has gone up and I hope we have plateaued at 4K. I can’t see any reason to go any higher unless TVs become the size of your living room wall, but they likely will.
“Now we have physically-based rendering (PBR) pipelines that render images based on the flow of light in the real world. Much of what makes a physically-based pipeline different is a more detailed approach to the behavior of light and surfaces. Working physically-based means that all you have to do is put lights where they’re supposed to be, use the correct materials and you’ll get the real result.
“You have to understand the strengths and weakness of what a computer can do. Computers are great at rendering solid objects. Animal fur, hair, cloth and skin have come a long way and can look great. Humans are difficult unless they are further away from camera, like in crowds. Simulation water and pyro looks great now too. “The methods have generally stayed the same – highly detailed assets, photorealistic lighting and real-world references – but the tools have evolved to give us much better and faster results.”
“It’s been a lot of improving on what’s already existed, such as the fidelity and detail that you can get out of LiDAR and photogrammetry. Photogrammetry takes a lot of processing power, so refinement of the computers computing like the cloud and just having more resources to crunch the numbers continually gets a lot better for us.”
—Rob Price, Visual Effects Supervisor, Zoic Studios