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The VES handbook of visual effects : industry standard VFX practices and procedures PDF

1063 Pages·2010·24.1 MB·English
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The VES Handbook of Visual Effects This page intentionally left blank The VES Handbook of Visual Effects Industry Standard VFX Practices and Procedures Edited By Jeffrey A. Okun Susan Zwerman Co-Editors: Scott Squires Toni Pace Carstensen Kevin Rafferty AMSTERDAM  •  BOSTON  •  HEIDELBERG  •  LONDON NEW YORK  •  OXFORD  •  PARIS  •  SAN DIEGO  •  SAN FRANCISCO SINGAPORE  •  SYDNEY  •  TOKYO Focal Press is an imprint of Elsevier Focal Press is an imprint of Elsevier 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA The Boulevard, Langford Lane, Kidlington, Oxford, OX5 1GB, UK © 2010 Visual Effects Society. Published by Elsevier Inc. All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical,  including photocopying, recording, or any information storage and retrieval system, without permission in writing  from the publisher. Details on how to seek permission, further information about the Publisher’s permissions policies  and our arrangements with organizations such as the Copyright Clearance Center and the Copyright Licensing Agency,  can be found at our website: www.elsevier.com/permissions. This book and the individual contributions contained in it are protected under copyright by the Publisher (other than  as may be noted herein). Notices Knowledge and best practice in this feld are constantly changing. As new research and experience broaden our  understanding, changes in research methods, professional practices, or medical treatment may become necessary. Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any  information, methods, compounds, or experiments described herein. In using such information or methods they  should be mindful of their own safety and the safety of others, including parties for whom they have a professional  responsibility. To the fullest extent of the law, neither the Publisher nor the authors, contributors, or editors, assume any liability for  any injury and/or damage to persons or property as a matter of product liability, negligence or otherwise, or from any  use or operation of any methods, products, instructions, or ideas contained in the material herein. Library of Congress Cataloging-in-Publication Data The VES handbook of visual effects: industry standard VFX practices and procedures/edited by Jeffrey A. Okun, Susan  Zwerman; co-editors, Scott Squires, Toni Pace Carstensen, Kevin Rafferty.        p. cm.   Includes bibliographical references and index.   ISBN 978-0-240-81242-7 (pbk. : alk. paper) 1.  Cinematography—Special effects—Handbooks, manuals, etc.  2.  Digital video—Handbooks, manuals, etc. 3.  Digital cinematography—Handbooks, manuals, etc. I. Okun, Jeffrey A.  II. Zwerman, Susan. III. Visual Effects Society. IV. Title: Handbook of visual effects.    TR858.V47 2010   778.5’345—dc22   2010008415 British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. ISBN:  978-0-240-81242-7 For information on all Focal Press publications  visit our website at www.elsevierdirect.com 10  11  12  13    5  4  3  2  1 Printed in China. Typeset by: diacriTech, Chennai, India CONTENTS v CONTENTS About the VES xxiii Foreword xxv Chapter 1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Visual Effects and Special Effects 1 Visual Effects 2 Special Effects 2 Why Use Visual Effects? 2 The Creation of Visual Effects 3 A Bit of Visual Effects History 4 Optical Printers 7 Electronics for Camera Control 8 The Digital Age 10 Unintended Consequences: Where Does Creativity End? 13 Chapter 2 Pre-Production/Preparation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Overview 17 Breaking Down a Script—Budgeting 18 Ballpark Budget 19 More Detailed Budgets 20 Bidding 20 Plate Photography 21 Temp Screenings 22 Reviewing Bids 22 Contracts 23 Rebidding during Shooting 23 Rebidding in Post 23 Monitoring the Budget and Schedule 23 Keeping the Budget Down 23 Working with the Director and Producer 25 Demo Reel 25 The Meeting 26 Moving Forward 26 Production Departments 28 Production Design 28 Camera 29 Special Effects 30 Stunts 30 vi CONTENTS Wardrobe 31 Makeup 32 Production 32 Visual Effects 33 Editorial 34 Locations 35 Production Meeting 37 Designing Visual Effects Shots 37 Guidelines for Directors 38 Storyboards 38 Previs 39 Objective of the Shot 40 Concept Art 40 Continuity 40 Photorealism 41 Original Concepts 41 Budget 41 Reality and Magic 42 Camera Angles 42 Framing 42 Scale 43 Detail 43 Speed 43 Scaled Images 44 Depth of Field 44 Sequence of Shots 44 Camera Motion 44 Less Is More 45 Action Pacing 45 CG Characters 45 Creatures and Character Design 46 Powers of 10 Shots 46 Visual Effects Techniques 47 Technique Considerations 47 Additional Suggestions for Determining Techniques 49 What is Previs? 53 Development of Previs Techniques 55 History and Background 55 The Applications of Previs: Who Benefts From it and How? 57 Postvis 62 CONTENTS vii Cautions and Suggestions for Good Practice 66 The Perils of Previs! 66 Passing the Work On 70 The Role of the VFX Supervisor in Previs 71 The Future of Previs: Advanced Techniques 72 Environment Input 72 Character Input 72 Camera Input 73 Gaming Techniques 74 On-Set Previs 74 Lighting Previs 74 3D Stereo Previs 75 Virtual Production 75 Camera Angle Projection 76 Drawing What the Lens Sees 76 Chapter 3 Acquisition/Shooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Working on Set 79 Common Types of Special Effects 85 What Are Special Effects? 85 A Brief History of Special Effects 85 The Special Effects Supervisor 85 Working with the Visual Effects 86 Visual Effects in Service to SFX 86 Special Effects Design and Planning 86 Storyboards and Previs 86 The Elements: Rain, Wind, and Snow and Ice 87 Smoke, Fire, and Pyrotechnics 88 Mechanical Effects 90 Flying Wire Rigs and Stunts 91 Safety 92 Front and Rear Projection Systems for Visual Effects 93 Rear Projection 94 Front Projection (Blue or Green Screens and Picture Imagery) 94 Rear Projection Equipment 95 Front Projection Equipment 96 Large-Area Emissive Displays (LCD, Plasma, and Jumbotron Screens) 96 Greenscreen and Bluescreen Photography 96 Function of the Backing—Green, Blue, or Red 97 viii CONTENTS Fabric and Paint 97 Backing Uniformity and Screen Correction 98 How to Expose a Greenscreen Shot and Why 103 Setting Screen Brightness 105 Floor Shots, Virtual Sets 110 Foreground Lighting 111 Controlling Spill Light 116 Lighting Virtual Sets 117 Tracking Marks on the Screen 118 On-Set Preview 118 Camera for Bluescreen or Greenscreen Photography 119 Negative Scanning and Digital Conversion 122 The Processed Foreground 124 Underwater Photography 124 Working with the Cinematographer 125 The Alpha Channel 125 Compositing Software 125 On-Set Data Acquisition 127 Camera Report 128 Tracking Markers 131 Props for the Actors 133 Cyberscanning 135 Digital Photos 136 Lidar/Laser Scanning 137 Lens Distortion Charts 137 HDRI and Chrome Balls 139 Lidar Scanning and Acquisition 140 On-Set 3D Scanning Systems 145 On-Set Data Acquisition 145 3D Scanning Systems 146 Prepping the Actors for Scanning 147 Scanning Props or Cars 148 Review All That Has Been Scanned 148 3D Scanning Post-Production 149 Lighting Data 150 Gathering Lighting Data 150 Beware of False Savings! 151 Goals 151 Using Conventional Still Cameras 155 Shooting Considerations 156 CONTENTS ix Clean Plates 158 Shooting the Clean Plate 159 Locked-Off Camera 160 Moving Camera 160 Other Issues 161 Postprocess 162 Alternates without Clean Plates 162 Other Uses for Clean Plates 163 Monster Sticks 163 On-Set Animation Capture: Witness Cam 169 Wireless Nonvideo Motion Capture 169 Factors Affecting Witness Cameras 170 Dealing with the Data in Post-Production 171 Real-Time Matchmoving and Camera-Tracking Data 172 Triangulation as a Method of Recording Camera Data 177 Camera/Subject Positional Information 178 Basics: The Tool Kit 178 Basics: Nodal Point 180 Photographic Reference 195 Shooting Video as a Reference 197 Rules, Setup, and Testing 199 Digital Cinematography 204 The Viewing System 218 The Recording System 219 Filming Live-Action Plates to be Used in VFX 222 Camera Position (Station Point) 223 Angle of View 223 Lighting Considerations 223 Camera Tilt 224 Background Quality 224 Moving Plates 224 Scouting the Camera Positions 225 A Case Study 225 Camera Cars 226 Camera Car Safety Issues 226 Purpose-Built Crane Cars 227 Vibration and Camera Stabilization 227 Road Speed 228 Precautions 228 Panoramic Rigs 229

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