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Beowulf Case Study


robert.magee

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from what I've seen in the trailer, there are many, ughly lighted and rendered with ugly skin shaders on them, characters, whoot you others think?

p.s

I bet the movie is great show but just wanna know what you think about lighting and rendering(characters) maybe it's just me or maybe it doesn't matter coz eyes can adapt to that kind of rendering through the movie and it's fine, I haven't found any article about it, I mean Zemeckis wanted that kind of final look?

p.s 2

FX houses compete with themself, right? So ILM made incredible skin for Pirates and IMO it looks incredible(right everybody know that) but would be cool to hear if company who made that - is that all what they could do?

p.s 3

Look at the link Robert put, the character at the top of the page looks like has the same shader for skin and hair, funny :)

Edited by Rafal123
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Trailers are categorically not good enough to judge a movie by. You're welcome to judge the movie as much as you want, but only after you've seen it... IMHO anyway.

I think the facial stuff has come a long way since Polar Express... it's still got a long way to go, but I think if you see the movie then you'll be pleasantly surprised.

M

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...but I think if you see the movie then you'll be pleasantly surprised.

I happily fell into this category. It's been a while since I had such a good time at a movie. The only thing I didn't care for was the story but that's just a personal preference thing.

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No, the H9 fluid tools weren't used for Beowulf. Depending on what we're talking about we either used a custom in house solver (in Houdini), Maya fluids or a custom tool to fake water ripples/splashes etc.

M

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No, the real issue was that H9 was still in alpha, and the production decided to stick with known tools since the deadline was pretty short. Plus all the fire tools had been written for Ghost Rider, so it wasn't feasible to rewrite those for Beowulf.

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Yes, I forgot about the timeframe... So generaly if one needed a more specialized and faster fluid tools there is no problem to do it as custom OPs? I'm thinking in terms of Jos Stam papers (realtime one and others). Custom viewport display is also a possibility? What I miss in Houdini is more interactive tools (which is of course linked to speed of execution, and display feedback and custom controls).

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Well, it's not 'no problem' to write custom solver ;)... but they definitely have the advantage of being specifically tailored to the job at hand. Of course, having the person who coded it sitting down the hall doesn't hurt either. But that's also the flaw in custom tools, being that they're tailored specifically to the current needs of the show, and they require either a lot of planning beforehand or a lot of work after the fact to make them into a more general solution that can apply to other shows.

No fluid system is perfect yet, in my experience you're always juggling the pros and cons of each one based on the needs of the production. In my opinion Houdini's dynamics system is very nearly the best of the lot, especially with the integration of the rigid bodies, soft bodies and fluid/smoke systems... now all they need to do is to bash on the speed and stability of it all (especially cloth) and we'll have a winner.

M

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