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CGW Digital Issue Sample

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��� ��� ��� ��� VFX now that is not distinguishable from ILM. We want the same sort of situation with our thirdparty vendors.��� Costumes Are Characters In this shot, the actors��� faces, the grass, and the shrubbery on the right are the only non-CG elements. On set, Robert Downey, Jr. (left) and Don Cheadle (right) wore Imocap suits and partial helmets. ILM added the CG suits, replaced the helmets, created the digital drones in the background, and the rest of the environment. was going through the third parties, but we supervised it and handled it all,��� Snow says. ���We sent the sequence to Pixomondo, where Justin Hammer is showing Ivan Vanko some drones he���s building. We built and painted a drone, and gave it to Pixomondo, and they did the shots. They did a terri���c job. We also worked with Svengali, which did some matte paintings of the Stark house for us, and with The Embassy, which did a sequence with the damaged suit at the end.��� Although ILM still keeps most of its secret sauce secret, the studio feels comfortable sharing more technology and knowledge with the studios they deal with directly than they would otherwise. ���We still have to recognize that we have proprietary tools that give us some advantages,��� Snow says. ���But, our aim is to establish relationships with the third-party vendors where we know the people, know how to work with them, and build the same kind of trust that we���ve built with ILM Singapore. ILM Singapore has been a huge asset on both Iron Man ���lms. Singapore has all our tools, identical workstations, security cards, everything, but this was the ���rst time we have sent lighting work to them. They do top-quality work When the actors appear fully suited in the ���lm, the suits are, of course, mostly empty geometric shells manipulated by animators to perform as if someone were inside. The artists paint, render, and light the suits���in other words, the CG characters���to appear as if a director of photography shot them on location. Bruce Holcomb led the modeling team. Ron Woodall supervised the painters. And, Doug Smythe turned the studio���s new energy-conserving lighting technology into more intuitive tools. Holcomb and Woodall have worked together on so many ���lms at ILM, Holcomb teases that people call them ���Bron.��� ���We���re an amalgam,��� he laughs. ���That���s the best thing about this ���lm���our friendship. We help each other with jobs, and the process becomes very fast.��� Woodall adds, ���I���ve been fortunate to work on a number of shows with Bruce. We���re likeminded in the things we think would be cool, so the days are easy and we have a lot of fun.��� For Holcomb���s group, the work entailed streamlining the Iron Man Mark III and adding more weapons, building War Machine (which is a modi���cation of the silver suit), creating the drones, building the suit that Ivan Vanko���s character wears, creating suit parts to Just Like the Movies ���This new technology is fun,��� says Doug Smythe, digital production supervisor, of ILM���s new energy-conserving lighting. The new energy-conserving shader set works within Pixar���s RenderMan and communicates with ILM���s proprietary Zeno lighting tools; Smythe created a suite of plug-ins for the new tools. ���It���s like moving from really good Impressionist paintings to photographs,��� he adds. Smythe, who has received three technical Oscars and an Oscar for best visual effects in the ���lm Death Becomes Her, is a photographer in his spare time. ���It���s fun to use the same kinds of techniques in the computer that I would use with a camera in the real world,��� says Smythe. ���I can actually work in CG and light a CG character the same way as in a portrait studio. We haven���t been able to do that until recently. We don���t have to ask, ���What colored CG point light will approximate a light source? Do I darken or brighten? What hue?��� We just have a picture of the source light and use it directly. It���s liberating.��� Smythe explains: ���You can take several pictures at different exposures to get an HDRI of a light source. That picture is the texture for the light. So, the CG light will emit light with the 18 May 2010 brightness and color at every pixel direction you had in that original image of that light source. If you move more than a fraction of an inch from the surface, the color from one square inch blends with the next. And farther away, you see amorphous light.��� Just like light in the real world. Or, the crew might take a large photo of an entire set and crop out a small, rectangular area of interest to use as a light source. ���If we have a bon���re burning in a section of an image, we might take a rectangle surrounding that area and put the moving footage on an animated sequence of images,��� Smythe says. ���So, now we have a bon���re light that casts bon���re shapes and colored light onto whatever CG character happens to walk by. And we can put several of these throughout. Or, we might treat the entire spherical environment as a light. We can have round lights and rectangular lights. And we can put texture images on the lights if we want.��� As light from these sources bounces through the scene using raytracing algorithms, collecting, re���ecting, and absorbing colors, the energy-conserving calculations make sure that the sum of light re���ected from and absorbed by the objects in the

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