Issue link: https://digital.copcomm.com/i/1527843
characters, and that was fantastic. How did you create the mind-bending destruction of the Time Ripper sequences? Out of all the work we did, these are the ones that weren't well de- œned when we started the visual eŸects. There was postviz for ev- erything, which is great for the timing and the performances, but I don't think we'd really locked down what it was going to look like. Marvel is great at coming up with words describing something that has never been seen before. Our job is to come up with the visuals. The big thing for us was Cassandra's atomization, which we knew had to be really close up. We've got a fantastic digital double of Emma. We had to build all the subsurface stuŸ—skull, brains, every- thing—because we knew we would have to disintegrate her. She was fantastic in the scanning machine—sitting in there with that many strobe lights is really quite distressing. We went through this whole process of what "atomization" was. We were running all sorts of things: videos of sandblasting fruits and using jets on faces. Her disintegration evolved and changed. As I said in some of my notes, she died a thousand deaths in our machines. We came up with so many diŸerent ways to disintegrate her, shred her...The œnal result is œve or six diŸerent techniques all blended to- gether. We got a full 20-second sequence of her just slowly disin- tegrating…and then it gets cut into very small cutaways in the œlm because it's actually quite distressing in its entirety. The Time Ripper was always going to shatter and explode. Every single nut and bolt of that machine goes ³ying oŸ and exploding ev- erywhere. We thought, well, if she has this big reaction, then the envi- ronment is going to as well. You can see that it's not just aŸecting her body, but it's also tearing apart the room that they're in. It was a constant evolution between the eŸects artists and the supervisors and production. I think there were a lot of ideas that were le˜ as renders, which will come back in future œlms. There were a lot of good ideas which I think we have banked, which is great. Downstairs, what was happening to Deadpool and Wolverine was interesting because we knew it had to be extremely dangerous, ex- tremely painful. You had to really think that these guys were not going to walk away from this. But, of course, they are a slight level removed from Cassandra's experience upstairs, who is getting the full force of it. We worked on them getting superheated internally, generat- ing a sort of internal plasma, which then starts to burst and crack through—that their innate healing was counteracting. You had this horrible cycle of them burning up internally but being healed, and it's just getting worse and worse until you could feel it overwhelm- ing their superpowers. Deadpool is completely covered in a costume while Wolverine by this point was partially unclothed, so we had to design two completely diŸerent eŸects to show the same story. Then eventually we got the whole environment to fall apart and break away, just like we did upstairs, which allowed us to break ev- erything. I think there were something like 30 or 40 separate eŸects passes and simulations all going on at the same time to make it feel like a super dangerous environment that only a superhero would last seconds in, let alone walk away from. The VFX team utilized Maya, Houdini, Nuke, and Blender.

