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Ashley
Scott (left) and Jude Law in A.I. Artificial Intelligence.
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Whats going on, I think,
is that some DPs now are reacting to the digital future that they see
coming where the images are so clean and they are making these movies
really gritty. There are flares in them and theres diffusion on
them and theres grain showing up, said Muren. The
stuff looks really great, but its really hard to composite into
it. Weve been seeing this trend happening for the last year or
so. And so a lot of work was put into getting just the right lens flare
from a certain type of filter that he was putting in front of the camera,
that under certain conditions gave things a certain look.
ILM also created a number of robot
characters called Mechas for the film.
Muren explained that there
was no other way to do it except in CG. What we had in the design was
just so neat that it couldnt be built for real. There was a whole
set of problems to solve making the robots that look real.
In one challenging scene, the audience
sees the Nanny a robot with the back of her head taken off. Muren
reported that it was a time consuming rendering job to get it to work.
You
see her face, which is of course a real face acting the way only a human
can act, but when she turns sideways the back of her head is all gone
and theres all the mechanical apparatus in there. Its got
a lot of transparency to it lots of self illuminated lights on
the inside, said Muren. We wanted it to look real so we
used real people then cut away the parts of their bodies and replaced
them with CG interiors.
To create a futuristic robot Teddy
Bear for some shots, ILM relied on a combination of Stan Winston robots
and CG creations. But the Bear raised the whole problem of creating
CG fur, one of the most challenging tasks for digital artists.
When it actually had to walk
and run and do that heavy performance stuff we did a CG bear explained
Muren. We spent a lot of time trying to get the fur because the
fur is very complicated and heavy. It had a lot of sheen to it and various
colors on the fur, so there would be one level deep into and then it
would curl and go to another amount of sheen and colors. There were
many levels on it. In our fur experiments, the rendering times were
like 18 hours to be able to get it. And then we managed to optimize
it down to something more realistic and I think we got it in the four-hour
range. But wherever we could, we cheated and did it with photomaps and
stuff like that, when it was in the long shots so we werent dealing
with the renderings. Theres no fast way to do fur. Its still
grueling to render.
Muren explained that ILM is an
SGI-based house, and that all of the companys compositing and
in-house software is designed for SGIs Irix platform. For the
fur rendering work, the company used Maya as the basic foundation, but
he was hesitant to talk about software because for ILM, known for writing
its own code or customizing existing packages, so much of what
we do is way beyond the package.
In summation he said, the whole show had so many different types
of things in it, that it was really complicated for us. As soon as you
solved one set of problems, you had another for another sequence.
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