VFX Breakdown, Avengers

For the Investigative study first week, we looked into a breakdown of the avengers film. The scenes are quite CGI heavy and there are several reasons why that has been done. Firstly creating the idea that has been shared is something that can not be achieved by the simple use of animatronics or make up so there needs to be a more achievable method to be used which we can see in terms of use of VFX especially CGI.
The scenes were fast paced and in my opinion that is something which can help make the CGI more believable as with the quick secessions in scenes the audience have less time to analyse the details however they are able to capture the spectacle that is being presented
some of the reason for why the VFX has been used is health and safety and also the time management as these since, if they were to be created with the use of special effects animatronics and stuntmen, would take longer, be more costly and also poses a danger to the safety of the actors and the crew/staff involved.
Through the Looking Glass: Philosophical Toys and Digital Visual Effects - Summary
In his article, Stephen Prince has touched upon the idea of the bridge between science and art in the form of digital visual effects. He also mentions how this has led towards a better position on expression and realism In the film industry. The article also talks about the concept of “philosophical toys" that helped the digital visual effects come into existence. An example of this would be the phenakistoscope, a form of zoetrope which the article mentions in the very beginning, indicating it as a start of an era of digital tools being used in the cinema/Film industry. Stephen Prince highlights that the idea of image making in film industry, whether via digital effects or special effects has always been present and has come a long way. We now see science and art coexisting and working effectively to create these desired images. He also considers VFX softwares and programs as important digital tools for achieving the incredible feats of CGI and their behaviour on screen. Today in the world of cinema, the elements that are present in the real world are bring accurately transcribed in the realm of movies with the help of these digital tools e.g. the behaviour of gas, liquid, solid, light, movement, and sound. The digital stimulation of water, which has been considered a hard aspect of VFX to master.
This leads to perceptual realism, the attempt at claiming a basis for realism in digital visual effects. Prince states that many film scholars have indeed created these worlds leading to a digital sensory experience and a world which replicates the real one but with its own dimensions and properties mentioned earlier. According to these scholars, the film experience is distorted if the idea of realism is solely left to photographic or the use of special effects. The means of using the digital tools to create a three-dimensional “real” digital world is something that the filmmakers are thriving for. Prince states this is achievable via digital cues that include information about the size and the positioning of objects in space, who they are textured and their behaviour in respect of light, who they interact with physical world i.e. the laws of physics which includes water, fire and clouds. In the article, we see the example of Jurassic Park as a staple of perceptual realism explaining how dinosaurs, creatures that don’t exist anymore and have nothing to be refenced with are still borough tot life with the use of digital visual effects. These digital creatures are very perceptually convincing in the film by the way they interact with the actors and the environment, something unattainable by the traditional special effects usage. Prince also states that the narrative and the context of the film is always apparent which is in fact made clearer with the use of right digital tools thus making the story more appealing and believable to the spectator.
There had been assumptions regarding visual effects as well, two most important being, the use of visual effects and its adverse effect on the narrative and second it’s direct link with perspective, vision which can limit the effects to the constraints of the era when it is being used. The article tells of an example of use of digital effects in Jurassic Park, which makes the appearance of the dinosaur spectacular but at the same time overtakes the narrative side of the film. In other words, the film is compensating for the narrative with the use of digital visual effects. The application of digital tools and the combination with the eye is a very old practice. The camera imitates the action of a human eye. The article also emphasises on the importance of the link between science and art. It is stated that many digital tools that are sued today in the world of film including the camera, were designed and created by scientists .e.g. medical, astrology etc. the camera obscura which is the action of admitting a small amount of light through a hole and projecting an upside down image on a flat surface or outside of the dark chamber has been widely studied by numerous artists and scientists seeking to understand optics and the eye.
Stephen Prince states that the vision research done in the nineteenth was a key to the cinema invention. He then goes on to focus more on how the digital tools of today has led to an improved way of supporting the narrative through better perceptual realism. Some of the examples given in the article are of the film David Fincher’s Zodiac and The Curious Case of Benjamin Button. In the film Zodiac, the city of San Francisco had to be altered using the digital tools to appear more suitable and visually convincing for the timeline in the film narrative the year 1968.



Lev Manovich WHAT IS DIGITAL CINEMA?

In his article, Lev Manovich starts with the thought of the digital media being something of a new way of storytelling. He also sates that no matter how immense or immersive the digital visual effects gets, it will still be tackling the main of objective of the story telling which is narrative. In his opinion, digital media poses a challenge to the cinema itself far beyond narrative. Lev also describes that the value of actors and the film sets has depreciated as everything can now be simulated on a computer and replaced with three-dimensional space and models, given enough time and money. The article also tells about French film theorist Christian Metz wrote in the 1970s that most film made regardless of the genre, commercialism or how they are received by the audience, they all had one thing in common, they told a story. Lev says in today’s era, it has become essential to use the compositing and digital simulation to enhance the film and give it validity.
Cinema, from its start has been understood to be the art of motion. One of the very first tools namely the zoetrope involves motion to create a moving image. These images were manually drawn and manually animated, but the union of science and art has come so far that the moving image culture is being explored once again. Lev also states that for any future advancements, the knowledge from the previous experiences in similar areas is required. However, in this article we come across a notion of the future of the film industry with regards to the narrative. There might be more movies in the future that a non-narrative based .i.e. over dependency on digital tools and effects. According to Lev, this is already the case as the electronic and digital media has taken over and the cinema no longer needs to manufacture its reality effects.

Comparing both writings:
Comparing the essays, they both talk about the bridge that the art and science has established since the start of the cinema/film industry. Reading both he writings we are able to understand how science has paved a way for a new type of cinema which has evolved from just moving images to computer generated and simulated objects, We can see the idea of digital tools being discussed on both essays and how there have been a gradual improvement and ease of access to these digital tools. Prince and Lev both talk about how the narrative of the film industry, the story telling is being affected and the latter even shares a concern of non-narrative films in the future due to the over-dependency on the digital visual effects. Both writers have also heavily focused on the improvements and the importance of the research done in the digital media int eh 19th century and claim it was a critical step towards the advancements of the digital visual effects.
Investigative study initial ideas (BRAINSTORM):

Investigative Study Proposal:
Can digital simulation replace the use of special effects in the film industry?
For the topic of discussion for my essay, I have come up with the above question. A few reasons of why I want to investigate this topic are, the comparison between the convincing power of special effects compared to the digital visual effects on the silver screen. Which method results in better audience immersion. Which method is better to use when it comes to re-creating a challenging idea in the film industry. Among the two which effects method has been welcomed more by the audience and why are there any kind of doubts if any when it comes to digital visual effects. Which one is safer to be used according to the demands/criteria of the film. I will also touch upon the difficulty aspect of achieving a visual spectacle, using both effects that fits the requirements of the narrative and which one is better. In this essay I will be using examples of films with strong special effect usage, their success and comparing these films to the ones that have used visual effects. The main focus of the essay will be the simulation of elements e.g. water, slime, snow etc and how well these elements have been simulated in recent films using digital effects and what is their special effects counterpart in the industry.
I have decided to look into studies/books focused on the use of special and digital effects when it comes to natural elements. I will be focusing on the use of snow in the film industry and how the effect is created. This might be aided with studies and examples on other elements like water and slime. I will use these examples to support my research on snow simulation. I will then carry on with my practical research using different methods. I have decided to film a couple of snow fall scenes as a reference point. For the digital effects part, I have decided to use Maya and Premier pro to come up with a simulated snow fall scene. I will then be comparing both the actual live videos shot by me and the simulation I have created and will discuss the similarities/differences. I will be talking about why I went for this method, what hurdles I came across when creating the simulation and what went well. Finally, I will conclude on whether digital simulation can replace the use of special effects entirely in the film industry.
Investigative Study Presentation:






VFX compositing:
Compositing is the process of combining different computer-generated images and a live action footage into one scene to create an illusion as a single seamless scene. This is done using several different softwares. A few of these programs are Maya, Nuke, Blender, Houdini, Unreal Engine. This is a very vital part in the digital visual effect industry. One of the major techniques involves green screen which involves a performer with markers. These markers track the movement of the actor which can then be input into a computer to be worked on using the Visual effect softwares and to be composited on. The final generated images and sequences are then rendered into the final footage and ready to be used int he medium required .e.g. film, animation etc.
Research, Practical idea and Investigation:
Practical Research
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Software to be Used: MAYA, Premier Pro
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Visual effect/technique in-focus: Simulation (Snow fall)
For the practical side of the essay, I have decided to go with the simulation technique in Maya. As the title of my essay relates to the practical effects and visual effects, I will be comparing two footages. Initially I will try to record and obtain a footage of an actual snow fall. Then I will be simulation the snow fall in Maya in a set environment. afterwards, I will be comparing the two footages and discussing the pros and cons of both. I will also be discussing in the essay the results I was able to achieve and how hard or easy it was to come up with a completed simulation.
Theory Research
For the theory research side of the essay I will be looking at a few books and films that show/talk about the particles effects especially the topics focusing on the fluids. So far the books/videos I have decided to use for my essay theory research are:
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Anaconda (1997)
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Special effects: new histories, theories, contexts.
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Frozen (2013)
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Life of Pi (2012)
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Star Wars Episode 1: The Phantom Menace (1999)
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Disney Animation: The Illusion of Life.
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The Ten Commandments (1956)
All these sources reflect upon the use of special and digital effects especially focusing on the fluid, particle effects which I believe will help me further in the research and the essay itself.
The main Idea will be comparing visual and special effects and narrowing to down to the particle fluid effects which include water, gas, solid, elements, and involve the laws of physics. To share a few examples that I can get from films, I have so far decided to use the life of PI and The Ten Commandments and discuss the water scenes in both films. To bring this to the practical research side, I'll be carrying out a simulation in Maya as mentioned above. The objective will be to recreate a real life snow scene and conclude how convincing it is.
Assignment: Essay
There are many important techniques, ideas and practical processes involved that enables the digital visual effects industry to achieve a desired outcome but the fundamental rules that everything on screen follows in relation to movement remains the same. From real live action footages to animations done on computer programs, the laws of movement follow the same path whether it be a character or an element. In accordance to these rules and with the help of research and practical work, the visual effects industry has been able to accomplish a lot in bringing imagined spectacles to life in a computer-generated world. Visual effects is a process that is used to help re-create an idea which is harder to achieve using conventional ways e.g. of special effects, make up and animatronics. It can also be hard to re-create ideas on large, unusual landscapes which can be very costly and there is also the question of the safety and security of the talent and the crew involved in the film making process. For a long time in film making, the film industry has depended on the use of special effects. An example of this would be Star Wars Episode 1 (Star Wars Episode 1: The Phantom Menace, 1999) where a puppet for the character Yoda was used as the physical appearance and the mannerisms of that character would be too hard to achieve using an actor. We can see in the scenes involving Yoda that the movements are not as fluid and seamless as one would expect in today's time. The character is also not very “believable”. Today, one of the main goals of the visual effects industry is to make the computer-generated effect, environments and characters as real and visually convincing as possible for the audience enticement. This also helps greatly with explaining the films narrative. Most of the entertainment media today use visual effects an example being Marvel Avengers (The Avengers, 2012).
Coming back to the point mentioned earlier about the fundamentals of animation, in 1981 animators Ollie Johnston and Frank Thomas introduced the idea of the twelve basic principles of animation in their book Disney Animation: The Illusion of Life Johnston and Thomas (1981). These principles talk about the basic requirements of any animation, no matter how small or big. Namely these principles included: Squash and Stretch, Anticipation, Staging, Straight Ahead Action and Pose-to-Pose, Follow Through and Overlapping Action, Ease In, Ease Out, Arcs, Secondary Action, Timing, Exaggeration, Solid, Drawing and Appeal. This idea has been developed and taken into the world of visual effects as well and is not only limited to computer generated actors and characters but also to elements like water, snow, gas and much more. In this essay, I will be focusing on the process of simulation of one these elements. I will be recreating a snow fall scene. I am going to talk about how the snowfall can be simulated using the visual effects tools and will also comment on what hurdles that I faced when trying to achieve the desired result. For this project, I am using Autodesk Maya and Premier Pro in order to achieve the desired results.
Expanding more on the topic of this essay, digital effects simulation vs real life special effects, in one of his books, Special effects: new histories, theories, contexts, Dan (2015) argues that the river of slime scene from the film Ghostbusters II could have been simulated with the use of digital visual effects but due to the budget of the film and the availability of an inexpensive substance methocel, the film took advantage of these factors and used the substance instead. This can suggest that in the past, digital visual effects was an expensive and less competent tool to use. However, even if that was not the case, the director decided no to use the digital effects but the actual special effects substance. Some of the reasons as to why methocel has been widely used in the film industry is due to its controllable nature .e.g. viscosity and colour. Dan (2015), also states that digital simulation and special effects can very well go hand in hand to help achieve the desired effects e.g. the egestion of Jon Voight by a giant snake in the film Anaconda (1997). The snake was rendered and simulated in the 3d program however methocel was used as special effects for the reptile’s saliva. The simulation tool in digital visual effects is an old practice .e.g. the simulation of water in the film The Ten Commandments (1956), the scene involves the actor playing Moses parting the red sea in two. This involved a technique of reversing a pre-recorded footage of water being poured into a container. Another example is of the film Life of PI (2012), where the whole sea in the background has been simulated using digital effects green screen and can be seen to be very realistic.
As mentioned earlier for the practical side of this research, I decided to re-create a snow fall scene and compare it to two live videos I have filmed myself, exhibit A and B. I chose this method so I could simulate a real-life element, tinker with its behavior in the Maya software and then compare it to the two real life footages of the same element to decide what the visual differences are. First, I went into the software Maya and created a background relative to the desired outcome of a snowscape. I created a large snow dune and made different waves in it emulating a patch of land covered in heavy snow. The outcome was good as the landscape is quite realistic and believable. I then moved on to making the background sky which would also be the light source for this scene. I chose it to be a morning scene as we can see the sun rising up from the left side of the screen. Next up I started the main part of the practical which was the simulation of snow. For this I have created an emitter in scene and moved it to the top of the dunes out of the camera’s perspective. This was to make sure that the seamlessness of the whole scene is maintained as the goal was to achieve a snowfall scene that has realism to it and is convincing enough for the audience. Then I went to the properties of this snow emitter in the Maya software and played around with the settings. The main settings to focus on was the gravitational pull of the snow, the emitting rate, the speed and spread of the particles. At first the gravitational pull and the speed were both out of balance, I had to amend that and bring them to work together. I did so to make the snow particles would hang and float in the air for some time before falling to the ground. The emitting rate was to control how much particles were being produced and speared across the scene. I decided to go for a medium spread. In the program I was also able to control the size of the emitter but not the particles. This gave me the ability to control how much area in the scene I wanted to cover using this technique. Then I finally used the randomness option in the particle emitter setting which gave the snow particles random movement. This was a very useful tool as it added a wind effect to the whole scene and the particles. This was done all to mimic a real snow scene and bring it as close to the actual footages as possible.
Now I will talk about some of the hurdles I have faced in the practical research. First problem I had was with the rendering of the whole scene. The process took around two and half hours of constant system usage and of course if something goes wrong or the outcome is not as desired then the whole procedure needed to be repeated which in fact did happen a couple of times. The first reason why I had to repeat the whole rendering procedure was because the output file format was not properly selected. Instead of using the .ext at the end of the file name, I accidentally selected the .ext first then the frame number .e.g. name.ext.#. This file name format was required to achieve a video footage as I needed to take all the rendered frames to Adobe Premier pro and clip them together to create a continuous scene. Moving on, the second big issue I face and could not resolve was the watermark for the rendering system in Maya known as Arnold. To avoid this watermark issue, I decided to render the whole three hundred frame scene once again using other renderers present in Maya. However when I tried using these other renderers, although the watermark disappeared, it gave me a very unrealistic result and completely omitted the background, the snow particles and the sky leaving me with the texture less snow dunes and a black back drop. This made the simulation appear far less convincing. Another Issue I faced with the emitter particles system was the particles being too smooth at the edges which fair enough is sometimes the case with the actual snow particles however, if I could add a bit of a roughness to the shape and randomness to the size of these particles, it would make them appear more realistic. The particles system also didn’t allow me to make the landing snow to appear as melting in the dunes. I also encountered some crashes while creating and rendering the simulation which forced me to load the whole file again and restart the procedure at hand. All these issues combined proved to be very time consuming and I had to go back and forth to address and amend these technical problems.
Watching both the real and the simulated snow fall footage, I was pleased with the results. The simulated footage is quite convincing as the rate at which the snow particles falls, the randomness in the wind of the scene and the spread of the particles are all the factors that make this scene visually convincing. The camera positioning for the re-created simulation and the actual footages is also very similar as we can see in both videos, the particles are falling in the fore front and also towards the mid ground and the back ground. The actual footage (exhibit A) does have different sizes of the particles and so does the simulated snow scene but as mentioned there is a roughness to the particles of the snow in the actual footage which gives it a slight advantage. However, there are also a few drawbacks. The minor one being the speed of the particles. In the real footage, we can see the speed of the particles are all different to each other, some are coming down slowly, some faster. In the simulated version, the particle speed is all the same which gives it a slight artificial feel. For the major drawbacks I consider the watermark to be one as I was not able to remove it and the incapability of the other renderers present in Maya, as they were not able to give me the desired result.
I then decided to shoot another video of a snowfall (exhibit B) on a bigger scale and compare it to my simulation in Maya. In this video the first thing I’ve noticed is the disturbance in the air. The number of snowflakes due to there large quantity have made the scene very unclear, which I have not been able to achieve through he Maya snow emitter system. There is also an aspect of more randomness to the wind direction that is affecting the snow in this video. In one frame the flakes are coming towards the camera but right in the next frame they are going away from it. Again, the different in the size of the snowflakes can again be noticed in exhibit B. The snowflakes are also very rough towards the edges and very random in shape. In comparison with my Maya simulation, I was not able to create a vast number of particles as it was very limited with the options as I have selected the highest possible number of snowflakes/particles which still seems to be very less in contrast to exhibit B. I also noticed the speed of all the particles was different to one another due to the difference in their sizes and shapes.
Next up, I decided to investigate the industry standard special effect used for scenarios that include snow fall. The tools used is known as a snow machine. In the video provided (exhibit C), it is clearly visible that snow machines are able to re-create a snowfall very effectively. Not only the flakes itself but the machines are also capable to cover a big area and provide the snow residue on the ground depending on the needs of the film and narrative. Comparing my Maya snow simulation to exhibit C we can clearly see the use of the snow machine would provide better results as it is much more convincing and also is practically present in the real world, rather then being rendered on top of the scene. These findings of mine sound very similar to Dan (2015) where he mentions the use of methocel as slime in a number of films rather then it being generated in a computer program.
In conclusion, I would say there is still role for special effects in the film industry as it is evident based on my findings. Although saying this, I do believe with the proper use of other computer programs and more knowledge on the topic of simulation, snow and any other kind of simulation is possible as this can be seen in the early example I used of the film Life of PI (2012). But as a final an example to support visual effects, I have taken a small clip from the film Frozen (Frozen, 2013). Looking at this clip provides a strong argument that simulation of snow is very much so possible and can result in a very convincing effect on screen. However, as Frozen is an animated film, there can be a counter argument that the same result might not be possible in a live action film.
Practical Research:
Videos:
Snow-Simulation In Maya
Exhibit A
Exhibit B
Exhibit C
Frozen (2013)
Practical Research:
Maya Renderers' Results:
Arnold Renderer

Maya Software

Maya Hardware 2.0

Bibliography and References:
Anaconda (1997) Luis Llosa [89 minutes]. United States: Sony Pictures Releasing.
Dan, N. (2015) Special effects: new histories, theories, contexts. BFI.
Entertainment Access (2018) Olaf and The Snow Monster Scene - FROZEN (2013) Movie Clip. Oct 23, 2018. Available at: https://www.youtube.com/watch?v=Qo9soUCKOrw (Accessed: 25/01/2021).
Frozen (2013) Chris Buck, Jennifer Lee [102 Minutes]. United States: Walt Disney Studios.
Life of Pi (2012) Ang Lee [127 minutes]. United States: 20th Century Fox.
Star Wars Episode 1: The Phantom Menace (1999) Directed by George Lucas [136 minutes]. United States: 20th Century Fox.
Steve Wolf (2012) Snow Machine Test. June 5, 2012. DOI OR Available at: https://www.youtube.com/watch?v=yPpF5k-xV5k (Accessed: 25/01/2021).
The Avengers (2012) Directed by Joss Whedon [144 Minutes]. United States: Paramount Pictures.
Johnston, O. and Thomas, F. (1981) Disney Animation: The Illusion of Life. United States: Abbeville Press.
The Ten Commandments (1956) Cecil B. DeMille [220 Minutes]. United States: Paramount Pictures.