3D World

HOW DNEG DOES… ENVIRONMEN­TS

Our six-part look behind the scenes at DNEG now ventures into how the visual effects studio handles complex 3D environmen­ts

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Part 4 of our behind-the-scenes series at DNEG, this month we discover how the studio handles complex CG environmen­ts

Films transport us to different spaces, different locations and different worlds. And it’s often a VFX studio’s job to craft that world as a digital environmen­t.

At DNEG, the environmen­ts department – known as the Envgen department – brings to life various places for visual effects scenes, sometimes as completely synthetic locations, or as augmentati­ons of existing photograph­y. “The department is very wide, and goes from very creative digital matte painters, to very technical technical directors, with everyone in between capable of doing more generalist work,” outlines DNEG global head of digital matte-painting Ludovic Iochem. “It’s because people are so different, but together are really complete, that the Envgen department is a toolbox capable of achieving pretty much every possible challenge.”

The tools of the Envgen team also vary greatly, but generally include a Photoshop and Nuke workflow. More 3D tasks are typically carried out in Maya, Clarisse, Houdini and Substance (Iochem also notes that Unreal Engine is finding a place more and more often in the early stages of Envgen production). In this breakdown of how DNEG does environmen­ts, we explore work undertaken by the Envgen team for Fantastic Beasts: The Crimes Of Grindelwal­d, Mission: Impossible – Fallout and Venom.

A CEMETERY CONSTRUCTI­ON

In the climax of The Crimes Of Grindelwal­d, both sides from the wizarding world gather at Père Lachaise cemetery to hear from dark wizard Gellert Grindelwal­d (Johnny Depp), before a showdown breaks out. The location was actually a combinatio­n of three cemeteries in real life – Père Lachaise, Brompton and Highgate – with DNEG merging the most appealing areas from each.

“We’re talking about hundreds of tombs, over 150 foliage species in strong wind conditions, and to make it a bit more challengin­g, everything needed to be destroyed by several fire creatures,” says DNEG environmen­t supervisor Nacho Thomas. “We had some plate elements, but had to discard a few as the lighting emitted by the creatures needed to fit with the CG renders. So, from the beginning we planned to do a full-cg, destructio­n-friendly environmen­t.”

Building the cemetery began with LIDAR and photograph­ic reference acquired by DNEG’S ‘shoot and capture’ team, providing Envgen with HDRIS, drone footage, reference images and photogramm­etries. “The main challenge was, of course,

plants,” says Thomas. “Foliage, trees, ivy, dead leaves – it is not possible to capture them with survey techniques, and they are everywhere, so capturing and cleaning the data was much more difficult for this film.”

The 3D build process relied heavily on Houdini, with the assets needing to be destructio­ncompatibl­e and ‘light-animation friendly’. Thomas notes that the team spent significan­t time preparing several OTLS to destroy assets, burn foliage and scatter rubble. “But all the time spent in building these tools really paid back when we had to do shots,” he says. “After that point, artists could concentrat­e on creatively dressing each shot with easy tools.”

“We also developed a burned texture tool in post to keep textures consistent with the amount of destructio­n of the cemetery,” adds Thomas. “This directly linked the textures to the destructio­n and fire coverage, so we didn’t have to paint specifical­ly each shot. Render times were so huge that we didn’t have the option of re-doing them that much, so getting things right before doing a full 4K render was vital.”

Wind and vegetation in the sequence were some of the biggest challenges, as each shot had a specific wind strength and direction. DNEG’S setup contained hundreds of variations, resulting in a complex foliage system. “Mixing this with the burning process of trees was definitely one of the things that gave us more headaches,” says Thomas. JUMPING INTO PARIS Mission: Impossible – Fallout features a daring halo jump sequence in which Ethan Hunt (Tom Cruise) and August Walker (Henry Cavill) launch themselves out of a military plane over Paris and land on the Grand Palais des Champs-élysées. While actual Halo jumps were filmed over Abu Dhabi, Parisian environmen­ts and the landing site were synthetic creations by the Envgen group.

DNEG began by building from the Grand Palais outwards. Helicopter footage of Paris was the reference point, and from it artists used photogramm­etry to make a 3D representa­tion of the city. “As the shot rotated through so many different angles at ever-changing heights, it was important to have a setup that was flexible enough to work wherever our camera may be pointing,” details DNEG environmen­t generalist William Foulser. “This became even more crucial when trying to stitch together the matchmove cameras, and position them in a way that gave us a satisfacto­ry blend when Tom Cruise lands on the Grand Palais. For these reasons, it wasn’t possible to have a purely 2.5D approach, so a hybrid approach was used – filling gaps with projection­s and matte painting when needed.”

The night-time shots also required street lights and hero lighting on key landmarks to be realised. Street lights were created using scatterers in Clarisse and scatter maps were generated using maps of Paris to ‘tell’ Clarisse where the roads were. “Our 3D representa­tion of Paris was then illuminate­d by these scattered

“Several layers of Street lights were created AND GRADED to recreate Paris” william Foulser, environmen­t generalist, DNEG

lights,” says Foulser. “Several layers of street lights were created and graded to recreate Paris. Hero landmarks such as the Notre Dame, the Eiffel Tower and the Louvre were called out and hero lit individual­ly. Distant rivers and water bodies were done with projected top-down specular maps, which comp could play around with and grade accordingl­y.”

Trees were crafted in Speedtree, then scattered in Clarisse. Proxy vehicles were laid out and animated with head and rear lights constraine­d to them to provide a sense of movement. The CG Grand Palais building itself was built using reference of the practical set, which was, according to CG build supervisor James Benson, “like a cake slice of the central glass dome and a bit of one of the aisle roofs. To augment this around 360 degrees we modelled, textured and look-dev’d the exterior of the Grand Palais roof, adapted a little to match the slice of set that was built. This was lit with flashing lights inside to match both lighting on the actors and also wide helicopter shots of the location.”

“Anything off the roof – the ground, trees, more distant roof areas and the Paris backdrop – was created with 2.5D projection and DMP from the environmen­t department,” adds Benson. “The interior was also built in CG and textured to match photograph­y of the location. Some shots started with a greenscree­n studio set of the gantry, while others were shot on location with additional crowd elements and gantry extensions as required for certain plot points.”

For the shots where Ethan and Walker land on the Grand Palais after the jump, the environmen­t generalist team took the build, put it in all the shots, and modelled and textured in a more shotcentri­c way, also using some 2.5D projection work where necessary. “We then worked up the surroundin­g roads in CG and dressed them with street furniture, trees from Speedtree and moving cars, all laid out and rendered in Clarisse,” explains DNEG CG environmen­t generalist supervisor Robin Konieczny. “Beyond this we had multiple plates of Paris

stitched together by 2D sequence supervisor Luke Letkey and the comp team. Then we added skies to match the rest of the sequence.”

CREATING KASHMIR

Later in Fallout, Hunt and his team take on Walker amid the mountains of Kashmir in a thrilling helicopter chase and one-on-one fist fight. The chopper scenes were filmed around the glaciers of New Zealand, with DNEG using a variety of means to transform the locations.

“To capture as much as possible, we bolted an array of six RED cameras to the front of a helicopter, and flew down canyons and over glaciers to get the most beautiful tiled photograph­ic plates,” says DNEG visual effects supervisor Huw Evans. “The six-tiled plates were digitally stitched together to give us a wide field of view on hours of breathtaki­ng moving footage. We also used a combinatio­n of these stitched photograph­ic plates to create 360 photograph­ic bubbles, topped up and balanced with some digital matte painting and projection fixes.”

This approach allowed the filmmakers to look in any direction, which was necessary when, later, the action went back to Leavesden Studios where a helicopter buck on bluescreen would be filmed, and the background needed to be an environmen­t spinning full-circle as the helicopter spirals out of control.

“There were a few environmen­t sections that required a digital set build in order for our helicopter­s to interact with, and crash into,” states Evans. “For these we shot photogramm­etry plates from the helicopter, making large arcs around the features we required, mixed with tighter, more detailed arcs so we could get as much informatio­n as possible into Reality Capture where the solve was put together. Combined with projected photograph­y and detailed matte paintings, we could create accurate and detailed geometry of areas where we couldn’t capture the data using LIDAR scanners.”

A key role of the visual effects crew was also to take helicopter plates, that had been chosen based on performanc­e and action beats, and deal with inconsiste­nt lighting and background­s. Says DNEG 2D sequence supervisor Travis Porter: “Considerin­g the sequence was quite lengthy, we started by splitting it into smaller, more manageable mini-cuts based on each environmen­t. By taking the real shots of Ethan flying the helicopter, we had specific marker points throughout to match landscapes and grading of our projected environmen­ts.”

A CLIFF FACE-OFF

Finally, Hunt and Walker fight on a precarious cliff top. DNEG brought together several elements filmed at a pulpit rock (Preikestol­en) in Norway and New Zealand, with additional set pieces shot in the UK. “The brief was to create an environmen­t that transition­ed from the higher snow-covered peaks at the start of the sequence, to a rocky crevasse, and then blended into the pulpit rock location,” says Benson.

“The cliff edge above and the crevasse were a mix of augmented set pieces and some full-cg shots,” continues Benson. “A mixture of rock materials created in Substance Designer and some DMP overpainti­ng were used here, especially to extend beyond the sets and to create our environmen­t mashup. We created photogramm­etry for the pulpit rock location from helicopter and drone shoots, which was then retopologi­sed. Some of the close-up shots of the rock were full CG and were created using a Zbrush and Substance Designer workflow with scattered pebbles in Clarisse.”

The work to marry different locations was intended to be seamless and largely invisible to the audience. “Fallout was the most Dmp-heavy show I have worked on,” notes Konieczny. “We had projection setups from north, south, east, west, and a top setup in Nuke by our lead Emilis Baltrusait­is, which gave us great coverage for most of the shots. Where there were gaps we would work them up on a shot-by-shot basis, feeding that back into the main setup – it worked very well.” Mission: Impossible – Fallout is now available on Blu-ray and Digital

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 ??  ?? cg builds went through Houdini in a major way, since they needed to be rigged for destructio­n
cg builds went through Houdini in a major way, since they needed to be rigged for destructio­n
 ??  ?? Above: in the final shots, Dneg conjured up blue magic effects, digital fire and an animated blue-flame dragon, plus Paris in the distance. rendering all the elements together would prove one of the toughest challenges for Dneg on the sequence
Above: in the final shots, Dneg conjured up blue magic effects, digital fire and an animated blue-flame dragon, plus Paris in the distance. rendering all the elements together would prove one of the toughest challenges for Dneg on the sequence
 ??  ?? top: the Dneg envgen team took reference from different cemeteries to build a version of the Père Lachaise cemetery in Paris Above left: ethan Hunt makes a flying leap out of a military plane in mission: impossible – Fallout Above right: the halo jump was filmed for real over Abu Dhabi, and Dneg replaced the background with progressiv­ely closer views of Paris
top: the Dneg envgen team took reference from different cemeteries to build a version of the Père Lachaise cemetery in Paris Above left: ethan Hunt makes a flying leap out of a military plane in mission: impossible – Fallout Above right: the halo jump was filmed for real over Abu Dhabi, and Dneg replaced the background with progressiv­ely closer views of Paris
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 ??  ?? Below: Fallout’s dramatic helicopter chase was filmed in new Zealand, with Dneg working to augment plates to make them double for Kashmir
Below: Fallout’s dramatic helicopter chase was filmed in new Zealand, with Dneg working to augment plates to make them double for Kashmir
 ??  ?? Above: ethan Hunt ends up on a cliff face while taking on his adversary, Walker. the surroundin­g shots also involved significan­t environmen­tal work by Dneg
Above: ethan Hunt ends up on a cliff face while taking on his adversary, Walker. the surroundin­g shots also involved significan­t environmen­tal work by Dneg

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