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Home » Community » Interviews » Michael Wolf of db&w 
Michael Wolf is a hybrid between artist and developer. Being in the film business for many years, he has developed talents which lend themselves to creating an improved working environment for the artist.

Technology seems to be Michael's first love and has partnered with him throughout his life to enhance his career and the work of his teams.

We spoke with Michael about how he became a plugin developer, his work as a vfx artist, and where he believes the industry is headed in 2012.

Q. Can you tell me a little about yourself?

I'm 40 years old, tall, and handsome... seriously, I was one of those kids that had a home computer in the mid-80ies and somehow got stuck. I co-ran a small boutique studio for twelve years and, for the past eight years, I have co-owned and co-run db&w. We specialize in tools for cg professionals.

I still work on cg projects, mainly to keep in touch with what's happening in the industry.

Q. What made you decide to become a VFX artist?


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I don't think it was ever a conscious decision. I don't see myself as an 'artist' in the traditional sense. My background is in computers and this knowledge is coupled with an avid interest in film, visual language, and design. I guess that automatically leads to vfx, doesn't it?

I started with a focus in 3D and then extended that to video editing and finally compositing. Due to the small nature of the studio back then, I worked in just about every role; from being my own rotoscoping slave to producing videos. My tasks included 3D animation, software development (both in-house tools and interactive authoring), editing, and supervision. I suppose, in this neck of the woods, this is a fairly common career for a generalist.

Q. What artist/event/person inspires you?

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This one is actually a lot easier to answer than expected.

Andreas Hykade (www.hykade.de), we worked together on his short 'Ring of Fire' for two years. I designed, implemented, and worked on the digital pipeline. This was new to both of us and my first venture out into the world of traditional cel animation. He's got a very specific style and the best pair of eyes for the timing of animation that I've ever come across. That, and he's totally nuts, witty, and obscenely creative. Working with him helped me realize that my talents aren't in storytelling or creating outrageous visuals but in making technology accessible in pipelines. I sit happily between the artists and the technology.

As for an event, that would have to be Siggraph every time. It is bustling with energy and a wild mix of people from all areas of the industry.

Q. How long have you been working with Fusion as an artist? Where did you learn your compositing skills, and how did you first get started in the industry?

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We purchased our first license in 2001 to composite footage for CeBit in Germany, when German Telekom introduced G3 to the market. Wow, that's 10 years ago already!

As for most people of my generation (and earlier), it was learning by doing. I have to admit that I'm an avid reader of manuals. It's usually the first thing I do with a new piece of software. Read the documentation from front to back to get an idea of what it is capable of doing. That way, I also tend to remember that there's something, somewhere that I could use in a certain situation.

Courseware that was released later also helped a lot in gaining new insights and learning alternate ways to solve problems.

I got started by having a computer and knowing a bit of 3D. I met a few people that were actually willing to pay for the work and later I co-founded a small studio with three other people. That was the point where I actually wanted to move into this specific industry.

Q. What shows have you contributed to in the past?

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Most of the customers in Germany are medium to large sized businesses in the industrial sector, there's a lot of product visualization and corporate video.

I was lucky enough to work on a few short movies such as 'Ring of Fire' (http://www.wicked-images.com/2011/02/ring-of-fire/) and helped out on others such as 'The Raft' (http://www.the-raft.de/).

We also developed a pipeline to visualize individual stages for the Tour de France for German television.

One of the highlights was the VFX for 'Bye Bye Blackbird' by Robinson Savary (http://www.imdb.com/title/tt0395488/), which involved a heavy dose of Fusion.

I also worked as a compositor on Roman Polanski's 'Oliver Twist' as well as 'Book of Blood', both via MotionFX in the UK.

Q. What are some of your favourite tools in Fusion?
Can I mention the Merge tool because it's the one I use most often?

There is the Text+ tool which is extremely powerful and almost an application on its own, especially once you add the text modifiers.

There isn't a single favourite tool. It's the way one can combine them all that makes Fusion my favourite compositing tool.

Q. Yourself, and your team at db&w produce plugins for vfx software. Tell me about how you started your company and how your plugins are used by artists.

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Our first product, infiniMap, emerged from the needs of a production at the studio. Eventually, Dagmar and I decided to jump in and turn that need into a company that specializes in product development for the vfx market and custom software development.

We shipped infiniMap in December of 2005, just in time for Christmas. It is a complete re-write of a tool that was initially developed for in-house use that took three years to turn into a product. infiniMap is a plugin for LightWave 3D that swaps in image textures while rendering. Our first test included using a 2TB texture on a machine with 512MB of RAM. There were a couple of big lessons to be learnt. It is quite a big step up from an in-house tool designed for specific tasks to a more versatile (and stable) product.

exrTrader was initially a project to check out the OpenEXR library but quickly evolved into our second project after enthusiastic feedback from our team of beta testers. It has become the de-facto standard image exporter for any pipeline that renders in LightWave 3D and then proceeds to composite. It is still our best seller.

shaderMeister, our third product, is a global, node based, shading override for LightWave 3D. This product also evolved from a proof of concept.

Since I'm still working on vfx projects from time to time, we have the advantage of being able to use and test our software in production ourselves. I hope it shows.

Q. What about Fusion and the SDK, any products in the making by db&w?

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We thought about writing plugins for Fusion but eventually got sidetracked. While I love the SDK itself, which I consider a very good example of how an SDK should work, I wish that the requirement to work with older compilers wasn't a necessity. Fusion certainly comes with an array of tools that makes it less dependent on native plugins in a production environment, such as fuses or macros.

Q. What are your feelings regarding GPU Computing?

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GPU Computing is certainly gaining ground but, at present, it is also a lot slower than users would like. It's certainly not all its hyped up to be for our industry just yet.

It makes sense to see compositing embrace it first, many of the requirements for GPU computing lend themselves to the operations performed on images. I have to admit that I really like how eyeon leverages OpenCL through fuses. It makes a very nice playground for OpenCL development.

It will certainly be interesting to see which standards will emerge in the future. The CUDA vs. OpenCL vs. Directcompute situation isn't really helping at the moment.

Q. What trends do you see emerging in visual effects? How do you see the role of the VFX artist changing, and where do you see yourself in 10 years?
This is the big question, isn't it?

As for trends, there are plenty. Most of them, unfortunately, are only along the lines of faster-and-cheaper.

One of the biggest challenges will be the management of the increased complexity of projects, both within individual packages and across pipelines. The former will require a lot of thinking when it comes to the user interface. The latter will take advantage of tools such as GenerationAM which are slowly starting to emerge as off-the-shelf packages. The feature disparities between software packages also seem to level out except for special cases.

I also see a trend of the 'prosumer' or 'enthusiast' level of hardware for the budding artist slowly disappearing from the market. The gap between consumer hardware and workstations has seemed to widen again.

I don't see much of a change in the role of the VFX artist to be honest. However, while there is now more work to be done than ever, the business has also spread out across the globe and is a lot more competitive. This is probably less of a problem for small boutiques that serve local customers.

As for db&w and me, ideally I would like a Technical Achievement Award from the Academy ;).

I hope that within the next ten years we'll have our very own standalone product and manage to make a dent in the world of vfx production.

Visit the db&w website here.

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