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Home » Community » Interviews » Pieter Van Houte On Anonymous
Anonymous is Roland Emmerich's Shakespearean project set to be released in September of 2011.  

The team at Uncharted Territory produced some state-of-the-art vfx for this 'non-destruction' film, a distinct change from Roland Emmerich's usual genre.

We spoke with Pieter Van Houte who was given the daunting task of creating the water simulations on the film. And let us tell you...there is a lot of water surrounding London.

Here's what he had to say about working on Anonymous.

Q: The entire post production pipeline at Uncharted Territory was based on Fusion. Where do you see the main benefits of that? Can you describe a typical scenario that shows how Fusion saved the day?

Well the main benefit for me is that I am a long time Fusion user. Fusion pipeline => work for Pieter. :-)

It's just a great all-rounder. I never feel stuck in it. More often than not there are several ways to tackle a problem, and in the known compositing world, Fusion allows for all of those. If you encounter a problem which requires specific solutions not provided for as standard, there might either be a plug-in for it, or there are ways to easily design your own tools, even if you lack any programming skills. As you will read further down...

At Uncharted Territory, they share that philosophy. They allow for a bit of a 'rebel' approach to processes which are elsewhere often tackled using rigid, closed pipelines. Under Rony Soussan's supervision, we were welcomed - within reason of course - to experiment, explore and share off-beat solutions to common and not so common challenges. That way, together, we were constantly pushing the limits of compositing further and further, which was very satisfying indeed!

Q: A lot of customized tools and macros where developed. What was your favourite of those? How does it work and how was it used? How did it simplify or improve everyday's work?

I am going to have to blow my own trumpet here I'm afraid...in Anonymous there are a large number of shots featuring water. Since the film is set in London, that made sense. All of the water was to be CG rendered though, and water is still one of the trickiest effects to get right. Everyone knows what water looks like, even intuitively, so when you get that wrong, it immediately shows. So at a certain point, the CG department could no longer keep up with the sheer amount of shots needed. It took too long to set up the water, test render it, change the animation a bit, re-render, change the camera a bit, re-render, anyway, you get the gist.

So one day I sat down with one of the 3D artists (Robert Freitag - a wonderful guy who was known as possibly the only person in VFX never to have seen Terminator 2 - that's fixed now) and took a look at how the water was generated. He showed me a process which is called the Tessendorf method. I looked at the patterns it was based on and thought 'hang on - I could possibly generate this in Fusion...'

And that's what I did. I took a number of Fast Noises, animated them, linked them all up using expressions and making use of Fusion's ROIDS system built a little 3D system which allowed me to test different settings really quickly - near real time in some cases, and once I was done applied those settings to a larger water surface with a mouse click. It worked really, really well. The icing on the cake was from eyeon's Robert Zeltsch, who added a little trick using bump mapping and a bit of math which allowed me to change even the sharpness of the waves, on top of their overall shape. Everything controlled through a custom set of sliders giving the user a nice, neat interface for quick results.

So all of a sudden there we were, with everything in one scene: the water, the matching 3D cameras, and the green screen footage. We even got the reflections in the water right. No going back and forth, in and out of the software, and as such we kept to the deadline.

What was great is that I was able to keep it simple. Took me less than half an hour to explain the whole tool to other artists, who then did stuff with it which I hadn't even thought of!

Another personal favourite on the show was a Macro made by Gregory Chalenko. Simply said, it mimics 'onion skinning' in the 3D view. So you can see the positions of objects you are animating over time, at the same time as their positions in previous (and next) frames. A feature not present in a standard install of Fusion. There is a sequence in the film depicting an early form of tennis. The sequence was shot without the tennis ball, as the game was obviously scripted and you'd find it difficult to find fine actors who are at the same time stellar tennis players. The ball needed to be made and animated in CG. Again, I never had to leave Fusion for any of that. It must be said that I find Fusion's spline editor to be one of the best available in any application. It's fast, unbloated but at the same time very powerful. It's actually a great tool to animate in. When I saw that tennis sequence I knew I wanted it. I have been trained as a traditional animator and somehow it was terrifically pleasing to be able to go back to animating a bouncing ball. One of the interns on the film, Caroline Weidenhiller, assisted me in setting up the shots, using Fusion tools to rebuild the set in 3D so we could do shadows, then I animated and rendered them all in Fusion. Robert Zeltsch, 'Mister Icing On Cake', did a cool setup here as well, faking very convincing soft shadows in 3D space, without using shadows at all.

Being able to do all this custom stuff obviously simplifies things immensely. I think what really makes the difference is how easy it is to share these things between artists. You can literally copy something from an existing setup you think is useful for someone else, drop it in a corner of your interface, and instantly it shows up on your colleague's screen. Copy and paste it into something else and you're good to go. Here's hoping eyeon continues developing stuff like this even further, with more visual feedback for how tools work and interact, how they connect to each other, so the method itself becomes self-explanatory.

Q: There were a tremendous number of CG water shots in Anonymous. How did you do it?

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The most important part of the setup are the 4 creator nodes on the left. Those together create the noise pattern of which you see a fragment in the left viewer. With water it's all in the motion. Even more than in the look, which is largely (if not completely) determined by its surroundings and environment. Get the motion of the water wrong and it won't look like water. It will look like mud, or cloth, or something which simply feels fake.

Getting that motion right was the most time consuming part of the setup, which at first consisted simply of feeding the resulting noise pattern into a single displaced image plane. I studied noises generated by specialized water simulation software, but also looked at real water, or live action footage shot as reference for the film. I eventually found that dividing up the water in four different levels of waves (from large to small) gave the most satisfying results, as long as the ratio of movement between them made sense. For example, small waves running faster than large ones made it look like a thin sheet of water running over a surface instead of water which is deep (but perhaps that could one day be used for a different setup).

At a certain point I had something that indeed had the feel of water. I then backtracked through what I had done, and singled out the controls which I thought were determinative for creating different styles of water. Once I had those, I added a number of sliders to one of the tools in my comp (in this case the SetDomain node which selects the area of the water plane I want to work on) which allow for speedy changes without leaving that one single node. You can see those on the right hand side. It also means you can save different kinds of water settings out of one single node, for quick access later.

So there I had it; a base setup which I could easily pass on to someone else to play with. The next step was dealing with working on film and large bodies of water, so the 3D mesh risked to become quite large (=slow) in certain cases. Using Fusion's Domain of Definition system and a few expressions, I branched off a smaller section of the noise into a much smaller mesh which you can then zoom into. That way you didn't need all that geometry all the time, which was pushed back to the very last step: once the movement was right for your scene, branch off the large image plane and you will have your large surface ready to render and integrate into your scene!

Q: There also was a collaboration between uncharted and eyeon. How did you like the feedback and support supplied by eyeon software on the project? What special tasks where solved?
Well there were two eyeon people with us in the studio. Robert Zeltsch, who was there for the whole project and developed some really nifty tools to do with 3D and deep compositing, or anything else we might want (or think of just for fun). Further down the line, we had the company of Stephen Horwat, who for some reason I always imagined as being short, dark, and skinny. For some reason I had a clear image of him in my head before I ever met him, which doesn't often happen. Turns out I was quite wrong. But I digress. It's great to have specialists and actual developers by your side. Even for something as simple as filing a bug report. Some of the stuff which had been reported before, or was deemed irreproducible, was explained in minutes and sometimes fixed before lunch time!

I guess it also works the other way around. Sometimes Fusion, because of its complexity, can be frustrating to use. You sometimes get results you might not expect, especially if you're working in floating point, or dealing with Domain of Definition and so on, basically highly technical stuff. So you see something which you don't get, you think it's a bug, and then there's someone there to show you why things are the way they are, and why they do make sense. As such you gain more insight into something you think you are already pretty familiar with.

With that exchange in place, really cool new tools got developed, like one creating volumetric fog within Fusion, alongside artists actually working with them. For example, Robert would develop the concept and the plugin for doing volume fog, and then we could sit with him and rethink the interface from an artist's perspective. To clarify; Robert would have features listed in the interface in the order they would make sense in the code. However, when an artist thinks 'I want to create fog', perhaps the order of doing things, or thinking about them, is different. So after a few times going back and forth, we ended up with a tool which had the exact same features, but was ten times as easy to use.

While you're doing all this, all that really happens is that wish lists get even longer. It's almost always a case of 'oh, if we could only take this another step further'. I think it's great for us to have the opportunity to ponder on these matters while having the feeling our pondering might one day transform into a greater set of tools. I, for one, am eager to find out what the next steps will be!

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