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Immersive storytelling is a more profound shift than from BW to colour or 2D to 3D. There’s something fundamentally different about how the audience consumes this media arguably making it a new medium. So how do you go about creating stories in VR?
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Matt Celia, the co-founder and creative director of Light Sail VR, has offered up his creative techniques and technical tips for filmmakers new to immersive entertainment. The primer, streamed in 180° virtual reality, features some excellent takeaways for cinematographers and directors looking to try their first VR project.
It’s also a marketing tool for Canon and its EOS VR system
including new Dual Fisheye lens which RedShark
covered here: but Sail’s lessons from experiments in VR 360 and VR 180 are
informative. He’s done some hard yards to give you a head start.
Sail considers immersive storytelling a new medium and boils
this down to one thing: agency. “With immersive storytelling we are handing
over some of that traditional control of narrative back to the audience. I find
that incredibly empowering. Now they can experience it and therefore form a
stronger connection to the work.”
We can now look at visual storytelling on a spectrum with 2D
cinema on one end the full holodeck with ‘experiencers’ in motion track suits,
AI and sensors at the other. At this end you are inside the story.
Sail is concentrating on the middle of these extremes. VR is
a still a lean back experience but I can still be an artist and filmmaker by
gaining some control whilst transporting someone to a new environment.”
One can of course view VR (or 180) content on a smartphone
but Sail’s focus here is on headsets.
“For me, VR begins when we can block out everything in the
world we are in and replace with something else,” he says. “This is about
presence – the idea of being in a particular place.”
In order to achieve that sense of presence clearly some
traditional 2D film techniques don’t wont so well. There’s no CU, mid or wide
that filmmakers rely on to tell the story.
“Instead, you have to think about where’s the best spot to
stand in the room,” he says. “We’re trying to replicate the feeling of being
there but it’s a fixed perspective. We see everything from our eyes and from
our POV and we want to make it feel very authentic and natural.”
Some VR pieces have attempted to change the perspective in a
scene, with over the shoulder coverage, for example, and use more traditional
directorial format. But this can feel stuck in between the two mediums,
not taking advantage of what VR offers.
Camera movement in VR
Another aspect of modern cinematography that may not translate
well into VR is camera movement. This is for the simple reason that if our eyes
are moving but our body is not that induces nausea.
And clearly in conventional 2D filmmaking you can art direct
each frame of the cinematic experience. You can hide the crew. You control
focus. 360 is the opposite. All elements of control are handed to the viewer
who can experience the frame however they wish. All of this makes it a lot
harder for a director to know where their audience is looking. Consequently,
the VR filmmaker has to work harder to direct your attention to a particular
point in the space.
“Even though the viewers can look anywhere we do only look
at one area at one time but the filmmaker must think about the whole 360
frame.”
For these reasons Sail thinks 180-degree VR strikes “a cool
balance because I can control the front half of what the audience is looking at
and the audience has some agency to look around. The stereo 3D is usually
better in 180 and the viewer sees the action in front so you can hide crew and
lights, generally operating a little more comfortably as a filmmaker.”
The difference between 180 and 360 VR
There is potential to mix the two panoramas. His general
advice is: “180 is a medium of people and 360 is storytelling through place.”
In other words, use 180 when there is intimate action between actors and 360
for establishing environments.
Other advantage of 180 (and bear in mind this is ultimately
a marketing pitch for Canon’s system): There’s no stitching required to piece
the angles together so post is a lot faster. It’s higher resolution than 360
too. The Canon shoots 8K worth of pixels to shoot 180 degrees of picture as
opposed to filling 360-degrees worth of pixels (outputting half the
resolution). This means the 180 imagery looks better in non-VR applications
too.
Sail suggests different ways of thinking about the viewer.
They could be passive - simply looking and not interacting. Their presence
could be acknowledged as part of the story by the other actors (though you
can’t actually interact with the narrative) or they could be ‘guests’ which
breaks the fourth wall that creates a connection with the story. He prefers
this style and likens it to a close up because of the feeling of intimacy it
evokes.
When it comes to planning a set-up in 180 he suggests that
the strongest stereo effect is in the front 120 degrees: “The 3D effect will
fall away at the sides.”
Aside from placing the action in that 120 front view the
distance the camera is to the subject is also important. For this there is a
rule of thumb used by stereographers which is 30 to 1.
Whatever your inter-pupillary distance (IPD) – the gap
between the centres of your dual lenses is multiply by 30 and that is
your minimum stereo distance from camera to subject.
The Canon fisheye has an IPD of 60mm we learn, which is
close to most people’s own IPD.
“That’s important in conveying the idea of presence – of the
virtual world being seen through someone’s eyes,” Sail says. Applying the 1 to
30 rule equates to about 6ft but Sail thinks 3.5ft to 15ft is the optimum
range. He mentions 15ft since he advises not staging the action too far away
from the camera since the action will look lost.
Find creative ways to light your scenes. Practicals can be
great tools to add dimension to your scenes. You can also paint out
lights by shooting clean plates.
Frame rates: 24p is not comfortable in a headset – there’s
too much motion blur. 30fps is where you should start, he recommends. The Canon
can record 8K 30fps or 4K 60fps.
Use 2D cameras to capture close ups for picture-in-picture
frames. This technique allows you to vary your framing when shooting VR.
Be careful with motion or you risk making viewers sick. Keep
a level horizon and use smooth, slow forward or upward motion.
Use blocking and art direction to tell the story: Without
usual cinema grammar or choice of different lenses or camera movement what have
you got to play with? Well, you can set up the world to draw the audience’s
attention to certain aspects of the story. You’ll also need to be aware of the
cropping for viewing on things like YouTube VR (the Canon system has a guide on
its LCD display for monitoring this).
This workshop was part of the virtual Sundance Film
Festival.
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