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Virtual production is upending the century-old filmmaking process with a suite of technologies and techniques converging around digital tools and nonlinear workflows. While elements of virtual production such as previz and the creation of VFX assets and LED backdrops have been around for a while, the speed at which they are being combined into a unified workflow for the whole of production can be overwhelming to producers and crafts technicians making the transition. In particular, the difficulties of finding talent with virtual production experience and an understanding of how to work with vendors to get the best out of everyone in this new collaborative environment calls for cool heads and specialised line production skills.
article here
The MESH
co-founders walked us through some key steps.
How does
pre-production help with success?
Nothing succeeds
like prep. Prep reveals efficiencies and forces people to collaborate much
earlier on the project. It affects every department. You can do pretty much
anything you want on a virtual production stage provided you plan for it.
For example, the
camera department needs to better understand what they can and can’t do. That
requires a lot of testing which is part of a bigger approach that enables a
collaborative conversation between department heads.
Traditionally,
arriving on set was the point of collision where the camera and production
design finally met. That’s why people talked about ‘happy accidents’ in the
creative process. Now those ‘happy accidents’ need to be baked-in in planning.
There is so much going on in a virtual production that winging it is not an
option.
Scheduling is a
main element. The principles are the same but with virtual production you drive
a conversation by creating a schedule that creates a cadence of delivery and
involvement and note giving for all assets. This requires that people come
together in prep in a way that will be unfamiliar to many and may be outside
the comfort zone. It also requires that you pay them for their time.”
What is the impact
of pre-production planning on previously siloed crafts?
Cinematographers
now have the power to make decisions in pre-viz that directly impacts other
crafts, like production design. They can make decisions on designing light
sources (windows, perhaps) into the virtual assets. The director must start
making hard wiring decisions too. Shooting on green screen is only kicking the
can down the road. The discipline required to make decisions and to stick to
them can be hard for some directors and crews to get to grips with.
This whole process
is beneficial to the end product because it is far more proactive than
reactive. Pre-viz forces you to come to the table with a collaborative
approach. There is no time during principal photography to move things around
because of the asset light baking. Moving an asset on set can mean hours of
light baking. You want to avoid that if you can.
You’re essentially
asking your whole team to step up to what Spielberg and Zemeckis have been
doing for years: planning the hell out of it, costing and re-costing, iterating
and re-iterating so on the day you just shoot. You can’t get onto a volume
without having made some hard decisions a month prior. Filmmakers have to be
into that.
Some things you can
move up to the point of being on set and some you can’t. The trick – or the
skill – is to know the difference between a reasonable and an unreasonable
request.
What are some of
the things to check when selecting a volume stage?
“All walls are not
the same. We view them as instruments that need to be calibrated. If a vendor
says their volume stage has been calibrated, we always want to measure it. For
example, that means making sure that the colours that are expected to be sent
to the wall are being received by the camera properly. You can’t rely on your
eyes. The light emitting from the LED reacts differently with organics to that
of a chip.
The size of the
pixel pitch is not a main issue. The relationship of the grid to the camera
chip is. This is a mathematical problem related to how light waves from the
wall are transmitted to the camera and, if not checked and properly calibrated,
can result in artefacts like moiré. This calibration is different for every
single camera set up and every wall.
What role does
remote collaboration play in virtual production?
Triple ‘A’ games
have been developed collaboratively for some time using high bandwidth
connectivity to contribute Unreal assets remotely. Downloading assets, from
Quixel for example, is entirely cloud-based today and only enabled by
connectivity. We used the Sohonet’s full collaboration toolkit on The
Mandalorian – with multiple ClearView Pivot, Pivot Lite, and Flex boxes
being utilised across the post, and I was able to colour time it entirely
remotely. Cutting on decentralised edit stations or sharing review
sessions is so routine now that it’s almost second nature.
“I was able to
colour time The Mandalorian entirely remotely”
So, connectivity is
an integral part of the virtual production workflow and one that will only
become more important as a means of solving the shortage of talent in media and
entertainment. A connected multi-cloud solution will be key to finding the
talent to work with around the planet and connecting them in real-time to work
with OCF. We are not there yet, but the building blocks are in place.
“We used the
Sohonet’s full collaboration toolkit on The Mandalorian”
One of the benefits
of virtual production are the economies it delivers over conventional shoots,
but can that be quantified?
The equation is
project dependent and not quite as simple as removing travel from the bottom
line. Certainly, transport to location, accommodation, per diems etc. are
reduced. There’s often a small reduction in the cost of production design. A
lot of VFX are eliminated and there’s little to no green screen work, but a lot
of the budget is reallocated from post into prep. Overall, if you observed all
these efficiencies, you could net around 10% savings.
The biggest reduction comes from needing fewer shoot days and ideally, no reshoots. For example, with virtual production you can control the weather. By identifying efficiencies at script breakdown stage, you can maximise everyone’s time on the virtual production stage. If you’re looking at $150k per shoot day and you knock two of those off a 20-day schedule you have saved some pretty serious cash.
Can you outline
what you mean by savings that are project dependent?
There are
particular types of shows that benefit from virtual production. These include
all shows that would previously have shot elements on green screen. The
superior quality of being able to shoot in camera VFX should relegate green
screen to history.
Many shows with a
low to mid-range budget can save money by not paying licences for and setting
up at locations – a hospital, a fire station, a mansion – when all can be
efficiently shot in the volume. Similarly, those shows can maximize time with a
major actor – an A list star perhaps – by shooting several pages over one day
at different locations in a volume.
For tentpole series
and films, the cost savings of a few hundred thousand dollars here and there is
less important than having their $200m show up as production value on screen.
The imperative is ‘let’s see it on-screen.’ That’s the drumbeat at this point,
not cost efficiency.
How will
technologies and techniques change in the next 12 months?
In the next year,
heads of production will try to enable a certain level of virtual production
through their art departments because that is where a culture of spending money
up front exists. It’s a very difficult thing for a producer to get their head
around managing and spending the VFX money upfront and giving a VFX supervisor
so much latitude. Going forward, the art department will get more control and
more access.
“VFX supervisors
are in charge of the conversation at the moment”
VFX supervisors are
in charge of the conversation at the moment because they are really the only
ones who can recover a show if there are any issues. Until the art department
has access to the same level of vendor and talent relationships, VFX
supervisors will remain the trusted partner in delivering the final image.
That said, there is
also a sea change in the way the art directors request assets. A certain
quality of asset will have to be delivered much faster than before and
certainly a lot faster than what VFX are used to. This is currently a source of
some resistance, but artificial intelligence can ride to the rescue.
The rapid advance
of generative image making tools (like Stable Diffusion, DALLE-2) will
increasingly play a role here as will NeRFs (neural radiance field), a method
of generating 3D objects or scenes from 2D images.
We have worked on
projects that would have had a completely different cost, had AI tools been
available. Today, you can build an asset for a proof of concept in under two
weeks using tools such as geophysical survey data, Google Earth, high range
satellite photos, LIDAR scans and photogrammetry. The issue is whether you light
the final set convincingly, so you sell the story you are telling.
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