British Cinematographer
The Little Mermaid is a complicated, VFX-heavy production in which the main challenge was to blend mostly CGI-created underwater sequences with the largely live-action shoot for above-water scenes.
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The
latest in Walt Disney Pictures’ live-action retelling of its 2D animated
classics is among its most complex productions yet. The Little Mermaid is the tale of two halves: one
largely live-action shoot above the water and the other largely CGI creation
underwater. Finding a way to shoot, light and blend those story worlds
preoccupied director Rob Marshall (Chicago, Pirates of the
Caribbean: On Stranger Tides) and cinematographer Dion Beebe ACS ASC
(Chicago, Gemini Man) in extensive prep for the movie.
“Since Rob’s background is theatre and dance and The Little Mermaid is a musical, timing is everything for him, especially in the musical numbers. We needed a methodology that would give him control over all live action elements to best serve his vision for the project.”
They
were days out from starting principal photography in March 2020 when COVID
forced production to shut down. They didn’t recommence rolling at Pinewood
Studios until that December, but the extra months were used to dive deeper into
previz and boards.
“Because
the complexity of what we were doing was so tech-heavy, having that additional
time working remotely meant we were very prepared when principal photography
began.”
Aiming
to protect the live action as much possible, Beebe and Marshall agreed to film
actors including Halle Bailey, Javier Bardem and Melissa McCarthy in rigs
against blue screen rather than use performance capture.
“Our
actors could interact with each other, and we could control timing, choreograph
their movement and how the camera moved around them. We were shooting as much
of that as we could live knowing we were only extracting torso, faces and arms
and that the lower half of the body would be tails.”
Three-pronged
approach
To
Beebe the film was effectively divided into three types of production: the
above world “a fairly straightforward shoot with fantasy period elements”;
below the sea “where we embraced a lot of VFX”; and a third mode in which CG
characters Flounder, Sebastian and Scuttle were folded into the live-action
plates.
“Because
this incorporated puppeteering on set it was like another type of film. We’d
film Ariel with the puppeteers and pre-recorded voice dialogue in those sequences
so we could control reactions, eyelines, and timing.”
Most
work was devoted to blending the story transitions between ocean and Earth.
Shooting on the large canvas of ARRI Alexa 65, Beebe felt that Hawk Anamorphics
were right for above sea shots. Below decks he switched to spherical Leica
Thalia Primes.
“I
felt it important that the VFX team had the ability to control depth under the
water. If I’m shooting anamorphic wide open and my depth of field drops off at
the ear of a character in the foreground then adding another character into
that frame, particularly one that has dialogue, would be harder in anamorphic.”
Preproduction involved research and tests, for the look of the underwater sequences in particular. Beebe studied BBC documentary Blue Planet for references to how underwater photography should look in terms of visibility, depth of field and colour.
“We spent a lot of time developing a template for how water would look at different depths, building in ideas of what particles are in the water, water density and the fall off from depth of field we wanted.”
In
this endeavour he recruited DI colourist Michael Hatzer, whose own
collaboration with Marshall and Beebe began on Into The
Woods (2014) and continued with Mary
Poppins Returns (2018). His work with Beebe predates this,
having first met when Hatzer colour timed the science fiction Equilibrium (2002). Now at Picture Shop in
Hollywood, Hatzer was invited by Beebe to join The
Little Mermaid early in production for screen tests for the
main cast including Halle Bailey.
“We
shot a lot of hair, make-up and wardrobe tests with Rob and Dion at Pinewood,”
Hatzer explains. “Throughout pre-production the driving aim was to figure out
how we WERE going to combine the above-water material with the underwater
shots. We concluded that we needed two different workflows for two different
colour spaces.”
They
had to take account of the colour spectrum which changes when filming
underwater and by water depth.
“When
Ariel is at her shelf area underwater with Scuttle and Flounder we know that is
close to the surface and it is quite clear and bright,” Beebe says. “In King
Triton’s domain Atlantica it’s a little cooler in the shadows and visibility
starts to lesson a bit. When we dive deep into Ursula’s world the red spectrum
is largely eliminated and we’re into deep blues and purples. So, Michael and I
developed ideas of how we’d tackle each realm in the underwater world.”
Creative
collaborations
The
red hue of hair chosen for Ariel is deliberately darker than in the original
animation. In conjunction with VFX, hairstylist Camille Friend commissioned
three custom shades of golden-orange, 30-inch hair extensions to encase
Bailey’s own locks.
The
DP adds, “I will always shoot tests in prep and then bring Michael into that
process so I can take the test through the DI and really start to look at ideas
for final colour.”
This
also included tests for above water scenes such as in the castle, seat of
Prince Eric’s kingdom, where there’s a lot of candlelight and firelight
sources.
Consequently,
they devised an ACES colour space for the underwater sequences – a pipeline the
VFX vendors preferred – while above-water material was handled in LogC3, the
wide colour gamut recorded by ARRI cameras.
“We
had to integrate and blend the colour space of the two worlds before the
grade,” says Hatzer, who built an ACES workflow that did just that in Baselight
at Picture Shop. “Once we figured out how to do that we gave Dion and the VFX
companies different LUTs to work with. I would give Dion the option to use the
LUT so that his DIT could apply it on set and that way we’d arrive at dailies
which were pretty close to what they wanted.”
Beebe
picks up the story, “For the underwater world we developed looks in terms of
how cool we wanted to be in the shadows, the density of water. As I move into
different scenes I could apply the most appropriate LUT to the sequence. These
looks would then be applied to dailies. Knowing we had a long process of
VFX and post to go through before it was finalised the tests were available for
the VFX team to reference for colour and movement.”
Lighting the underwater sequences was another challenge, not least because the filmmakers wanted to bake practical light into scenes featuring performance.
“We
knew we wanted movement in the light,” Beebe says. “Underwater is never static,
the characters are never static, there’s always movement of people. It’s like
floating in space and the camera is moving on multiple axes all the time.
Whether day or night the underwater is still lit from above.”
Water
trays are often used to illuminate subjects above ground and near water. These
are on the floor, sometimes with broken mirrors in, onto which you skip a light
which reflects back a ripple effect.
In
this case though, the characters were going to be below the surface and at
different depths for much of the time. With gaffer Dave Smith, Beebe devised a
tray system that could work from above.
Trays
with a clear Perspex bottom were rigged 30ft up in the ceiling of the stage.
Moving theatrical lights were directed through the water to subjects below “as
if lit through a giant liquid filter,” Beebe describes.
The SFX team then designed a way for gaffer and DP to stir and control the water’s motion remotely from the stage floor. Multiple trays were hung to cover multiple characters. “You could disturb the water and shine a light through it to emulate the movement of caustic light underwater. We could change the effect as we moved between the different realms.”
Sardinian
sequence
One
particular live-action sequence was shot day for night on location in Sardinia.
In the story this is Prince Eric returns, at night, to the beach where Ariel
had rescued him. Filming this involved testing many weeks ahead of photography
to discern the best time of day.
“The
beach we chose had a rock outcrop that we really wanted as a signature feature
so the audience could instantly locate themselves in the story,” says Beebe.
“In the scene Eric is lost in thought, looking out at the ocean. The idea of
trying to light a huge night sequence on a beach where we had to feel the
ocean’s presence wasn’t realistic, even to shoot at dusk. So, I proposed to Rob
we do it day for night.
“I’ve
done quite a lot of day for night, for example on Gemini Man with Ang Lee and I know you have to be
considerate of any practical sources and the sun direction. Because of all the
VFX enhancements you can add to it, day for night is a very useful approach
when you’re in these huge environments that you can’t possibly light. It allows
you to shoot with a lot of depth, see a lot of landscape and still create the
idea of a night exterior.”
The tricky part was incorporating flaming torches which would illuminate the scene at night. They used extremely bright balls throwing nine kilowatts of light that would flicker and create a little bit of interaction onto Jonah Hauer-King playing Eric.
In
the grade, as part of the test, Hatzer created an overcast atmosphere to block
out the sun, brought down the highlights and vignetted areas to give the
filmmakers a more accurate idea of what final picture would look like. The VFX
teams used this as a guide to create the final look.
“Dion
has such a keen eye and shoots beautifully,” Hatzer testifies. “I’ve worked
with him for so long I have a good sense of what he wants the image to look
like, where he likes his exposure to sit, where he likes shadows to be in
relation to highlights. We will do very little tweaking here and there but,
essentially, I am trying to add contrast or a certain saturation to colours or
a little light into eyes or to bring out the beauty of skin tones. I am not
recreating magical looks or anything that isn’t in camera. Rob and Dion know
exactly what they want.”
While
the DI was set up in Hollywood, Hatzer along with conform editor Everette Weber
and assistant colourist Kevin Schneider moved to Picture Shop’s facility in
Tribeca, New York for two and a half months of finishing. Marshall, editor
Wyatt Smith and the sound mix was based out of New York making it far easier
for the director to oversee the work. Beebe flew there too to supervise the
grade.
Aside
from the 2D 4K theatrical ‘hero’ grade, Picture Shop produced versions for
Dolby Vision, the stereo 3D conversion and an HDR pass for home deliverables.
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