The result is impressive and viewers will find it hard to pick that the cars are entirely made out of ones and zeroes. However, according to Jeff Gaunt, Cutting Edge VFX director, the trick to making the idea work was to subtly signal that all was not as it seemed.
Says Gaunt: "To draw the viewer in, we wanted the miniature car to have a quirk to its motion, a slight weightlessness in the animation to give a sense that it's not all quite real. The subtle depth of field effects helped here too."
Also of note is the fact that both the car and the environments are all CG, with environments traditionally being more difficult to achieve.
Says Gaunt: "Because of the complex camera moves and the way the car was interacting with the environment, we had to create all of the elements ourselves - there was no component shoot for the mud, snow and rain at all."
This meant a lot of work texturing the car. For example, getting the mud right called for a combination of information drawn from actual mud sprays on cars, pulling mud off a real cars and creating photoshop style brushes to create mud effects.
Says Gaunt: "Getting the mud splats and snow splats right required creating an animated file in Flame for Maya to turn the mud layers on and off as the car was moving through the scene."
Another substantial challenge was getting into Realflow and creating simulations in 3-D for the environments.
Continues Gaunt: "Usually sims are contained in small areas. But we were dealing with areas that were really big. For example, the snow on the roof was spread out over hundreds and hundreds of metres; just finding ways to achieve this was a wonderful challenge."
This brought particular technical challenges: in Maya and Realflow, some sims such as the rain took 48 hours for the computer to do the calculations. Renders too were lengthy, with the opening scene render taking 72 hours.
Says Gaunt: "To draw the viewer in, we wanted the miniature car to have a quirk to its motion, a slight weightlessness in the animation to give a sense that it's not all quite real. The subtle depth of field effects helped here too."
Also of note is the fact that both the car and the environments are all CG, with environments traditionally being more difficult to achieve.
Says Gaunt: "Because of the complex camera moves and the way the car was interacting with the environment, we had to create all of the elements ourselves - there was no component shoot for the mud, snow and rain at all."
This meant a lot of work texturing the car. For example, getting the mud right called for a combination of information drawn from actual mud sprays on cars, pulling mud off a real cars and creating photoshop style brushes to create mud effects.
Says Gaunt: "Getting the mud splats and snow splats right required creating an animated file in Flame for Maya to turn the mud layers on and off as the car was moving through the scene."
Another substantial challenge was getting into Realflow and creating simulations in 3-D for the environments.
Continues Gaunt: "Usually sims are contained in small areas. But we were dealing with areas that were really big. For example, the snow on the roof was spread out over hundreds and hundreds of metres; just finding ways to achieve this was a wonderful challenge."
This brought particular technical challenges: in Maya and Realflow, some sims such as the rain took 48 hours for the computer to do the calculations. Renders too were lengthy, with the opening scene render taking 72 hours.
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