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    CGSociety :: Production Focus
    24 June 2011, by Renee Dunlop


    The entire evolution of known time unfolds on the screen, the birth of the stars, the birth of life, the approach of death, the end of the world. Millions of years in just 138 minutes, yet nothing is hurried. Moments in time are brought together, lingering impressions affecting at an emotional level describes director Terrance Malicks' The Tree of Life.

    The Big Bang, the dinosaurs, the family at the center of the story, they are the elements that create the sentiments of the film.

    "Terry felt the concept of mercy, the evolution of higher consciousness, awareness of others and the ability to feel empathy was extremely important to the film."
    - Dan Glass, Production Supervisor.


    Courtesy of Fox Searchlight Pictures. TM and © 2011 Twentieth Century Fox Film Corporation. All rights reserved.

    Image courtesy of Fox Searchlight Pictures. TM and © 2011 Twentieth Century Fox Film Corporation. All rights reserved. To create the raw and real beauty, Senior VFX Supervisor Dan Glass of Method Studios drew on some of the best FX houses in the industry:

    Double Negative (DNeg),
    One Of Us,
    Prime Focus,
    Evil Eye,
    Method Studios,
    and a list of leading scientists.

    Glass's beginning of time began five years before the film's release.


    Glass met with Malick at a small café in Beverly Hills "which is very a-typical of Terry. He doesn't live in Beverly Hills, he lives in Austin, very quiet and very shy of the media." The film was just as untraditional, the script closer to "poetic and scientific notes," as Glass described it.
    "The way Terry describes things is not visual, but emotional and often alludes to philosophy or music" so Glass asked Malick what music he imagined would accompany each scene, and Malick provided a CD to represent the key moments. "All of that was just fantastic, it was a completely alternative way of working."

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    Courtesy of Fox Searchlight Pictures. TM and © 2011 Twentieth Century Fox Film Corporation. All rights reserved.
    One sequence needed to portray the impressions of traveling through the history of time, capturing everything from a pre- big bang moment to the present day and beyond to a theoretical version of the future.


    At no point was the film to feel like a science documentary "or something that was presented, per say; He wanted it to be an emotional experience, to give the viewer a sense of wonder and beauty, the chance, the elegance of all these evolving processes.

    But at the core he wanted us to pay due respect to science at the deepest possible level."


    "There is a real, very deep beauty, and levels of detail that you feel even if you can't zoom into the image deeper and deeper there is a sense you could do that and not run out of resolution."- Dan Glass, VFX Supervisor


    To create the ethereal look of forming nebulas, Glass chose practical methods such as dripping dyes into a tank. Doug Trumbull contributed to the project as a consultant, helping to set up three multi-day shoots, "a vast lab experiment, shooting whatever concoction you could think of." They dumped anything from liquid nitrogen to heated balls that they could film while cooling and filmed the results at high speed, often using the Phantom digital camera. Road flares in water created smoke off the top and "you get this phenomenal energy of flickering light through smoke with the rippling reflection of water in the back. When it's shot from certain angles you have no idea what source it is, but you get the sense of the energy. And if it's shot at high speed it feels like it's on some vast primeval scale." This imagery was then layered together at 5.5K. "Often people will go to 4K for 35mm; we went larger than that to guarantee we had this rich sense of detail."


    Courtesy of Fox Searchlight Pictures. TM and © 2011 Twentieth Century Fox Film Corporation. All rights reserved.

    The project relied heavily on a small team put together in Austin headed by DFX Supervisor Brad Friedman. This team provided a great deal of the necessary experimentation toward 'discovering' the final imagery as well as taking some of the material to finished shots.

    Glass also introduced a process that he had done before but not to this level that Malick compared to German-American painter Albert Bierstadt. It involved taking detailed pictures of, example, a cloud texture, and shrinking it down so that in parts of the frame there would be an incredible ongoing depth of resolution, even beyond what could be represented at 5.5K "but somehow perceptible."


    Courtesy of Fox Searchlight Pictures. TM and © 2011 Twentieth Century Fox Film Corporation. All rights reserved.

    Glass broke the effects down into what he referred to as four realms: the astrophysical, microbial, the natural and the contemporary. Each was handed to a separate visual effects vendor.

    The astrophysical covered the early cosmological era up to the formation of our solar system and Earth as well as beyond to the future death of our sun. This was mostly handled by DNeg. In some instances the team started with images assembled by photojournalist Michael Benson who uses photos from Hubble and NASA interplanetary probes, then stitches them together, creating high detail images. "I think our largest was 27,000 by 27,000 pixels."

    The images were deconstructed, then rebuilt as 3D structures that allowed for very slow camera moves through the imagery. In other instances, they used cutting edge simulations from leading scientists. To handle the teraflops of data they borrowed the super computers at The National Center of Supercomputing Applications.

    The base images and concept work was sent to DNeg who added in layering and texture detail. Glass would then feed DNeg's work back to the scientists to confirm everything was a correct artistic representation of the science.

    "If you have a lot of things going on in a shot you can have a lot of mistakes and no one notices. These shots were exactly the opposite. These are studies, not action shots."- Michael Fink, VFX Supervisor, Prime Focus
     


    The dinosaurs in the natural realm were done at Prime Focus under Bryan Hirota and Oscar winner Michael Fink. Finks explained the shots were to be long, lingering on the creatures that often do very little for 600 to 900 frames. This was not Jurassic Park where the animals always have to look threatening to tell the story. Wild animals spend a great deal of time lying around to save energy to hunt. "Terry was using each cut to develop a certain idea about what was going on in the story he was telling, and that takes time," explained Fink. "These aren't stampeding dinosaurs.

    These are dinosaurs who walk or stand or poke or nuzzle each other. There is a subtlety to their action." This meant the focus of activity would be on movements like breathing. In some cases the models got quite heavy because surface displacement couldn't be used due to the specifics of animation. "A lot of the cheap workarounds that have been around for years in visual effects that looks just fine really weren't going to hold up for this work."
    "When the dinosaurs walk through bushes or soft loamy soil they leave footprints, push the bushes aside"
    - Michael Fink, VFX Supervisor, Prime Focus.

    Courtesy of Fox Searchlight Pictures. TM and © 2011 Twentieth Century Fox Film Corporation. All rights reserved.


    Courtesy of Fox Searchlight Pictures. TM and © 2011 Twentieth Century Fox Film Corporation. All rights reserved.
    The rigging for the dinosaurs required a different focus than on an action film. "You have to be really careful how you rig them for breathing, how their muscles move when they lift their legs," explained Fink. "If you take any two frames and compare them it's like there is no difference, but you watch it over time and you can see the breathing, the muscles move under the skin, motions in the eyes like changes in the lighting to indicate that part has shifted a little bit.

    Rigging had to affect the rib cage and the diaphragm and the abdomen." The dinosaurs were animated in 3ds Max, or sometimes done in Maya so the artists could sculpt in Mudbox, then were exported to Max where they were rigged and animated. Textures were painted in 3D rather than mapped on.

    Some of the environments were in thick forest cover, "where the trunks of the trees on the film plates were essentially black, there was almost no detail, which means the dinosaurs are seen primarily in silhouette in a few of the shots," said Fink. "Once in a while they will step into the light and the sub surface scattering will sift through the thinner parts of their flesh.

    We didn't make any attempt to cheat the lighting or bring more detail into something that really didn't have it." Prime Focus used every rendering trick to make the dinosaurs as realistic as possible, using V-Ray for the renderer.

    Courtesy of Fox Searchlight Pictures. TM and © 2011 Twentieth Century Fox Film Corporation. All rights reserved.



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    It was important to Malick that the camera seemed to simply be there, that there was no one to pull focus, no operator, as if it has simply appeared at that location and at that time. He wanted plates to be shot where everything was sharp from the front to the back, so Glass would occasionally have to shoot plates where things would fall into minimum focus.

    Fink defined how Prime Focus worked with what Glass provided. "Some of the places were so dark, if he focused up close the background focus would be soft, and vice versa.
    Dan couldn't go with a small aperture to get good depth of field, and he couldn't shoot undercranked to get more light because there was movement in the backgrounds. Glass would deliver plates of the same scene that were shot with different levels of focus.

    Prime Focus would split the plates apart and put them back together using the foreground from one plate, middle ground from another, background from yet another. "There was a lot of work like that that nobody will ever notice."


    Courtesy of Fox Searchlight Pictures. TM and © 2011 Twentieth Century Fox Film Corporation. All rights reserved.



    While reference from scientific research can be seen through such equipment as electron microscopes, microbes crushed between two slides or on the surface of a Petri dish tend to be flat, and often the subject is inert, or dead. That meant the living microbes for Tree had to be built in CG within the practical elements. Glass selected FX houses One Of Us in London and Method Studios in LA to create several shots for the microbial realm at the cellular or atomic level depicting the origins of life.

    One Of Us supervisors Tom Debenham and Dominic Parker supervised the history of life at a stage where environments were hostile and alien. "We needed a range of backgrounds and ended up shooting a lot of these ourselves," said Parker.
    They used large water tanks filled with inks, dyes and organic substances, shot on 35mm film and digitally on Dalsa and Red 4K, , that "allowed us to create a range of swirling, complex, semi-abstract plates which formed the bedding layers for most of our shots.

    We also found ways of shooting some more dominant elements, using various viscous and membranous substances. And we took a lot of stills which formed the basis of our texture maps for CG."

    Courtesy of Fox Searchlight Pictures. TM and © 2011 Twentieth Century Fox Film Corporation. All rights reserved.


    Courtesy of Fox Searchlight Pictures. TM and © 2011 Twentieth Century Fox Film Corporation. All rights reserved.
    The CG work consisted of amorphous cellular bodies moving through liquid and depicting several key biological processes. "We began work by sketching an animatic of an extended version, firstly as a mood board of semi-abstract photographic elements set to music, and then with simple 3D animation, which was executed using Houdini and Maya," said Parker. "The cellular bodies had to do a number of things which animators traditionally try to steer clear of - repeatedly dividing, tearing, changing their topology, whilst remaining as distinct entities.

    " To represent the process without halving the cell surface texture detail they iteratively swapped out geometry at the point of separation, and then stochastically blended the texture with a fractally richer version of itself.

    "But we needed this to happen randomly to a group of thousands of cells stretching off into the far distance," continued Parker. "And as they split they increased in total volume and jostled one another to make room. We achieved this effect using Houdini's rigid body dynamics engine.

    For practical and aesthetic reasons we split the total volume of cells into groups so that we could achieve a sympathetic timing of the various splitting events in different areas of the frame.

    Courtesy of Fox Searchlight Pictures. TM and © 2011 Twentieth Century Fox Film Corporation. All rights reserved.


    Courtesy of Fox Searchlight Pictures. TM and © 2011 Twentieth Century Fox Film Corporation. All rights reserved.
    " The shot began in an enclosed space with the camera moving slowly through a canyon of cells, then opens to reveal long branches of cells repeating the same process off to infinity.

    "The most distant cells were a matte painting, and further layers of complexity was added in comp by introducing multiple layers of semi-transparent goop through which we pass."

    Rendered surfaces were membranous lipid materials, and needed to be partially transparent, diffusing, and backlit.

    "To achieve this we used a standard diffusing fresnel shader with several layers of photographic textures to control the various parameters - opacity, cone angle- which controls the degree of diffusion, refractive index, and others."

    Scattering rays required a high enough sample rate to smooth out any scintillation, a process that is computationally expensive, so "it was important to optimize by tying sample rate to both cone angle and distance from the lens." The CG was rendered at 4K.

    "It was an exciting creative process," said Parker "primarily because, as opposed to most film work, we were invited to think beyond the pictures immediately in front of us. We had a sense of being fully engaged collaborators in a complex process under the direction of someone with a huge breadth of understanding. People working in the industry will know that this is a rare and precious feeling."

    It was obvious that every person interviewed for this article admired Malick lending praise to the way he works, and his tendency to give everyone an opportunity to contribute. "In some ways," said Glass "that's where it begins.

    He's one of those filmmakers who obviously has tremendous respect and reputation. Personally, I was inspired by cinema and ultimately my move to try and work in the film industry by filmmakers like Terry. He was one in particular I remember."




    The Tree of Life
    Dan Glass, Production Supervisor: The Tree of Life. Now EVP at Method Studios in Santa Monica.
    Method Studios
    Double Negative
    Michael Fink, VFX Supervisor, Prime Focus
    Bryan Hirota
    Prime Focus
    Dominic Parker, VFX Supervisor, One Of Us
    One of Us
    Albert Bierstadt
    Doug Trumbull
    Phantom Digital Camera

    Writer: Renee Dunlop

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