Thursday, May 14, 2009

'Up' scene progression

The scene progression from Up released this week by Disney. (See also stills, production photos, and concept art.) An excellent look at the evolution of a scene, from storyboard to final rendered frame. Description for each phase provided by Disney/Pixar.

Storyboard by Enrico Casarosa.

This is the camera and staging phase which precedes character animation. The set is not fully built at this point and is finalized once layout is finished.

Final set modeling and dressing. Additional textural detail will be added later with shading. Organic sets such as this one tend to be more challenging than man-made sets (e.g. buildings) because the shapes are more complex and difficult to design in a pleasing way that also looks natural. Note that most of the leaves of the plants face camera. This was a design choice to keep the vegetation simple and graphic.

Final character animation poses. The characters bodies, faces, and props (e.g. the cane and ropes) are animated by keyframe. The objects on Russell's backpack are animated automatically using a dynamics system. The movement of those objects can be further refined by keyframe. The animation of the clothes is added by the Simulation Department.

This shows the final shading (material textures) for the set. All of the surfaces have texture, color, patterns, and material properties that will respond appropriately when later lit by the Lighting Department. For example, the broad leaf plants have shiny leaves that will also be translucent when backlit. The textures in Up are stylized to have larger patterns that sometimes resemble painted brush strokes. They are not made to literally look "real" but do have the complexity of objects found in nature and that makes Carl and Russell's world believable.

The Effects Department animates natural phenomena such as the water running in the river and the drips from Carl's shoe after he plunges into the stream.

Final animation of the characters' clothes. The cloth is animated by dynamic simulation. The clothing simulation on Up is some of the most complicated ever done at Pixar. Carl's clothes are difficult because he has loose, baggy clothes and a hose wrapped around him. Russell's clothes are difficult because he has many layers (e.g. backpack over a scarf over a sash over a shirt over shorts) and moving parts.

Final lighting. The Lighting Department is responsible for integrating all of the elements (characters, set pieces, special effects, cloth animation, etc.) to create the final imagery. The lighting is achieved by placing virtual light sources in the scene which illuminate on the characters, set and special effects. Many dozens of lights are often required as well as lighting effects such as the shafts of sunlight seen in this shot.

6 comments:

Jordan said...

At first I thought Russell was in the default "T" pose (arms out), but towards the final renders (and closer inspection), I realized he was just steadying himself.

This is the scene where Carl is trying to ditch Dug and Kevin, right?

Anonymous said...

holy cow, the lighting is amazing. It really ties the scene together!

Kyle said...

The lighting does indeed make it pretty appealing, though to be honest I think they could have tried harder to match the story board shot. less trees, and a clearer view of the sky/negative space between the trees and vegetation. Less clutter in general would help the composition and help the character poses read better.

Simon said...

The lightning is so beautiful and it really creates the mood and feeling for the entire shot! Props to all of the different departments!

Kuzey said...

It's great to see each stage of production, more posts like this would be excellent :)

Brentorama said...

Holy cloth sims. Holy everything!