Shaw said:
trevanian said:
While there are plenty of cg fx being done on home computers and the like, that is not the majority of the work. The huge infrastructure required to support digital efforts at major effects houses is far more costly than a bit of stage space for a motion control camera system that has already paid for itself many times over, or for the pretty decent number of folks who know how to shoot using such a system.
You'd have to be able to read Japanese to see it, but I did an article for Cinefex at the time of PHANTOM MENACE that was about 18,000 words on ILM's R&D setup. It was TOO technical to run in the magazine (if you've read Cinefex, you'll know that means something), so it only got run a few years ago, when I guess the Japanese version was hard up for product. The staggering effort and expense of developing and maintaining their system (render farm, etc.) really made it seem kinda ridiculous, considering they had wonderful designs and stuff but wound up outputting most or all at 2K, which was a disservice to ALL their efforts.
But that was back in the late 1990s... things have changed massively since then.
In most of the 1999 releases of note you generally had CG artist doing their work on Silicon Graphics (SGI) workstations with final rendering being done on render farms using systems from Sun Microsystems (Sun). SGI workstations were very expensive back then (an O2 or Octane workstation would have set you back between $10,000 to $50,000 back in 1997), and Sun systems weren't that much cheeper. The Software (Maya for the workstations and Renderman for the farms) was way out of the range of anyone who was less than the highest end professional (a single system license for Maya was running as high as $20,000, and a site license for Renderman dwarfed that).
Now compare those systems and software to the top Macs of that period. 1997 brought the release of the first G3 based systems (not a big boost for floating point processing over the previous high end Macs using the PowerPC 604eV processors running at 300 or 350 MHz), and the G4 based systems (the first to bring a real boost in floating point and vector processing) didn't see the light of day until long after Phantom Menace had hit the theaters. There wasn't a version of Maya for Macs at the time, most of the CG artist had Macs on their desks next to SGI workstations so they would have access to tools like Photoshop 5.0/5.5 and Illustrator 8.0 (the IRIX version of Photoshop never went past 3.0.1, and Illustrator never went past 5.5, both of which I have in stalled on all four of my SGIs... and which I never use). The best 3D software for Macs back then (in my opinion) was Strata Studio Pro, but none of the software for Macs held a candle to the quality of Maya.
I have much of the tools that were current in that period. My Sun workstations are from the early 1990s (and I don't actually use them much, my SPARCstation 10 is used for running OPENSTEP 4.2), my SGIs include systems from the early to mid 1990s (the highest end SGI I own is an Indigo 2 IMPACT from around 1996 running an R10000 processor at 195 MHz with 1 MB of L2 cache), and I have two Power Mac 8600/300s (1997) and two Power Mac G3s (1997/98).
A year ago I decided to see what could be produced using vintage Mac software on vintage Mac systems. The culmination of that experiment was this...
For only investing 4 months into learning the tools (which has to be taken into account when considering quality) and the period of the hardware and software used, not a bad result... but no where near what was being produced for effects footage for films around the same period.
But remember, all of this is addressing the technology of
10 years ago.
By 2003 Virginia Tech linked 1,100 PowerMac G5s together to make one of the top 5 supercomputers in the world at a cost of $5.2 million. Those G5s are antiquated now in comparison with the current top of the line Macs 4 years later, but they were many times faster than the highest end equipment by either SGI or Sun from 1997-99.
If you are still thinking of CG support structures in terms of late 1990s technology, then you are very much out of the loop on how this stuff has evolved and is done today. Both SGI and Sun have nearly disappeared (SGI went bankrupt) because the average personal computer has surpassed the abilities of workstations.
And this wasn't something that had popped up after the turn of the century... people saw that the workstation market was disappearing starting in the early 1990s. The Apple Quadra 950 (sold as a desktop computer) was as fast as an SGI Indigo (R3000) or a Sun SPARCstation IPX... and the Quadra had more expandability (6 expansion slots total) and could handle more memory (a maximum of 256 MB) than either the SGI or Sun. If you replaced System 7 on the Quadra with A/UX (which would have added about $900 to the price tag) you ended up with a very good UNIX workstation for less than what the low end systems by SGI and Sun were selling for. The workstation market's future was pretty clear for anyone following computers back in 1991, desktops were on their way to replacing workstations in just about every area that workstations were being used.
Today, the average desktop computer is far ahead of anything of around 1999. Dump Windows from a current desktop PC and put either Solaris or Linux on it and you have a truly powerful computer that can handle most of what was done with high end workstations and render farms 10 years ago.
All this stuff changes very fast, if you are holding up late 1990s techniques as your measure of how things are done today then you really need to dive back into this field and brush up on what is current. None of this stuff is in my area of expertise (and I would never consider myself qualified enough to write for Cinefex on this subject), but what little I know leads me to believe that your stuck on a preconception formed almost 10 years ago.
The KONG landscape stuff may well be primarily physical, but based on the trailer and ads, it didn't even look real, so I'm guessing that while it was probably well-photographed, you lost the essence of the thing in the comp. That happens a lot, and probably helps lower expectations on a modelwork, even though it has more to do with the way shots are assembled now than the methodologies used to record them.
Again, it really strikes me as odd that someone who is supposed to be
in-the-know on this subject hasn't even seen many of these films.
Both the trailer and ads for Kong were done as separate effects development according to the DVD extras. None of the effects in the trailer were used in the movie, and none of the movie effects were finished enough to be used within the trailer. This is exactly what I mean by not giving any of this stuff a chance... you didn't take the time to learn (or even see) what was happening and seem to have frozen all of your technical references back in the 20th Century.
The world has moved on, but not so much so that you couldn't catch up on things if you decided to put a little effort into it.