Ben's Comp Newsletter: Issue 060
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Hey,
The week's newsletter includes another great
interview, an automatic lens flare gizmo,
some TCL tips, and a look at some
mindblowing advancements in real-time
rendering.
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Interview: Geoffroy Givry.
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"Hi, my name is Geoffroy Givry, I’ve
been in the VFX industry since 2001,
first as a Generalist and I quickly
became a full-time Compositor around
2003. I’m a proud and dedicated husband
and father of 3 wonderful children. I
love looking after my family, my garden,
cooking BBQs, chopping wood and building
AI Drones. But most of all, my two real
passions are learning (I’m addicted to
video tutorials!) and in developing
pipelines and intelligent workflows for
the VFX industry, especially everything
concerning remote work.
I created my own company in August 2019
after being at ILM for 5 years as Senior
Comp, Comp TD and Comp Technical Lead.
Now, I’m working remotely in the
gorgeous countryside of Surrey in the
UK, as a Visual Effects Supervisor,
pipeline architect and senior
compositor. As well, I am an Art
Director and VFX Supervisor for Ubisoft
on their game cinematics."
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P.S. Thanks
to Lu Anh Tuan for requesting this
interview! Please reach out if there's
anyone you'd like to see interviewed in
a future newsletter issue.
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My favourite tools are the ones where you
can dial in a look on one frame, and trust
that it'll animate and work as expected for
the entirety of a shot. Han
Cao has created a tool like this for
lens flares! Don't let the silly image above
fool you, check out the demo
video to see it in action.
I first heard the idea of
procedurally-generated and animated lens
flares in The
Lego Batman Movie (CTRL+F
"Gotham Procedural Lens Flares"),
and have come across a few examples of tools
trying to replicate it. However,
H_AutoFlare is the first
publicly-available gizmo that hits the
mark.
On his website, Han also links to this
article as a source of
inspiration, which is a great behind
the scenes look at Animal Logic's technical
approach to digital cinematography on The
Lego Batman movie. Definitely worth checking
out.
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Nuke currently supports the use of two
primary programming languages for artists,
Python (which the program is built upon),
and TCL. Attila
Gasparetz has a couple of great
resources on his website for making the most
of TCL in Nuke.
First, check out TCL
Snippets & Expressions for
some ideas on what's possible with TCL in
Nuke, including procedurally animating
knobs, dynamically setting knob values, and
displaying information on node labels.
Secondly, check out Attila's tutorial on Conditional
TCL Expressions in Nuke for a
comprehensive look at some of the things you
can do with "if / else" statements,
arithmetic operators, nuke-specific
commands, etc.
Lastly, it's always a good idea to scrape
through official documentation. Here is Nuke's
TCL Scripting Documentation.
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The Unreal Engine 5 tech demo is
mindblowing!
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If you haven't already seen it, you have to
check out this new tech demo for Unreal
Engine 5. Running on a PS5, this demo touts
so many impressive technological
advancements in realtime rendering! The
highlights among the countless
improvements are how the engine
automatically deals with high-resolution
geometry without an artist having to
optimize it, and real-time global
illumination!
While you might think, "but this is for
games", there are countless
implications for how this technology will
affect the feature film world in the near
future. Unreal is already
being used for real-time
environments in film & TV, and
with the current state of the world, rapid
advancements with this technology will
undoubtedly help productions get back to
shooting.
In the future, imagine dialling in creative
choices on lighting & lookdev with the
director in your theatre, like a Flame Op
would for comps. It would rapidly speed up
the currently cumbersome & expensive
cycle of notes and revisions. What if 90% of
our work could be created
in real-time, and then ported to a
traditional render engine to bake a
higher-fidelity final render?
Seeing this tech demo, I suspect this vision
of the future isn't that far away...
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Do you have something to
share?
If
you have any
feedback on how this
newsletter could
provide more value
to you or others, or
just want to share
your creations,
please reply to this
email -- I'd love to
hear it all!
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Thanks to my Patreon
Supporters.
This issue
of Ben's
Comp
Newsletter is
sponsored by
Keegen
Douglas.
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Aaron Bradford
Adam Kelway
Adrian Winter
Aman Arora
Anton Moss
Antonio Gabarrón
Attila Gasparetz
Ben Cecioni
Brent Veal
Christian Morin
Ciaran O Neachtain
Dan McCarthy
David Ventura
Denys Holovyanko
Eduardo Cardoso
Ed Englander
Federico
Fredrik Larsson
Gary Kelly
Hugo's Desk
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Ian Failes
Ivan Sorgente
Jan Stripek
Julien Laperdrix
Kim
Kris Janssens
Lee Watson
Matt
Micheal Liuyu
Michael Loithaler
MMM
Santosh Seshabhattar
Seth Weber
Shih Yi Peng
Stu Maschwitz
Suresh Pandi
Tiscar Coig
Vincent Desgrippes
William Towle
+ 2 Anonymous
others...
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If you get value from
reading Ben's Comp
Newsletter every other
week, please consider contributing via
Patreon to help keep it running!
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