One of my favorite TV shows as a kid was Movie Magic. Back in the 90s, most effects were practical, rather than CG, and it was interesting to learn about the various techniques used to achieve the results. From matte paintings, foley sounds and miniature sets, to animatronics and pyrotechnics. There were entire industries dedicated to this, which were replaced—practically overnight—by computers.
While there was a rough patch of awful CGI in the 90s and 00s, and the tech has certainly come a long way since then, even today, a discerning viewer can still tell CGI apart from live action.
I feel like we lost some of that "magic" in the process.
Consider the animatronics used in Jurassic Park[1] and Free Willy 2[2]. They might be crude, stiff and surely very laborious and expensive to build, but the result on screen was much more impressive than today's state of the art CGI. Maybe we've been saturated and take VFX for granted today, but it's a shame that some of these practical effects didn't continue to improve, and are rarely used in modern films.
I also contest your assertion that the results are more impressive than todays CGI. That’s some rose tinted nostalgia, but there’s no way to replicate some of the advanced motion and realism like the latest Planet of the Apes or Avatar with animatronics. The range of motion required is just not safe to do or cost effective.
Safety is a big one. Having an animatronic T-Rex chase a car at speed in the rain is not physically safe to execute in the same space as your main actors. The requirements are at odds. To work in rain requires materials that are hard to move, to move fast requires lighter materials and heavier motors. All of that is a giant weight hurtling at your talent. Use of lighter materials also makes them less durable or more expensive.
Furthermore, most animatronics and practical effects in film today are replaced. As much as people sell the allure of “this film is done practically”, the majority of it gets replaced with CG in post. The new star wars films tried that angle with BB-8 and Top Gun Maverick claimed the same, but they practical elements people laud were CG in the final film.
It can require a different toolset when it's just you and a blue screen, but in many ways it's the same craft that every actor develops anyway.
Often, that’s better than animatronics because they can move faster and react to the actors better.
What is shot on stage doesn’t have to be what’s used in the film, and it’s a common mistake that people who are critical of CGI make.
I know it used CGI in some shots, but I disagree that these were the most memorable. Close-ups of the T-Rex, the creeping raptors in the kitchen, the sick Triceratops, the expanding neck frill of the Dilophosaurus, etc. These were the most tense and impressive shots IMO, and all were practical (even though they were historically innacurate). CGI was used mostly for wide shots that needed to show movement, which wasn't practical or sometimes even possible with animatronics.
> I also contest your assertion that the results are more impressive than todays CGI. That’s some rose tinted nostalgia, but there’s no way to replicate some of the advanced motion and realism like the latest Planet of the Apes or Avatar with animatronics.
I don't disagree that nostalgia is a big part of it, and the fact that back then these were truly ground-breaking shots we hadn't seen before. Each film did things slightly differently, and VFX weren't as accessible as today. Still, there's something raw and, well, real about an actual physical entity that actors interact with. The lighting and physical properties are always correct, and assuming the makeup and robotics are state of the art, it really can trick our brains into believing these are real objects much more than CGI could.
For example, take the sick Triceratops scene[1], and compare it to 2015's Jurassic World[2]. Sure, the CGI versions are more life-like, but they look completely fake. The lighting and shading is off, the interactions with the real world is limited and unrealistic, etc. In contrast, the scene from 1993 still looks impressive today, even though the movement is limited, and it arguably looks a bit stiff. State of the art CGI today is much better, though[3], but still slightly off in a few places.
This can possibly be blamed on "bad" CGI, but I'd argue most usage in movies falls into this category. Even the creatures in this new Avatar, while incredibly detailed and life-like, look artificial, and like they don't belong in the world around them (which is, ironically, also CG). It looks like an animated, instead of a traditionally shot, film. Which doesn't mean it can't be enjoyable, it's just a different experience. For me, it crucially lacks the awe-inspiring moments that films with practical effects often have. I realize that most of these shots couldn't be possible with practical effects anyway, but I appreciate when directors make an effort in using mostly practical effects, instead of defaulting to doing everything with CGI.
As another example, consider All Quiet on The Western Front[4]. According to the VFX lead:
> The overall VFX mantra was to allow the footage from principal photography to serve as the primary material for compositing, as opposed to creating CG elements in VFX to augment the scenes. “I believe that adds to the visceral, immersive quality of the film,” Frank Petzold explains. “So in other words when, say, there was an explosion scene, we did not entirely rely on CG models.” Rather, the team used photographic elements as the primary foundation, implementing CG simulations to augment principal photography. The effect was naturalistic, and the integration aimed to be seamless.
I think this is the right approach to take, and the film is much more immersive and enjoyable because of it.
[1]: https://www.youtube.com/watch?v=tYm7xeg27Rw
[2]: https://www.youtube.com/watch?v=2CJL7rKJI18
[3]: https://www.youtube.com/watch?v=le0iiWwdeeE
[4]: https://www.youtube.com/watch?v=hf8EYbVxtCY
[5]: https://www.fxguide.com/quicktakes/all-quiet-on-the-western-...
you’re also comparing things without considering how the process created them.
Avatar wouldn’t look any more real with practical work. It’s just not possible to make robotics today that can have that level of articulation and micro expression. the reason it doesn’t look “real” is because the film makers didn’t want it to look real. It’s meant to be fantastical.
You claim most CG is bad in films but I’d argue that you, like many others, glomp onto the bad CG and ignore all the fantastic CG that you don’t notice.
How many people do you think noticed that the entire environment they’re in isn’t real in these shots? https://youtu.be/V5mS7BHmZJI
Often what people consider “bad CG” is overly apparent CG. This can be down to three things:
1. Budget. Both money and time.
2. Deliberate Aesthetic choices
3. Directors often put CG more in your face than practicals
Practicals wouldn’t make a difference there because they’d fall prey to the exact same issues which is why they’re often replaced in post anyway.
Aesthetics are a big one. The visual style between the original Jurassic Park trilogy and the Jurassic World trilogy is different. The new trilogy is significantly more fantastical in style and lighting. This is why you can’t just randomly compare shots between different films. They’re created by different teams with different goals. You need to compare against the raptors etc in the same film or where similar choices were made.
When people say “I wish this was done with practicals”, what I think they mean is “I wish this was better” but ignore the why.
“Making of "The Hunt for Red October" - Behind the Scenes” https://www.youtube.com/watch?v=2_epfA20dOY&t=21m55s
“HUNT FOR RED OCTOBER miniature effects part 1” https://www.youtube.com/watch?v=V5Npc6GsUeQ
“HUNT FOR RED OCTOBER miniature effects (part 2)” https://www.youtube.com/watch?v=MGu8qcI7r-I
And I actually didn't mind, the CGI was gorgeous.
At this point, I think that while Cameron has great visual taste, he simply just doesn't have any literary taste at all. I believe he actually thinks these horribly banal, cliched stories are genuinely good.
It's gotten so bad that it makes me retroactively wonder whether he actually wrote "Aliens" and who the real author is.
After a quick read of critic and user reviews through metacritic, the complaints seem pretty consistent regardless of how I personally feel about them. A ton of them say the plot was barebones and predictable. Even the glowing reviews from critics seem to mention that the plot only gets the job done.
The old concept of animating physical objects to make them look like they're inhabited by a spirit and behave/bleed like real animals has been absorbed into motion capture and animation rigs.
We also used to love seeing people grow into new behaviours like luke in star wars. He was awkward and unsure of how he should act, and he grew into his new role as a jedi. Another example was Alan in Jurassic Park guiding people through the park by behaving in a manner that wouldn't get everyone eaten. But it's common for people to understand how to behave in action films and real life. The demand to see people learn a new set of behaviours, isn't such a strong pull to watch movies lately.
I struggle to imagine what a new-and-improved look for animated bones and lifelike animatronics would be? An engineer could make them stronger, better, faster and move more smoothly, but the higher experience people could want.. I don't know what it could be.
You can tell BAD CGI apart from live action.
Eventually, we'll reach a point when CGI truly becomes indistinguishable from reality, but even then I'd argue that using it for all aspects in a scene would undermine what makes the art of cinema "magic". After all, would it really be filmmaking, or animation, at that point?
I appreciate all the work and dedication of those folks, but it feels like such a waste. Especially when the final film wasn't very good.
The craft is admirable, but it was never scalable or equitable. Very few projects could benefit from this kind of budget and vision.
The coming AI revolution will make this vastly cheaper than even CG, and it'll give more people a hand at storytelling. Without requiring fifty engineers a full year of their talents.
I think we will lose it at all eventually. Today's audience is not making a big difference between movies and computer games, so the current disgrace of Marvel comic movies is just okay for them (old_man_yells_at_cloud.gif)
Two people could get CS degrees and one ends up building UIs/forms in React the other is implementing “Lagrangian water wave simulation”
Just totally different worlds
I’m not sure if I would call movies and video games “niche”.
I'm looking at you Monster Hunter and also Blitzball >.>
I remember the Quake I water simulation, which I found amazing at the time. I knew water is hard to simulate, but understanding fluid dynamics and the above jargon seems hard to grok too.
Technology is built upon a stack of useful abstractions, and the ability to understand in deep technical detail the entire stack is a super power. There's no reason why computational physics shouldn't work the same way.
Blender has a FLIP plug-in I believe. The water in UE isn't great, but the "fluid flux" plug-in is surprisingly impressive for real-time water https://www.unrealengine.com/marketplace/en-US/product/fluid...
Computational Fluid Dynamics is a tricky area. The science (Fluid Dynamics) was worked out over 100 years ago, with the Navier-Stokes equations (3D partial differential equations). The engineering (the Computational part) is a whole bunch of complex and clever tricks, to overcome surprising problems like instability and dissipation, and often for some particular engineering trade-off (rather than being universally true).
Avatar 2 seems to use an underlying FLIP simulation for the water (which uses a (eularian) grid for pressure, and particles for movement), with cinematic tricks on top: foam, bubbles, and smaller (lagrangian) waves superimposed.
The Fluid Flux plug-in uses a simplified version of the Navier-Stokes equations, which represents the upward direction as an average - so it's 2D internally but looks 3D. It also just calculates once, instead of iterating. Both make it much faster. It uses this paper, which has several other tricks: https://matthias-research.github.io/pages/publications/hfFlu...
Over each video I get “This content is hosted by a third party provider that does not allow video views without acceptance of Targeting Cookies. Please set your cookie preferences for Targeting Cookies to yes if you wish to view videos from these providers.”
Here are the videos:
- “Loki: A unified multiphysics simulation framework for production,” presented at SIGGRAPH 2022 https://www.youtube.com/watch?v=_2TBvSnsLD8
- “Wave Curves: Simulating Lagrangian water waves on dynamically deforming surfaces,” presented at SIGGRAPH 2020 https://www.youtube.com/watch?v=FqCK5Gu-Op4
- Overview of “Guided bubbles and wet foam for realistic whitewater simulation” as presented at SIGGRAPH 2022. Video courtesy of Wētā FX. https://www.youtube.com/watch?v=60Dk5h_659s
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