Final Fantasy Movie Interview 90
Wuhao writes: "Ars Technica managed to snag an interview with some of Square's 3D artists to discuss the Final Fantasy movie. It is filled with graphics jargon, but there's quite a few juicy bits that even I could understand."
Didn't hear this interview question (Score:1)
In-house pr0n (Score:1)
Re:Mirror? (Score:2)
Mirror? (Score:2)
Re:I'm intrested in the cluster control software (Score:2)
SGI's will not disappear. SGI's have FANTASTIC charachter mode devices, and when dealing with
The OS that it runs means little or NOTHING to an animator.
jeremiah();
Re:Texturing design and compositing software? (Score:4)
Shaders are simply procedures programatically defined used to define things such as surface bumping (through simple bumpmaps or less simple displacement maps), volumetric shading (glass w/bubbles in it), painting on a texture, reflections, translucency, transparency, opacity, color, specularity, diffusion, and things like that.
www.pixar.com has many, MANY documents on how shading works with the RenderMan interface (NOT ONLY THEIR RENDERER, but the RenderMan standard)
www.bmrt.org has a freeware raytracer that does global illumination, raytracing, true displacement, full support of the shading language (very much like C) arealights, and tons of things that Pixar's PRMan doesn't support. Most definately worth a look.
BMRT and PRMan (Score:5)
Pixar's Photorealistic RenderMan is the RenderMan compliant renderer that is most used in movies, because it is very fast, but at the cost of several cool things. PRMan can't do true reflections, refractions, or even transparency, because it can't compute global visibility.
Ray tracers on the other hand, such as BMRT [bmrt.org] (which is fully compliant with the RI spec, and includes many extensions to the interface, which PRMan does not support) is a freeware RI raytracer. This is much slower than PRMan, because with raytracing you have to maintain all geometry in the scene in memory at all times, because you don't know where a ray will bounce until you fire the ray. (Because PRMan doesn't do reflections, it doesn't need to keep all the geometry in memory, and can discard anything not *directly* visible to the camera)
PRMan can however, fake lots of things that can give a nearly realistic effect, saving tons of time. Reflection maps, environment maps, and ambient light all simulate the true effects of things like reflections, and radiosity that all of us see when we take our eyes off of our monitors. BMRT does all of this without any faking.
Both PRMan and BMRT use the RI shading language to programatically define surfaces and volumes. Smoke in a room is a volume (or atmosphere) for example and can only accurately be controlled using a shader. The shading language of the RenderMan Interface is UNPARALLELLED in the industry and can produce some of the most realistic looking surfaces/volumes you'll ever see.
Both renderers read
Radiosity is something that PRMan cannot do. Check this stuff out: Radiosity images [3dluvr.com]. These were not done with BMRT but easily could be. These were test renders for Arnold, a global illumination renderer. BMRT does global illumination and could easily (but slowly) produce images just like these. PRMan cannot do this, it simply takes too long.
So satisfy your curiosity about modern day rendering and read up on this. It is very interesting stuff.
Computer rendered anorexics vs. real anorexics (Score:2)
Then of course, as chip makers swap higher clockspeeds for slower/portable chips, the cost of attaining reasonable rendering speeds on computers is going to skyrocket.
You won't be able to get the fastest chip in the world at dime stores like you could in 2001. The CG industry is small enough that chip makers can't afford to keep pumping clockcycles into chips that 99% of the world uses in nothing but wristwatches and PDA's.
Re:Just wait until 2037... (Score:2)
Re:Just wait until 2037... (Score:1)
Everyone knows the reason unix has a year 2037 problem is because that is the year that Richard Stallman will personally lead the jihad of the trees against the dirty upright walking apes.
In other words the world will end slightly before computers become powerful enough.
Final Fantasy vs. Shrek (Score:2)
Shrek, on the other hand, went for "cartoony," a look that is easier to do than "photo-realistic." And they hit it dead on, 100%. You stopped thinking about it and enjoyed the movie.
Overall, I'd have to rate Shrek as being a better film, because the bottom line is: "Was it good to watch?" Shrek was fun, FF:TSW was interesting on a technical level, but I wouldn't want to go see it again.
It's a little like FF8 vs. FF9 on Playstation, where FF:TSW is like 8, and Shrek is like 9. I am enjoying 9 a lot more than I did 8.
Jon Acheson
Really a good interview (Score:3)
I think the interview actually answered a lot of MY questions and interests with the movie, but I do hope that the Square team will continue to be open to questions here and there for maybe another batch of questions.
Anyway, I'm glad I was able to read the interview even before it gets slashdotted (Ars servers were down just before I read it?)
--Onyx
I'm intrested in the cluster control software (Score:2)
this is not a Beowulf cluster so tools from Scyld not her and I dont think that the google tools (1million and one xterms on screen
I know that you can use LSF & Gridware
+ all the beowulf tools
BUT
what else can you use ????
regards
john jones
p.s. intresting that they use renderman + maya because thats what more and more people seem to use
SGI have to be careful because the maya release on macOS X means that alot of artists will move to the mac and ditch the SGI's UNLESS SGI can ship a decent LINUX model
Re:I'm intrested in the cluster control software (Score:2)
erm have you seen Maya on MacOS X ?
that mate is unix with a decent scaling vector based display
with decent graphics cards lets say an Nvidia based solution which SGI acknologes are the chips at the moment bettering anything they had (they now ship NVidia solutions) MacOS X could easyly rock (oh wait the G4 macs use Nvidia)
if they dont care what OS they use why do the demand that Maya and Photoshop be on them ?
yes normally I would agree but really I just saw 120 O2's go out the door in favour of Apples with OS X on running Maya + photoshop and a 500 node render farm built useing linux x86 boxs
regards
john jones
ah ah real information ! (Score:2)
regards
john jones
Distributed Rendering (Score:2)
Re:Just wait until 2037... (Score:1)
Re:Distributed Rendering (Score:2)
Forget movies... (Score:2)
Re:Sweet, 1000 RH 6.2 machines... (Score:2)
Imagine the automatability of most sysadmin activities.
Re:This is the future of Open Source technology (Score:1)
--Bruce
Re:I'm intrested in the cluster control software (Score:2)
Its nice that Apple has decided to ship UNIX and all, but its going to be a while before the platform matures to the level MacOS 9 has, so i don't think we'll be seeing people switching platforms in droves, and least of all in the 3D arena.
After all, if you are a 3D artist working in IRIX on Maya, then switching to Maya on NT will be cheaper than switching to Maya on MacOS X - You also have the option of a real 3D accelerator (Intergraph Wildcat and others) and you get to run Maya for Linux when it is released, if you decide NT doesn't float your boat.
You also get a native Photoshop, something MacOS X sadly can't match. Even IRIX has an (old) native Photoshop.
For the 3D artist, the benefit of switching to the Mac is minimal - you get a sluggish but pretty desktop, expensive and limited hardware choices and performance which, dollar for dollar, trails the x86 architecture by a long way.
Sure, an Altivec-enhanced Photoshop gaussian blur might execute somewhat faster than an x86 chip of higher megahertz, but until we see the 866Mhz G4 actually beat a 1.4 Ghz Athlon in a Maya stress-test, the idea that everyone in the 3D world is going to drop what theyre doing and buy a Macintosh is a little bit fanciful.
It must be emabarrasing for Steve Jobs that his 'graphics workstations' aren't used at his other company - Pixar, because theyre so lame at 3D. So when Pixar universally adopts the Macintosh for it's 3D workstations, then maybe the rest of the world might take some interest.
Re:Texturing design and compositing software? (Score:1)
Re:What these guys do after hours. FAKE ALERT (Score:2)
What these guys do after hours. (Score:4)
I know that some companies have implemented filters to prevent "getting in touch with yourself" at work, but did these guys get this [geocities.com] desperate?
Anyway, the story is that in order to get the clothes to work out right, they had to do this.
Box office (Score:1)
Hopefully FF:TSW will get most of it's money back when it comes to international and DVD markets, however I can't imagine this bodes well for the future of photorealistic movies. (or maybe it just doesn't bode well for the future of Square movies)
not again... (Score:2)
jeez, hemos, can't you spell properl-
oh.
it's a joke...i get it.
Redhat (a blatant mastercard rip) (Score:1)
Redhat 6.2 in a box: $30
An advertisement for Redhat 6.2 from Sony and ArsTechnica without paying: priceless
-------------------
graphics jargon? (Score:1)
subatomic
http://www.mp3.com/subatomicglue [mp3.com]
Linux/PC can be much faster than SGI (Score:1)
really they only make sense when you're finely tuning your code to them, but you can't expect all software to be written to take advantage of them.
so, IMHO a render of farm of PIIIs would be much faster in certain cases. and definately makes much more sense for cost. Renderman is free, the hardware is virtually free (real cheap). Expand your farm to make it faster.
I didn't even touch the subject of GeForce vs Onyx3. For most rendering (especially architechture/games/etc..) geforce is going to kick SGI onyx.
subatomic
http://www.mp3.com/subatomicglue [mp3.com]
Re:Rendered on Linux! (Score:2)
Texturing design and compositing software? (Score:3)
Modeling, animation: Maya with proprietary tools added
Lighting: Maya
Rendering: Renderman + lots o' custom shaders + a bit of Maya for VFX
Texturing: ???
Compositing: ???
*Sigh* (Score:2)
Damn, I thought it was with Aki.
Sweet, 1000 RH 6.2 machines... (Score:2)
Dude, 1000 roothat boxes... Imagine installing the patches on those.
Re: (Score:2)
Re:SIGGRAPH 2001 (Score:1)
There will indeed several places where FF will be discussed at this years SIGGRAPH. The Advanced RenderMan course will have 2 sections with Kevin Bjorke, rendering supervisor, about the work. The original AWGUA (Alias/Wavefront) plan had also a talk about FF, but now it's scaled down. But there will probably be presentations at their booth. Mach Tony Kobayashi will have 2 presentations at the RenderMan user group meeting part of the Stupid RAT tricks part. There might be other here and there.
SIGGRAPH 2001 Course 48: Advanced RenderMan 3 [siggraph.org]SIGGRAPH 2001, Stupid RAT Tricks [google.com]
Re:Distributed Rendering (Score:1)
As an above poster noted it's not really feasable. Here is a thread with a similar issue that also appeared around the same time on the RenderMan newsgroup:
RenderMan on the Frontier [google.com]Just the data for texture maps alone would sometimes require hundreds of megabytes alone, not including the RIB and other stuff that has to be passed around.
Re:I'm intrested in the cluster control software (Score:1)
Not really that suprising, as the combo of RenderMan plus Maya has been used for quite some time. Especially in places like ILM which they get betas and early previews of Alias/Wavefront and Pixar's software. Episode 1 used that combo, among a lot other stuff, probably since 1998 and I'm sure it was being used and tested even before that. And many of these studios had their own tranlation tools to incorporate that stuff into their pipeline, especially big studios since many based parts on it not only on Maya but on previous software like PowerAnimator and Dynamation.
Anyway Pixar has Alfred for batch distributed rendering, part of the RAT tools. There is also project BORG. Many places have custom tools though. Also there has been mentioned that the PBS (Portable Batch System) from NASA has been used (Chris Watts, supervisor of Pleasantville used for his next film, the yet to be released Dubbed Action Movie).
Pixar's Alfred [pixar.com]PBS [mrj.com]
Project BORG [project-borg.org]
Re:Texturing design and compositing software? (Score:1)
Although you can also control shader behaviour (even if it's a procedural shader) via texture maps, so it's a combination of both. You could have a procedural shader, say some fractal like or natural pattern but use a texture to control opacity or certain look to your shader, say hoy bumpy it is or the direction it would reflect light. There are shaders that can control tons of interesting procedural stuff via texture maps. Like at ILM, in Episode 1 (and also places like Imageworks with Stuart Little and many other examples), for the fur of creatures they painted texture maps that could define parameters like length of hair, it's density,, how much it curled, springiness and many others.
So in a sense you need a traditional paint tool for this texture maps. Photoshop is a mainstay in the FX industry so it's not inconceivable that it was used. of course in the end as you mentioned it's the shader that brings it all together.
You mention BMRT but you might be interested that it's creator, Larry Gritz, left Pixar, started his own company with other graphics gurus and are about to release a RenderMan complaint renderer called Entropy during SIGGRAPH 2001. BMRT is still supported there.
Exluna [exluna.com]
Re:What these guys do after hours. (Score:1)
The only "intuitive" interface is the nipple. After that, it's all learned.
Re:Just wait until 2037... (Score:1)
The only "intuitive" interface is the nipple. After that, it's all learned.
Just wait until 2037... (Score:5)
Well, if it took 934,162 processor-days to render the final movie, thats...
22419888 hours or...
11209944 times real-time (assuming a 2hr movie)
Assuming computing power doubles every 18 months, computers will be 16777216 times faster in 36 years (24 18 month periods = 2^24 times faster)
So, a single workstation will be able to render the whole movie in real-time in the year 2037 (at 66% capacity!) Use the remaining third of the processor for game logic and A.I., and you have a game that looks like FFTSW.
Can't wait.
-Erik
Wouldnt it be more interesting... (Score:1)
eager to see it (Score:2)
hate to say it, but the shots in the article look just like...a video game.
i hope it is more realistic in the theatre, maybe the big screen, motion and sound will blur out the scenes?
what will all the actors do for money when linux takes all their jobs away? who *will* we worship then?
Treatment, not tyranny. End the drug war and free our American POWs.
They do get a touch expensive when 19" wide... (Score:4)
you can bet (Score:1)
*sigh* (Score:1)
Re:Sweet, 1000 RH 6.2 machines... (Score:1)
-jason m
Re:PIII Farm? (Score:1)
Rendered on Linux! (Score:2)
Schweet!!!
Pixar renderes with Sun (Score:3)
Pixar, like Square, uses SGIs for the initial modeling and animation. They also use SGIs for the final (post-render) compositing. Neither Pixar nor Square use SGIs for rendering, though. Square used a huge Linux farm and Pixar uses a huge Sun farm.
SGI (Score:4)
Ahh, but remember, SGI owns Alias|Wavefront (the company that makes Maya). There is a very good possibility that SGI may bring A|W back into SGI and become a software-only company.
SIGGRAPH 2001 (Score:1)
Re:Really a good interview (Score:1)
More info: here [siggraph.org].
Re:This is the future of Open Source technology (Score:1)
Re:This is the future of Open Source technology (Score:1)
A flub-up in the Ars article (Score:3)
Re:What these guys do after hours. FAKE ALERT (Score:1)
Re:Distributed Rendering (Score:2)
How many millions of geeks would jump at the chance to use their screensaver and some extra cycles to help create the next Final Fantasy or Star Wars sequel?
Aside from the studio not knowing when the work will get finished and bandwidth problems, you know somebody's going to hack the client to take Aki's clothes off...
--
BACKNEXTFINISHCANCEL
Re:Kevin Ochs (Score:1)
Re:Just wait until 2037... (Score:1)
K45
(PS I'm trying to be funny, no need for a technical correction, unless you really want to.)
Re:This is the future of Open Source technology (Score:1)
Re:Box office (Score:1)
Re:Kevin Ochs (Score:1)
Next time give yourself a pat on the back and just don't post personal stuff about other people, even if you knew them, eh?
-- .sig are belong to us!
All your
Probably one indication why SGI has also suffered (Score:1)
-- .sig are belong to us!
All your
4TB??? (Score:1)
Re:What these guys do after hours. FAKE ALERT (Score:4)
This is not really Aki!
It is well constructed fake image of her face pasted on to some other body from a porno flick!
Aki has never done nudity in any of her films!
Feel the power of, oh, wait . . . (Score:1)
Re:did anyone notice? (Score:4)
Re:PIII Farm? (Score:1)
Now, what is interesting is that you need about the same or larger load of SGIs to do the rendering. For something that doesn't benifit specifically from things like craylink (used for the really monstrous origins), a network of lintel machines is probably faster and definately cheaper.
Now, the question that Pixar asked them selves was something like, do we want several hundred linux boxes, or do we want to spend more and get 250 Suns (quad processor machines) which will cost most, but take less effort (real employees) to keep running? I guess which is better depends on the renderfarm size, and how you feel about the cost of keeping PC hardware running.
Myself, for small render farms, I'd look to Athlons, but if I got stuck running a large one, I probably would also look to Sun (sorry, love SGIs, but they wouldn't be the best here IMHO), although I would pause to check out IBMs and HPs as well.
Re:hemos understood (Score:1)
____________________________________________
Re:Just wait until 2037... (Score:1)
Assuming computing power doubles every 18 months, computers will be 16777216 times faster in 36 years (24 18 month periods = 2^24 times faster)
I think you are overly optimistic. Computers today already approach the limits of density (uncertainty principle) and speed (speed of light).
Re:This is the future of Open Source technology (Score:1)
Re:did anyone notice? (Score:4)
Though Disney is evil, their animations work much better (even with celebrity voices) because they generally tweak the character design to more accurately match the look of the real person behind the voice. This tends to make it much more believeable, because while there are odd exceptions (Mike Tyson comes to mind), people generally have a voice sound that matches their look.
Re:This is the future of Open Source technology (Score:5)
Anyway, the one thing Final Fantasy has in common with Open Source business is that it lost a huge ton of money.
Re:eager to see it (Score:2)
Natalie Portscan?
Re:did anyone notice? (Score:2)
Bingo. FF looks like they were so busy beating off about their polygon count that they forgot that they were actually making entertainment for humans. Mind you, an actual plot might have helped too. ;)
Re:What these guys do after hours. FAKE ALERT (Score:2)
You take that back right this minute, young man!
Re:What these guys do after hours. (Score:4)
Nice try, but you forgot that Anime women don't have even a minimal amount of pubic hair. ;)
Does it every strike anyone as strange that:
Re:Computer rendered anorexics vs. real anorexics (Score:1)
Wrong
The chip manufacturers have been doing this for years but you still see faster processors coming out all the time. Faster processors are not just needed in CG, think military, cryptology, medical, scientific, games, the latest version of MS office for example.
Chips cost a fortune to design and when they are no longer sold to PC manufacturers they are sold in the embedded market. Intel was selling 486's for years after you could buy a PC with one in it.
True some people manufacture only embedded chips but the market is not going to grow any bigger just because of PDA's. The chips are already there in wristwatches, cars, washing machines, mobile phones, routers, pagers, tvs etc and those markets are growing no faster than the PC market. You are talking about a revolution that has already happened.
Re:did anyone notice? (Score:1)
And in some cases (specifically Steve Buschemi's character) the character look just didnt match the voice at all
Voice types don't match face types. It was jarring because you know what Steve Buschemi looks like, and the character didn't look like him. Disney's characters work because they make them look like the people you already associate with the voice. Ever see a popular radio host for the first time? Often a surprise, because you may have pictured them differently.
Voice types don't match face types.
Re:Strange Numbers (Score:1)
Re:did anyone notice? (Score:1)
Re:PIII Farm? (Score:1)
Re:Pixar renderes with Sun (Score:1)
That said, I don't know what they'd have used, had Sun not given them the hardware. I think they used SGIs for the first Toy Story, but I may be mistaken.
- Justin
Linux rendering (Score:1)
PIII Farm? (Score:1)
"The renderfarm consists primarily of ~1000 Linux machines (PIII, custom-built, rack mounted), running Red Hat 6.2. These machines do all the RenderMan renders, as well as a number of other tasks."
I assumed they'd use a buttload of SGI systems like Pixar does. Which is cheaper? Loads of PIII, or a smaller load of SGIs with the same total rendering "power"?
And hey, more proof that Linux rocks.
:) (Score:1)
Re:Linux/PC can be much faster than SGI (Score:1)
Even BMRT will cost you some money, if you use it for commercial purposes. It used to be $100, might have gone up though. BMRT is a raytracer, and not suited to feature film work like PRman.
Re:This is the future of Open Source technology (Score:1)