Shrek 2 How-To 359
mblase writes "Animation World Magazine has an article online about some of the technical hurdles Dreamworks Animation had to overcome in making "Shrek 2". With November's "The Incredibles" being Pixar's first movie to feature an all-human (er, superhuman) cast of characters, it's interesting to watch how these two studios push each other to the limits of computer animation."
State of the art? (Score:2, Insightful)
Mod this as a troll if you want, but I really wanted to like Shrek and it just couldn't compare to anything else on the market.
Re:State of the art? (Score:5, Insightful)
Re:State of the art? (Score:2)
Re:State of the art? (Score:2)
Re:State of the art? (Score:4, Interesting)
Re:State of the art? (Score:2)
--
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Re:State of the art? (Score:4, Insightful)
Re:State of the art STORIES? (Score:4, Interesting)
Frankly, and I work in the 3D department of a television production studio, I thought Shrek and Shrek 2 were amazingly well done.
Re:State of the art STORIES? (Score:3, Insightful)
Slight topic drift: If you've seen the extra making-of material on the LotR extended disks vs. the new Star Wars, I think it reflects a bit on this. You can fee
Re:State of the art? (Score:3, Interesting)
Re:State of the art? (Score:5, Interesting)
Shrek 2 was an amazing movie, and as a college student I and the rest of the group of ~15 people that went thourougly enjoyed it. It was funny, had an interesting story, and held our interest for almost 2 hours.
I don't think your post is a troll, but I completely disagree with you.
Mod Parent Down (Score:3, Funny)
Re:State of the art? (Score:5, Interesting)
Back to the animation, the atmosphere/environment in Shrek 2 is amazing. The hair, faces and movement of the characters is definately cutting edge. Please don't expect a sad sequel, Shrek 2 is much better than the first, in both animation and script.
Re:State of the art? (Score:5, Insightful)
I'm not sure why you feel that way. I saw Shrek myself the other day and was quite impressed with the quality and detail of the animation. As far as I could remember, it exceeded the first in quality.
The textures are very basic and the facial expressions lack subtlety
What on earth are you talking about? Shrek wasn't going for subtlety anyway, but the facial expressions were quite well done. Same goes for the textures.
Shrek just looks like it was a half-assed effort.
120-odd million dollars worth of tickets disagree with you.
Re:State of the art? (Score:2, Interesting)
Re:State of the art? (Score:4, Insightful)
j
Re:State of the art? (Score:3, Informative)
Sketches list appears in June (if we are lucky). But there's the SIGGRAPH 2004 course on Shrek 2, a paper on GI for animated films, a piece accepted at the prestigious Electronic Theatre and of course a VES Festival presentation on the film as well, so it's definately the creme de la creme (sp?):
Visual Effects Society Festival schedule [vesfestival.org]
Shrek 2 course at SIGGRAPH 2004 [siggraph.org]
SIGGRAPH 2004 Electronic Theatre list [siggraph.org]
An Approximate Global Illumination System for Computer-Generated Films [siggraph.org]
Re:State of the art? (Score:5, Insightful)
The two movies are huge hits not because of their graphics (although it doesn't hurt) but because of their stories.
People in general value good stories much more than good graphics. The same can be applied to the gaming industry -- while games with amazing graphics may sell well initially, they will only last until the next eye candy comes out a few weeks later. Games with solid gameplay will continue to be played for years (see Counter Strike for an example).
Plus, they must have been doing something right with the graphics -- I've never heard an entire audience simultaneously sigh "Awwwww" because of a cartoon before (if you've seen the movie you know what I'm talking about).
Re:State of the art? (Score:2)
I doubt it. Take Shrek, make it live action, and you've got a box-office flop. The story just wasn't that strong. The movie basically had to be animated to be acceptable, being pleasant on the eyes made a huge difference, too. I'd be surprised if many people bought the DVD and watched it over and over and over again. If it had a stronger story, it'd survive that like Monsters Inc did.
Re:State of the art? (Score:2, Insightful)
I agree with you here. However, I think the underlying reason is not because of the story, but because of the genre of the movie. I can't think of a successful fantasy/fairy tale live-action movie off the top of my head. Especially ones with talking animals.
Most kids would rather see a cartoon than a live-action movie anyway.
I will agree, however, that making it a cartoon does add a boost -- back in the 90's, everyone saw the new Dis
Re:State of the art? (Score:4, Informative)
Nice capture for those who are wondering what Ace is talking about (and nice wallpaper for those who do):
Puss in Boots [shrek2.com]
Re:State of the art? (Score:2)
GTRacer
- Most of Disney's "classic" animation blows.
Re:State of the art? (Score:2, Interesting)
Re:State of the art? (Score:3)
Re:State of the art? (Score:2)
What? What about Shrek 2 was half assed? I'm a 3d artist, I can spot half-assedness in a movie like this, yet nothing stood out at me in that movie. It wa
Re:State of the art? (Score:5, Insightful)
I don't know if they've learnt since then, but real people (and ogres, I presume) BREATHE. Their rib-cages move, even when they're just standing there talking.
The trouble with "realistic" animation is that we're all going to expect it to be that real in the future. As the technology improves, so will our expectations grow.
Re:State of the art? (Score:3, Insightful)
I thought they did a good job with the facial expressions given the kind of movie Shrek is. I guess it just depends.
Re:State of the art? (Score:3, Interesting)
I just came back from watching the movie. I loved the original, and went into this sequel without a thought in my head other than "Cool!".
But I was less than impressed. It's not just that the detail was lacking at times. There were serious defects in animation. There are scenes where the donkey is all out of proportion (as in, his "width" (z-axis in profile view) would be wrong). Other creatures too. For example, when Shrek and co. enter the "far, far away" kingdom, the hor
Re:State of the art? (Score:3, Insightful)
Re:State of the art? (Score:4, Interesting)
Don't twist my words around to make it sound like I was insulting Pixar's work. But I believe entire forests and cities and castles globally illuminated and such can be just as much work if not more so than animating dust particles and refracting light through water.
Like I said, I know people spunk all over their screens at the mere mention of Pixar, but let's not bash Dreamworks just because we're fanboys. Shrek 2 looks fantastic.
Re:Water is easy to simulate! (Score:5, Insightful)
In a film, however, there's usually a director, an art director and a visual effects supervisor telling you to please move that splash a bit to the right, and make it happen three frames later. Oh, and sometimes there's also a story that those people are trying to tell, and your water sim is one of the tools they are using, so the *need* that kind of control.
Then there's rendering. Is there any foam? Splashes? Do things around the water get wet? Can you make that foam not *darker*, but *less bright* please? (this is a real comment I got during dailies in Shrek 2).
So, simulating water is easy. Simulating water making it do what you want, and rendering it so it looks the way you want it to look is extremely hard.
j
Re:State of the art? (Score:3, Interesting)
Re:State of the art? (Score:3, Interesting)
Re:State of the art? (Score:5, Insightful)
The one problem I have with Shrek 2 are all the parodies. I thought they were hillarious, but they will date the movie in a few years. Still, I and my whole family thoroughly enjoyed it.
*whoa* Check out the ultra-wide smile on that dude (Score:5, Funny)
Shrek (Score:3, Insightful)
Mission accomplished.. (Score:3, Insightful)
Re:Shrek (Score:3, Interesting)
Interesting info... (Score:5, Interesting)
They re-wrote an entire renderer? Granted, Shrek is still behind some of Pixar's work but i've got to ask... Why not use some of the other renderer tools out there?
Re:Interesting info... (Score:2)
Ted
Re:Interesting info... (Score:3, Funny)
Re:Interesting info... (Score:2)
They mostly use commercial renderers but for certain specific things they might still mix and match. You want to use the best tool for the job at hand.
Re:Interesting info... (Score:4, Interesting)
Re:Interesting info... (Score:4, Insightful)
Now. Consider the fact that you have millions of dollars at your disposal, some absolutely brilliant CG engineers, and a very clear set of needs and goals. Would you rather take an existing renderer, analyze it, tweak it, adapt it, hunt down bugs, et cetera--or would you rather simply build a system from the ground up? After all, you're going to need to be able to tweak things throughout, and if something goes wrong with the software, you could save days of debugging by using an internally-built system...
Re:Interesting info... (Score:5, Informative)
PDI has been around since the early 80s, when commercial software was not really an option. Over time, we've amassed both a core of pretty cool technology and an r&d group to put it together. Face it, any project the size of Shrek will require lots of ad hoc software, and having total control over it is definitely an advantage.
j
Re:Interesting info... (Score:5, Insightful)
It would also be cool if Ferrari gave away free cars, and everyone had all the food to eat that they wanted... free of charge! And everyone was given a MOON PONY!!!
Oh, yes, what a wonderful world that would be!
Re:Interesting info... (Score:4, Insightful)
o There is only a finite amount of food available at any one time.
o A computer program however, is infinitely replicable by the magic device known as a computer.
Personally, I'm waiting for the world where everyone can recognise the difference between the physical and the ephemeral and didn't resort to dumb analogies to further their ridiculous agenda.
Re:Interesting info... (Score:2)
You sure about that? Pixar's previous movies weren't exactly bathing in global illumination.
"Why not use some of the other renderer tools out there? "
Shopping for other renderers is like choosing between buying a Ferrari with a 1 gallon gas tank, a school bus that only operates on certain roads, and a pedal powered hover bicycle that can fly over water. It's hard to find that renderer that's high quality, renders fast, and w
Re:Interesting info... (Score:5, Insightful)
They re-wrote an entire renderer? Granted, Shrek is still behind some of Pixar's work but i've got to ask... Why not use some of the other renderer tools out there?
Because PDI is a mostly propietary place. They wrote their own renderer years before there was anything commercially available. As such they have an R&D team continually updating their infrastructure. Interestingly enough I saw a couple of PDI guys at the SIGGRAPH photon mapping course by Henrik Wann Jensen a few years ago in San Antonio.
The upside is you don't have to wait for a commercial vendor to get those new features. They control their own destiny rendering wise. Witness for example how long it took Pixar to make Depp Shadow maps available in PRMan (something like 2 years) even though they had published a SIGGRAPH paper and were using it internally (for Monsters Inc.). Some clients were a bit upset about that.
Dan Wexler used to write their renderer (he is now at Nvidia with Larry Gritz and those crazy Entropy guys). He has some interesting statistics on the first film:
Renderfarm Statistics [flarg.com]
Shrek Rendering Statistics [flarg.com]
Re:Interesting info... (Score:2, Interesting)
Maya and other commercial packages are wonderful tools, but they are generic and a specialty tool that fills the need will always be a better choice. An Indy car is a marvel of engineering but it will never beat a dragster in a quarter mile. Likewise the dragster will never beat an Indy car if t
Re:Interesting info... (Score:3, Interesting)
I went to a seminar a week or two ago given by Byron Bashforth, a Pixar employee. He told us that Pixar h as a version of Renderman that's significantly different than the standard one. They make changes and improvements as they need to. Sometimes changes get rolled into new Renderman versions; other times, they're kept proprietary.
server animation? (Score:2, Funny)
slashdotted already.
mirrors? (Score:5, Funny)
just imagine (Score:5, Funny)
Re:mirrors? (Score:5, Funny)
Not anymore!
Comment removed (Score:5, Interesting)
Re:Damn you Square! (Score:2)
Re:Damn you Square! (Score:2)
Re:Damn you Square! (Score:3, Informative)
Re:Damn you Square! (Score:2, Interesting)
Re:Damn you Square! (Score:4, Interesting)
Exact same problem as the HULK suffered from.
They spent so much time making the renderings look 'real', that all they really did was prove to our minds, over and over again and again, how incredibly NOT-real it really was.
Remember all of the studio hype about how much time, effort and detail went into just the hulk's eyes? Of course it didn't work because the hulk isn't even _real_, so our minds were just totally insulted by it all really. It would be a better movie by simply overlaying all of the 3D renderings of the hulk with simple 2D animation.
Finding Nemo looked awesome (haven't seen Shrek2 yet, so bear with me, this works, I promise). They all looked like real fish and birds etc...no, no wait, they didn't at all. Fish don't have lips and talk and have facial features like we do. They have a HUGE amount of fish-like detail, but it's so obvious to our brains that they're cartoon characters that we aren't even remotely offended. They knew this too when they made Finding Nemo. Take a look at the actual human characters in Finding Nemo, they're designed to be OBVIOUS cartoon characters.
Actually, on the DVD they talk about and show the process they went through to develop their water environment renderings. They came up with a water rendering system that produced near photo quality water-like environments (They looked incredibly real) They didn't use it though because it would have undermined every other rendered thing in the movie. They ended up redesigning it to render very nice cartoony water environments. Still gorgeous, but keeps the movie in the land of animation.
Now try to imagine the same movie if they did everything they could to make it look 'real'.
Sucks doesn't it?
Re:Damn you Square! (Score:2)
Am I alone in wanting a completely computer-generated movie that looks real instead of cartoony and actually has a good plot?
Well if that were the case why not film it as live action instead (and with VFX where need be). The only reason to do it that way is to prove it can actually be done.
What about blizzard (Score:3, Insightful)
Granted they've only ever done 2 minute long CG intros for their games, but Blizzards animation quality is almost unparraleled when it comes to game cinematics. If they ever got together and made an epic braveheart/gladiator style movie, entirely CG I think they could easily rival Pixar or Dreamworks. Not to mention bring the field to a more mature audience (even though everyone at college i know has seen shrek 2, monsters inc, finding nemo, etc.
Of course, that's just my own personal dream...
Re:Damn you Square! (Score:2)
Re:Damn you Square! (Score:3, Insightful)
Audiences are very forgiving of a make-believe world in terms of character movement, but in a "real" movie (a world populated by humans in real human environments), any amount of unintential stilted movement is suspect, and I
Re:Damn you Square! (Score:5, Insightful)
Why Final Fantasy failed. (Score:5, Interesting)
Pixar and Dreamworks, as far as I know, haven't tried to do a non-cartoony movie, but even with knowing how good their teachnology and artists are, it would be quite hard to compare to the level of detail the FF movie had.
Look, it is CG. It is, for many years at this rate of technology, going to look like CG if you do the entire movie in it. You can either play with it or you can look like a clown trying to ignore it.
I think that the biggest problem with Final Fantasy was the fact that it did look animated. There was too much seriousness going on with animated characters. It just didn't sell as a human drama. It wasn't a human drama. It WAS A CG DRAMA. This is the difference between the best film you've ever seen, and being up front row with the worst play you've ever seen. The play is still more immersive.
The movie was, in a nut shell, as well thought out as one would making Shindler's List an animated movie... or telling Frank Zappa to keep it clean, straightforward, and don't go over anyone's head. Even Mizayaki doesn't try to give a 'most realistic looking people' project. And he does animation like a master.
Final Fantasy the movie failed because it played to all of the disadvantages, and none of the advantages of the medium. ART is never about, "toning it down."
"Let's impress people by how real we can make it."
NO! NO! NO! Bad idea! Comics and animated characters are loved for their elasticity and style. You just don't try to make a style that is "indistinguishable from normal." That is playing to all of the disadvantages, and none of the advantages of the medium. Good actors don't try to be "normal." They try to be extraordinary. All good art tries the same.
If they wanted drama, good acting, and suspense, they should stick with real actors.
If you want unreality... elasticity... uniqueness... style and art, then you go with an animated medium.
Final Fantasy was shortsighted. They thought the cutscenes in the game could be a movie. It is like saying, "let's remake the Godfather movies, but use CG instead of actors! Make it real serious! That'll show this CG is a serious medium!"
Re:Damn you Square! (Score:2)
true, even in Japan, a lot of anime is targeted at a smaller (aka geeky) audience. But other anime, like Perfect Blue or Tokyo Godfathers, is not geeky and targeted at a adult audience.
Google Cache of the article (Score:5, Informative)
Realism (Score:4, Interesting)
As CG gets more and more realistic, I think we'll start to see a different kind of movie star, one who can do excellent voice work instead of just looking daring/pretty/hunky/etc.
Off topic, but I'm really curious... (Score:2, Offtopic)
What in the world is wrong with a thong making it something parents wouldn't want kids to know about? Of all the other stuff in that movie, violence, and the (make me laugh my ass off) scene where the three women were fighting to
Re:Off topic, but I'm really curious... (Score:2)
Or that's what my puritanical friends tell me.
Beware the French..... (Score:5, Informative)
Re:Beware the French..... (Score:2, Interesting)
The point is that these movies (Shrek, Shrek 2, Monsters Inc) are modeled with the INTENTION to be cartoonish. Too much realism takes away from the fantasy aspect of it. Remember, they are still animated films. It'll be the same problem when games get too
Re:Beware the French..... (Score:2)
Re:Beware the French..... (Score:4, Informative)
The movie you linked to (Kaena) is already on DVD over here in the EU. I've seen it, and it isn't bad, really. But in all honesty, it's about as good visually as the Diablo2 Cutsceens.
Well, ok maybe a bit better but the animation wasn't up to Pixar/Dreamworks level. And to me the worst part was that the story heavily relied on a form of water (some kind of goo) and it really didn't look all that good.
So don't hold your breath for it, allthough it's still is entertaining.
Murphy(c)
It doesn't help your point ... (Score:3, Insightful)
And let's not talk about the generic dialog in the trailer
"To free her people
LOL!
Animation is not necessarily realism (Score:5, Insightful)
Re:Animation is not necessarily realism (Score:3, Interesting)
Different strokes (Score:5, Insightful)
As an animation major (and a slashdotting girl) I enjoy almost all "cartoons" but I don't think the final product of CG should be ultimate realism. I like the direction Dreamworks and Pixar are taking - I call it "realism with style". If we wanted ultimate realism we could just film people, but it's the style, characters and the ability of the viewer to suspend belief that makes an animation special.
Dreamworks and Pixar have both done excellent animations - if they're trying to be competitive I think it's all the better for us - we get twice as many good films. All I can say is that both of these companies are much better at creating sequels than Disney is.
Wired (Score:4, Informative)
The ugly step sister... (Score:4, Interesting)
I liked both Shrek movies for what they were... funny movies that relied on a lot of good sight gags.
Beyond that, Pixar is absolutely head and shoulders above DreamWorks in storyline, casting, (which is an underappreciated aspect of their films imo) and digital effects. Their movies are significantly more complete, better voiced, and more visually stunning than anything else, hands down.
Re:The ugly step sister... (Score:3, Informative)
Re:The ugly step sister... (Score:3, Interesting)
Beyond that, Pixar is absolutely head and shoulders above DreamWorks in storyline, casting, ... and digital effects.
That's really interesting and all but it doesn't matter. Box office matters. Shrek's opening box office numbers show DreamWorks/PDI are no ugly step-sister. We'll have to wait for Sharkslayer to see if they can make magic with something that isn't Shrek, though.
In Store Display (Score:4, Funny)
Obviously the donkey had the Frizzled6 [nytimes.com]gene, too.
Shame About Clothing (Score:3, Interesting)
The best clothing motion I have seen to date is in the cut-scenes for WarcraftIII. Unlike other things, it not only had complex folding, it had complex clothing and robes as well.
The clothing was the most dissapointing graphical aspect of Spirits Within.
How-to? (Score:3, Informative)
Or will reading it teach me enough to create a comparable movie?
Pushing what limits? (Score:4, Insightful)
Re:Pushing what limits? (Score:3, Informative)
These days, Bird, like the rest of us, is a Pixar convert (and that footage is soon-to-be bonus material on an upcoming DVD). Outspoken and high-spirited, Bird calls himself "the first virus let into this climate-controlled atmosphere." His Pixar debut, The Incredibles - an action comedy about a family of superheroes roused to action after having hung up their spandex - screens later this year. It's the company's first foray into animated human protagonists, witha
Effects Ain't Everything (Score:5, Insightful)
Let's face it, I saw Titanic, all the Jurassic Park movies, the Matrix sequels, and the Star Wars prequels for the effects. Not expecting a story...just give me the oohs and aahs and wows and I'll concede the plot. With Shrek, the animation was secondary to the writing. I mean even Banderas made for a good cat!
Just making a point that pretty isn't always the best thing to have. If nothing else, the moral and plot of both Shrek movies tells us that.
Animation realism matters? (Score:4, Insightful)
Ok, there are a level were animation could be so worse that you note the bad animation instead of the movie itself, and a level when is so good that you lose track of the movie and watch the animation (i.e. when Donkey now as a horse moves its head and you notice the hair animation).
But the middle point, where what you are actually watching the movie and don't letting the animation distract you because is too bad or too good, should be the best approach (er, unless is desired to go at least once more to see the movie to watch the animation or certain effects more in detail, of course)
Quality of Shrek 2 (Score:2)
DreamWorks/Pixar bashing (Score:5, Insightful)
PDI/DreamWorks vs Pixar, Ford vs Chevy, Pepsi vs Coke. Come on guys, understand that these are companies that make products with the intention you will buy them. That "customer faithfulness" rings silly in my mind, given that after all, we are the consumers and in general have little interest on the well being of those companies.
For the record, the cg industry is a small one, and there's a lot of coming and going of people. I've been at PDI for more than seven years, and thus know tons of people working here who used to be at Pixar, and tons of people at Pixar who worked here and are my friends, and the same could be said about any of the other major cg companies. There's no inherent difference between the talent of people in one place or the other.
j
What is with PDI/Dreamworks? (Score:5, Interesting)
Having said that... what is the deal with Dreamworks ripping off ideas from Pixar?
I'm talking about Antz and the forthcoming Shark Tale. The Bug's Life/Antz controversy, as you may recall, caused quite a stir in the computer animation circles - I seem to recall someone at Pixar complaining about being the 'R&D dept. for PDI'. But now we have this other underwater movie, which seems an awful lot like it was inspired by Finding Nemo.. but with massive cash thrown at voice talent (check it out [sharktale.com]) and dumber-looking sharks.
'Bruce' and gang from Nemo were much more interesting visually than this goofy Dreamworks clown-shark if you ask me.
Re:What is with PDI/Dreamworks? (Score:3, Interesting)
It showed, too. Examine the expressions of the faces in Antz, and compare them to A Bug's Life. Bug's Life has much more "alive" characters.
I'm really surprised there weren't lawsuits.
Other similar ideas, however, I sus
Re:What is with PDI/Dreamworks? (Score:3, Insightful)
Jeffrey Katzenburg was one of the Disney executives who heard the original "Bugs Life" pitch from John Lasseter. Then he leaves Disney to become the 'K' in Dreamworks SKG. Then Dreamworks starts their own CG ant movie.
Animation quality (Score:5, Insightful)
Pixar vs. DreamWorks (Score:4, Insightful)
First off, I've felt that DreamWorks has been unfairly riding Pixar's coattails for a long time now.
They find out about Bug's Life, they release Antz.
They find out about Monsters Inc., they release Shrek.
They find out about Finding Nemo, they start work on Shark Tale [imdb.com].
(I would expect the announcement of a super hero flick really soon now.)
It always came across to me as being a dirty practice meant to intentionally cause confusion in the marketplace and get people to see their movies thinking there was a connection to the Pixar films.
Secondly, I feel DreamWorks' stories are lacking - particularly when it comes to Shrek I and II. To me, watching Shrek was like watching the best of Saturday Night Live. There were lots of short parody bits, many targetting Disney movies or traditional fairy tales - most targetting current pop culture. I think that between these bits and the modern pop music, these movies are not going to stand the test of time well. In my mind, they were well worth the ticket price at the theatre but I wouldn't dream of purchasing them on DVD.
As for the quality of the animation, I think anybody would be hard pressed to say that Shrek I and II weren't extremely well done. They were certainly cinema quality productions. I still think Pixar does it better though. There's something about the movement of the characters in Pixar movies that is more emotionally expressive and natural looking. It's just a tad more polished and artistic than the DreamWorks stuff.
not as good as 1st (Score:3, Insightful)
Many things in Shrek 2 have the potential to be great, but the ideas weren't fully realised. I loved how the environment in the original shrek brought the world of story books and fantasy stories alive. In Shrek 2, the only thing that captured my imagination was the fairy god mom's factory. Everything else is not as detailed / well developed as I would like.
But it's not getting cheaper (Score:4, Interesting)
A few years ago, when I was peripherally involved with the effects industry, everybody was looking forward to the coming era of low-budget effects. "Reboot" and "Starship Troopers" (the TV show, not the movie) seemed to herald the beginning of a new era of feature films at TV production prices.
Didn't happen. The first problem was with live-action directors who didn't understand the inflexibility and costs of CG. As one art director with experience from the pre-computer era put it, "now you can make changes until you run out of money".
Then came the "no limits" problem - "Let's have a drive-through of ancient Rome". Speilberg started it with Jurassic Park, and now everybody expects it in every film. Minor directors plan shots DeMille would have envied. And somewhere, a modelling department has a hundred people busy for months, often for less than a minute of screen time.
The result has been $100M animation budgets. Even "Sky Captain", which was supposed to be a low-budget effects movie, is headed towards that figure. (The production team screwed up, and now ILM is bailing them out. ILM makes a sizable fraction of their money bailing out the botched productions of others.)
It's not about compute power. It's a labor cost issue. It still takes too many bodies to do this stuff.