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Pinocchio was my first production in the film industry, and while it was a bit of a stressful and chaotic production, I enjoyed my time working with the team, some of whom are my friends to this day. I started on this film directly out of the Technicolor Academy while the team was still in the setup phase of the production. Due to some production issues and artist turnover, I was able to take on and consistently deliver tasks above my job description. This experience taught me a lot about debugging shot packages in a larger pipeline, lighting with the larger sequence in mind, and managing small teams of people.
This shot it special to me as it is the first shot i got professionaly approved film
I was given a longer sequence to work on, pictured to the left. This was about a 70 shot sequence that, depending on the stage of the film, could have up to seven artists working on shots using the light rig I was building and maintaining. However, for large stretches of time, I was responsible for working on and delivering progress on all shots in this sequence when no other artists were available. I was able to do this by staying organized and very mindful of how I was building my light rig. Using Katana’s procedural nature to my advantage, I was able to stay in line with the delivery schedule and complete large numbers of shots to help meet the client’s quotas.
My lighting leads also trusted me during this time to train new artists on my sequences and to give them a solid foundation in the pipeline. New artists would often be briefly assigned shots from my sequence untill the were needed in sequences with tighter delivery timelines, and I would make sure they understood how to work within MPC’s pipeline. I enjoyed doing this a lot, and it pushed me to deepen my own understanding of how MPC’s pipeline worked so that I could quickly answer new artists’ questions while staying on track with my own work.
For the large wave shots, we had to be very careful with the render passes. There were over 10 FX simulation packages that needed to be rendered separately to avoid exceeding the memory cap. These passes had to be set up per shot because the types of effects changed from shot to shot. Some shots were lit through lights instanced onto particles, similar to the still water shots; however, others were lit based on emission attributes that were baked onto the simulated mesh, and some required manually placed lights. Maintaining continuity while juggling all these types of effects lighting was a satisfying challenge that resulted in some of my favorite shots of the film.
The other large sections of shots I worked on were some of the more complex shots in the belly of the whale. These were handled towards the end of production. Not only did these shots take place in water with very heavy simulations for ships floating on the surface in the background, but most of the lighting came from lights instanced onto particle simulations inside the fluid simulations. These shots had to be heavily optimized in lighting, as we were at the end of production under a time crunch, and the upstream publishes were well over double the available 128 GB of memory on the farm.
The water shader was built off parameters published per shot, which were read in at render time to ensure the approved wave pattern for the non-simulated sections of the water. This mesh needed to be blended with the simulated sections of the water. Sometimes this method would break down, and the published parameters would be incorrect or published incorrectly. In cases like this, we would often have to override the shader and find where it was breaking or manually input the values on a per-shot basis.