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Wizards of Ahs Q&A:
Mat Beck
Question:
Can you explain the selection and use of the "green screen"
backgrounds versus the "blue screen" backgrounds. Why use
one versus the other in the different shots?
Johnn Webber Knoxville, TN
Response from Mat Beck:
John: Good question. There are actually a lot of
factors to making the choice. The primary one is pretty
simple. You want as much color difference as possible
between the foreground action and the screen behind. If
someone is wearing a blue suit, you want a green screen
behind and vice versa. You tend not to use red behind people
because there is a lot of red in human skin. Ironically "X
Files" is the first movie I know of where we shot in front
of a screen that had all three colors: red, green, and blue.
We had green to contrast with Mulder's blue suit; we had
blue behind the green glowing pods, and we had red tracking
marks - an adventure in compositing.
Question:
First off I find your work exceptional. My question for you
is what one motion picture in the last 10 years do think
changed the movie audiences expectations about special
effects for motion pictures the most?
Tracy Scottsdale, AZ
Response from Mat Beck:
Tracy: Thanks for the kind words. I agree with the
folks that said that the watershed films of the last ten
years were Terminator 2 and Jurassic park. Kudos to Dennis
Muren. T2 actually had a character that was written for the
edge of what was then possible in VFX, and proved that
effects could do more than just expand the world of the
story, they could create a novel character with menace and
energy. Jurassic park proved that VFX characters could be
realistic naturalistic animals, not just other-worldly
cyborgs. Since then we've had a number of films in which the
principle villain, (or hero) was a visual effect. Those two
paved the way.
Question:
How did you make the aliens & their ship?
T.Whitledge M.P. CA
Response from Mat Beck:
We used a lot of techniques depending on what you were
looking at. The aliens that moved were puppets and suits
made by Tom Woodruff and Alec Gillis of Amalgamated
Dynamics. Some of the human bodies with aliens inside were
figures molded by Howard Berman of KNB. The alien blood was
a sometimes real goop (corn syrup) pumped out by Paul
Lombardi's crew, and most often a complete digital creation
(computer generated) by Colin Strause of Light Matters /
Pixel Envy. We shot backgrounds of the inside of the cave
and tracked computer generated oily surfaces wherever most
creepy. The inside of the ship was part a real set, but
mostly a synthetic environment created in the computer by
Light Matters / Pixel Envy. Some of the shots combined
between 100 and 150 computer generated elements including
textures, fogs, mists, lights, and small swinging pods. The
outside of the ship was a miniature about 6 feet across,
built by Scott Schneider at Blue sky / VIFX. The miniature
was made out of plastic, fiberglass, etched brass, aluminum
etc. and was mounted on a rotator for motion control
photography. Only the bottom was fully finished since that's
all we saw. The ship didn't really fly but just sat there
and rotated, and the camera flew by it on a computer
controlled dolly.
I can't include all the techniques and talented people using
them to do this question justice, but there is a good
article in Cinefex Magazine (July '98) that goes into
pretty good detail.
Question:
I'm wondering if there is a science to figuring out just how
fast or slow a camera should be running to make a miniature
explosion like the one from x-files look like its full size.
Or, is it something you just mess with until it looks
right.
Ron Fresno, Ca
Response from Mat Beck:
Ron: Good question; the answer is both, and experience
helps. Theoretically the speed goes as the reciprocal of the
square root of the scale. So a model built at 1/16 scale
would be shot 4 times faster (the square root of 16) than
normal. So 4x 24 fps equals 96 frames per second. As a
practical matter, the formula is really only a rough guide,
and has to be modified by a bunch of other factors
including: lens focal length, subject (e.g. explosion or
falling building or fire or water), closeness to camera,
dramatic effect wanted, etc. etc. etc. When we blew up the
bridge in True Lies we tested for about a month to make sure
the water, bridge, explosion, driving tuck, etc all looked
right. We shot with 6 cameras and 4-5 different camera
speeds.
Question:
Hi there. My long term goal is to be in special effects for
films. What can you tell me, drawing from your life and work
experience, is an essential step I need to take in order to
be on the right path towards this goal. What subjects did
you study in school? What is the level of education that is
deemed neccesary in such an industry, or is work experience
and personal talent more of a key factor? I really admire
and look up to people like you who have followed their
dreams, and make a living doing something they love. Any
information and/or advice you could give me would be very,
very helpful.
Thank you very much,
Chris Daggett Apple Valley, MN
Response from Mat Beck:
Hi Chris.
You didn't say whether you wanted to be on the physical /
mechanical side (bullet hits, pyro, smoke etc.) or the
visual side (composites, CGI, animation, etc). They're
different disciplines. For mechanical/physical, it helps to
study welding, machining, mech engineeering, chemistry,
physics, carpentry, etc. For visual effects, all that stuff
helps too, but because it deals more with imagery it helps
to know about that.
Obviously computer graphics is the hottest growth area now,
so that is a useful skill. Learn something about how images
are assembled in the computer: modeling, lighting,
animation. But don't forget that you'll be assembling images
that have to fit in and look like they were really
photographed as part of a "real" movie. So it helps a lot to
know about film making, history of film, editing,
photography, lighting, and, since we're interested in
fooling people, the psychology of perception, of vision.
Study art, design, painting, composition. How did the old
masters fool people, move people, with just brush strokes
and an intuitive understanding of what looks real. What does
make something look real, look near & far, look big? If
you're interested in animation, study movement, physiology,
watch the nature channel.
[For more education
and career information related to visual effects, please see
Resources.
For career profiles of computer animators, see
So You Want to Be In Pixels.]
Question:
How often do you have to re-setup a special effect because
something went wrong the first time (like building model
destruction wasn't convicing enough)? What has been your
most difficult special effect to produce so far?
Ben Cichanowicz Lexington, KY
Response from Mat Beck:
Ben: When you're talking about blowing up a miniature,
you want to plan and test to make sure things pretty well
the first time. But we'll usually make allowance for
resetting and going again. Don't forget that we try to make
the destruction look worse than it really is. So some pieces
may be reusable, and other parts will have been produced in
quantity in preparation for additional takes. On the X files
building destruction we planned for two takes of everything.
Some shots looked great on take 1. One shot - the downward
angle - took 4 takes because the timing of the fireball
rising versus the building facade falling was so critical
that the smallest error ruined the shot. Take 4 on that one
was a winner, which was good because there wasn't gonna be a
take 5.
It's hard to say which effect has been the hardest. But it
is an unalterable rule that some shot that looks like a back
breaker will turn out to be a piece of cake, and one that
could not possible go wrong will nearly kill you. I do
remember one shot from Volcano that had lava rushing down a
tunnel toward us. It had not been orignally planned for;
nothing had been shot; we had to make it up out of whole
cloth and still photographs. You haven't seen ugly until
you've seen a visual effects shot that ain't right yet. This
one stayed not right for a long time. Then one day it
started to get better, and one day the director, Mick
Jackson, said it was one of his favorite shots. I told him I
felt like a dyslexic child of mine had just won the Pulitzer
prize.
Question:
Matt:
To what degree are directors and writers connected with the
reality of effects production? James Cameron strikes me as
someone who knows very well what the post production
implications of his projects are, yet even he creates shots
that create tremendous challange for post professionals.
Thanks,
Bob Barnshaw Maynard, MA
Response from Mat Beck:
Bob:
The degree of VFX knowledge varies among directors, but in
general it's going up. You're right about Jim Cameron. He
understands VFX because he used to work in them. That
doesn't make the shots less difficult; it makes them more
so, because he has the eye and the expertise to really
expand the envelope. He has created characters and scenes
that pushed right up against the limits of the technology,
and moved them. That's where the scary fun is.
Often I get questions from writers on what we can do and
what we can't. I'll generally tell them to start out
assuming we can do anything. It's better not to limit the
imagination initially. If it's a cool project we'll try and
find a way. Man's reach must exceed his grasp or what are
VFX for?
(back to Wizards of Ahs Q&A)
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