| James Cameron may be the King of this world but he is the God of Pandora, a paradise planet of suburb transcendental beauty. And the artists of Weta Digital are Cameron's angels. Of the 162 minutes of film, 117 minutes equaling 1,832 shots was created by Weta's angels, over 2,000 if you count the omits. Weta worked on every scene with a Na'vi. The Sci-Fi film is set in the future on the distant planet where humans attempt to mine a mineral whose largest deposit lies under the home of the Na'vi, an indigenous blue humanoid character who is directly linked to the life force of Pandora, and will fight to the death to protect it. | Humans, in an attempt to infiltrate and relocate the Na'vi, develop a DNA hybrid of them and selected humans, and grow Na'vi-like creatures that can be mentally linked and remotely controlled through the DNA-related human mind. "Once you go into the world of the Avatar," explained Wayne Stables, one of several VFX Supervisors needed to meet the requirements of this incredible film, "once (main character) Jake Sully and the other humans make this link, pretty much everything in the film becomes computer generated. | |
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| Most of the trees are built by hand, and in a brilliant move, they used Massive for the ground cover. The head of the Massive Department, Jon Allitt, pointed out that if they use Massive to tell characters how to react in a crowd, giving a plant a bit of a brain and basing it's growth on the surrounding terrain could direct how a plant would grow. Allitt wrote a system that allowed Weta's artists to plant (programming) seeds in Massive that accomplished this, as explained by VFX Supervisor Eric Saindon. "It was very interesting. You could actually watch a forest grow in real time with this solution, and any TD could grow just by painting colors on the terrain." With this elegant solution, the big trees would grow first, then the smaller trees would die off as the big trees took away the light, the smaller trees would fight for position, the ground cover would fill in where it could get light." This offered the ability to have variants built in easily by simply changing the random number seed, a programming term that means when you do a random call, there is a number you can pass through to offset the results. | "We spent a lot of time figuring out the interface in Maya so the TD's could see what they were working on, and the rendering pipeline so we knew how to get this stuff through," said Saindon, who spent three years on the film, starting with figuring out how to do the jungles, lighting and rendering the huge environments. "We ended up using XML's for our scenes, sort of a big spread sheet that defines what is there for trees, ground cover, anything that made up the jungle. We took the film box files from Cameron, then converted that into the XML format, then started modeling all the plants. | | | "A lot of our modeling techniques were procedural, so we wrote a tree building L-System type that allowed us to build lots of variations on trees, plants, and ground covers in a very efficient way. They came out essentially rigged so we could do dynamics and interactions." The result was roughly 2000 variants on plants and trees for dressing the jungles on Pandora. Weta wrote a couple of plant building tools, not just L-systems but plant growth rules to guide stages of growth. VFX Supervisor Guy Williams elaborated. "We also had a vine growing tool where we could specify attributes like drooping, spiral around a trunk, how much they stick to the surface. | They could grow vines off those vines, and grow vines to intertwine with all the vines, then go in with paint effects and add leaves and moss and twig detail in-between the vines." With such a dense forest and constant interaction with the Na'vi, Avatars, creatures, humans, and equipment, the issue of dynamics had to be solved. This was managed by a process of selecting any plant a character contacted and running a script that, within minutes, would replace all the selected plants with dynamic plants that had already been simulated. | "We used a series of lattices to do that," explained Williams. "It was plussed up a bit so the lattices anchored themselves to the ground, then it was completely replaced with a program called RnR that swapped out the lattices for hierarchical curves built for every plant on the show. The cool thing about this RnR system was that it would take any force, not just a collision source, so you could pass rolling wind forces against it to get the appearance of turbulence for a helicopter landing, or a shock wave reaction from an explosion. It was a really nice quick way to put motion through the entire jungle." | The plants also had to have the resolution to hold up at any distance and all plants had to hold up in the foreground. The simplest plant had on the order of 1,000 to 5,000 polygons, relatively low resolution. The average plant was closer to 20 to 100,000 poly range, but some of the high resolutions plants, one called "fernRekA" that looked like a fern whose leaves hadn't unfurled yet, had 1.2 million polygons. Each leaf was modeled. The foliage had to be this detailed to stand up. "We put a lot of effort into the Avatars," said Williams. "We made sure that every piece of clothing and the Avatars themselves had just as much reality as a live action shoot so we could put them in the place of characters and not have them look simplified. The problem we ran into was when we put these gorgeous looking Avatars into our CG jungle, the jungle looked simple, so we had to start adding polygons and texture maps to the jungle." Promoting the plants up to the Avatar level "usually meant getting better edge detail or curvature of the leaves, or as simple as adding the smaller structures that come off the plant." They took that concept a step further, by spreading trees and fallen tree trunks throughout the jungle, textured with moss and bark. | | |
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