Racing to the finish line: effects challenges on Cars 3

S. Marshall, Tim Speltz, G. Gladstone, Krzysztof Rost, Jon Reisch
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引用次数: 1

Abstract

The world of Disney Pixar's Cars 3 finds our hero Lightning McQueen on a journey to reconnect to the roots of "real" racing as he struggles to stage a comeback in a sport which is quickly evolving past him. Over the course of the film, our characters race on beaches alongside lapping waves, in abandoned ghost tracks, through winding mountain forests, and even in a raucus, muddy demolition derby. Providing a sense of believable interaction between our characters and these varied environments in over 600 shots was one of the key responsibilities of our FX team on Cars 3. In order to achieve the scope and scale of this work efficiently, we built on sequence-wide workflows and independent "clustered" simulations presented last year in (Reisch et al. 2016), extending these strategies to effects unique to the show. Creating a common shared core to our simulation and effects-asset rigs provided artists with a familiar starting point regardless of whether they were working on volumetric dust, rigid-body debris, point-based dynamics sand, or even viscous mud simulations. A focus on stability, artist experience, and optimized workflows which scaled to take advantage of our render farm, allowed our team to achieve visually consistent, high quality results on an accelerated schedule.
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赛车到终点线:对赛车3的影响挑战
在迪士尼皮克斯的《赛车总动员3》中,我们的英雄闪电麦昆踏上了一段重新回到“真正的”赛车根源的旅程,他努力在一项迅速发展的运动中复出。在电影的整个过程中,我们的角色在拍打着海浪的海滩上奔跑,在废弃的鬼径上奔跑,在蜿蜒的山林中奔跑,甚至在一场喧闹、泥泞的爆破比赛中奔跑。在《赛车3》的600多个镜头中,我们的角色和这些不同的环境之间提供一种可信的互动感是我们FX团队的主要职责之一。为了有效地实现这项工作的范围和规模,我们建立在序列范围的工作流程和去年(Reisch et al. 2016)中提出的独立“集群”模拟的基础上,将这些策略扩展到节目独有的效果。为我们的模拟和效果资产平台创建一个共同的核心,为美工提供了一个熟悉的起点,无论他们是在处理体积尘埃、刚体碎片、基于点的动态沙子,还是粘性泥浆模拟。专注于稳定性,艺术家体验和优化的工作流程,以利用我们的渲染农场,使我们的团队能够在加速的时间表上实现视觉上一致,高质量的结果。
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