Graphics Reference
In-Depth Information
7.7 Real-Life 3D Post: VISUAL EFFECTS by Juan I. Cabrera
7.7.1 Talk
Communicate with your VFX house (or houses) as much as you can. Different
studios have different workl ows and like to do things in different ways and
be involved at different stages. Keeping communication l owing will save
you tons of redo money in the long run.
7.7.2 Postproduction Starts in Pre-Production
In 2D, shooting the right way for the VFX shot is very important. In 3D
it is crucial. Do as much 3D visualization as your budget allows to make
sure everybody is on the same page and ensure the director and producer
understand it. For example, sometimes you have to shoot a very shallow 3D
shot to allow a very expressive in-your-face CG to pop out in the right way.
If when you are shooting that shot somebody goes, “We have no volume, we
should have more interaxial” and they change it, they might be compromising
the future post work. Be careful and stand your ground. Bring the pre-viz
to set in 3D if you can. If after seeing all of that they still want to change
something, they can't tell you didn't warn them.
7.7.3 Correct Geometry at the Right Time
When correcting the geometry of your 3D footage, be mindful that the VFX
people probably want the shot RAW. The reason for it is because when you
are correcting the geometry you are distorting one or both of the eyes and
if the VFX team has to do an accurate camera track, you might be messing
with the result. Once again, talk with your VFX crew. Maybe there is a way
to do the correction early in the process and just pass it on as metadata.
Maybe you can work on the non-VFX plate and later apply it to the i nished
shot, or maybe is not worth it at all to do any geometry correction until the
VFX crew is done. Communicate, think, and plan accordingly.
7.7.4 Mind the Shortcuts!
There are many shortcuts that are taken in VFX to simulate the perception
of depth in 2D and some compositors and CG artists became so used to
them that it's difi cult to change their ways. Remember that in 3D you can
 
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