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Special Effects vs Visual Effects

What is the difference between Special Effects and VFX, is there a superior choice? 

Welcome back to another blog in our VFX for Dummies series. We’re looking at the wide world of visual effects, demystifying the scene, breaking down the jargon, and making the process that little bit more approachable. In today’s piece, we are looking at the differences between special effects and visual effects. There is often a lot of confusion about these terms so we wanted to take a look at this topic in more detail to help provide a bit more clarity about what both terms mean.

Special Effects and VFX; to the uninitiated, they might appear to be the same thing. After all, visual effects are special and special effects are visual. But despite what people think, the two terms are far from interchangeable. Each speaks to a different aspect of modern-day film and television production.

The difference lies in the part they play during the production process. Special Effects (often abbreviated to SFX) refers to on-set visual effects techniques; you could also call them ‘practical effects’. On-set special effects might include adding various ‘elements’ that the story requires into scenes, such as fire, water and snow. Before the advent of digital technologies, the only way to add ‘elements’ to scenes was by using Special Effects filmed on-set ‘practically’. SFX also includes skills like animatronics. Characters like Yoda from Star Wars are animatronic. SFX also includes prosthetic make-up and the building and filming of ‘miniatures’ Again the earlier Star Wars films used lots of ‘miniature’ models to film spaceships and planets.

VFX is an abbreviation of Video Effects. Video Effects enabled filmmakers to achieve the same effects as on-set SFX during post-production. They could integrate ‘elements’ such as explosions, into their scenes .VFX can digitally re-create anything SFX are able to do on-set. Because VFX is also an abbreviation for Visual Effects – which refers to all forms of digital enhancement of shots – from adding in backgrounds using greenscreens through to integrating GGI models and creatures, there is inevitably some confusion with the terminology !

However for the most industry practitioners, when they are talking about VFX, they are usually referring to the addition of digital ‘elements’ (fire, water etc) into shots – rather than the whole broader term Visual Effects which refers to all forms of digital enhancement of an image. Similarly when people refer to SFX, they usually mean on set ‘practical’ filming of ‘elements’ such as smoke and fire – rather than the broader meaning of the term which includes animatronics, miniatures and prosthetic make-up. This is most likely because CGI has largely taken over from these areas of on-set SFX work in the film and television industries.

You can usually work out which ‘type’ of VFX people are talking about from the context. SFX and VFX are both often used together in a production when discussions arise about when it is better to use one approach over another, or whether to use both approaches to achieve an effect in a shot.

Both SFX and VFX are methods of enabling you to enhance the narrative of your story. Most likely, your production will need one or both of the above solutions. But how do you know which is right for your project?

 

When to use SFX

Special effects hark back to a simpler time in film and TV production. SFX were – and often still are – used to enhance a scene or set piece. An explosion or a fire, a rainy moment in a love story; things that might happen spontaneously in life but require actual planning on set. Common examples of on-set SFX might be snowmaking, rainmaking, or the adding of smoke to create atmosphere. Other parts of the SFX skill set include adding fire – either to dress into sets or to be used as part of a stunt with people

While you can accomplish all of these effects using VFX, it is usually preferable to capture things on camera if you can as the on-set SFX will look more ‘real’. Whether it’s fire, snow, smoke, or rain, if you can create these on set and film them, they are likely to work more effectively and be cheaper to do than creating the digitally as visual effects during post-production.

 

When to use VFX

So if SFX captured on camera are so effective, when do you need to create snow, fire, rain, or other effects digitally as VFX?

One situation might be if you have a bigger canvas to cover and more shots to capture. If you want to create a snowy landscape with wide shots, it will be easier and cheaper to do this using VFX. The same applies to rain.

Then you have to take into account on-set conditions. If you are adding smoke to help enhance a sequence – if it was, for example, a battle sequence in a period drama – the wind may blow away your smoke or it may not ‘behave’ as you wish. This is when you will need VFX smoke. SFX created on-set can’t be ‘directed’ to behave as the director and production team want – whatever fits the story requirements.

That also might link to health and safety considerations. If you are adding fire or explosions that involve using actors or stunt people, it may be possible to create more ‘dangerous’ types of explosion or even set people alight with VFX fire.

Another issue is actors sometimes don’t react well to the smell or texture of on-set smoke and artificial snow. Not to mention the fact snow machines can also be quite noisy, so they aren’t always appropriate for every scene.

 

Will VFX replace SFX in the future?

For shows with bigger budgets VFX ‘elements’ like fire, snow, and smoke, the solution may well come to replace SFX. However, it is more often the case that a series or film will use a combination of on-set SFX enhanced with VFX. So, for example, you might shoot a scene with SFX snow in the foreground where your actors are sitting, with VFX snow added in the background and wider shots. 

Or you might want to have an actor using a flamethrower, so for health and safety reasons you film them with the flamethrower, but no actual flames. You then film the SFX flame elements later, and composite them into the shot. If for any reason the SFX elements aren’t ‘behaving’ as you want them to – you can add some VFX flames to create the effect or impact you want.

VFX ‘elements’ can accomplish much of the same effect as ‘real’ SFX ones without the same health and safety risk. And they can be a cheaper option. VFX ‘elements’ allow you to be more creative in your direction and afford you more flexibility in your production. Much of the work can be done elsewhere by another studio which takes the pressure off of you. Though, as said above, some see VFX as ‘less real’ and prefer the tactile nature of practical effects.

 

Is there a better choice?

It all depends on your situation. Some prefer to stick to the tried-and-true SFX and appreciate its layer of authenticity. And you can see this on the screen in the final product – the stunts look more satisfying and you can feel the heat emanate from an explosion.

But it’s hard to argue against the benefits of using VFX when you need to ‘direct’ the ‘elements’ you are creating SFX ‘elements’ you shoot on set, like fire, can not be ‘directed’ in the same way that VFX fire can be. They can cost your production less and, as developments in CGI technology progress, they look increasingly realistic. These effects were once only accessible by the likes of big Hollywood studios, but now even TV shows have stunning visual effects work. If you can achieve the same effect for less money, is that not the more prudent option?

Depending on your chosen outsourced VFX company, you have immediate access to the skills and expertise of a veteran workforce. You don’t have to rely on your stunt going right in the moment; it can be completed in CGI over time and you can make adjustments to it throughout production. A good VFX company will be collaborative and bring new depth to your ideas.

This isn’t to say you should throw SFX to the side of the road. SFX and VFX can still coexist. A good production will rely on both methods to produce the best final product.

At REALTIME, we can be your visual effects studio of choice. With an impressive portfolio of high-profile work, we know how to work collaboratively with our clients and enhance the production. If you would like to talk about your next project, feel free to get in touch with me at [email protected].

From concept to comp: a guide through the VFX process

If you happened to catch the BBC’s recent adaptation of War of the Worlds towards the end of 2019, you would have seen some of our team’s amazing VFX work. The three-part series was an adaptation of HG Wells’ classic, the first to be set when it was written in the Edwardian era.

The process of creating VFX for a TV series – which meets or even exceeds the clients brief and also has the power to impress audiences alike – is a lengthy one and is not without its challenges and issues. That doesn’t mean it can’t be an enjoyable process. Using War of the Worlds as a frame of reference, let’s journey through the VFX process, from concept to final comp.

 

The brief

If the first part of the process is the pitch, then step zero is addressing the brief. Clients lay out their expectations and a rough idea of what they are looking for and ask for you to contribute your ideas. It’s a level playing field, with everyone receiving the same brief. Most often you will receive a script or if the work contains creatures or assets that need to be built in 3D, you may receive some mood boards or concept sketches. If you are building a world for the story there may already be some concept work or reference imagery. What matters at this point is how you interpret it.

You need to dive into the headspace of the client and discern what they want. But at the same time, it’s an opportunity to have some creative input and give it your unique spin. It’s the perfect time to astound the client and give it 110%.

For the War of the Worlds, our pitch had the usual you might expect: the 2D artwork, concept designs for the aliens, tripods, and environments – the red weed from the story. But then we also created an actual shot.

We used some high-quality 4K footage and comped in some CG elements, like a tripod. Then we had a contemporary audio track over the top of it. The contrast of the Edwardian imagery with this more modern music really chimed with the director. That’s how he was feeling at the time and how he was going to approach the project. That’s key to any pitch – understanding what’s in the client’s head and showing we’re here to support the narrative they’re trying to convey.

 

Developing the tripods

In the pitch, you get a sense of how well the two parties will work together. The vibe between you will make the entire process that much more exciting and fruitful. Now, communication is key as you bounce ideas back and forth, and as concept art begins to take shape and the artistic direction takes form.

It’s at this point you start to figure out the finer details of the VFX; the texture, the ‘feel’, the way a creature you are designing moves and emotes. The more detail the better – some of it won’t make it to the final production but that doesn’t mean you should ignore it. That richness in the design will only improve it, even if it is only on a subliminal level.

With War of the Worlds, we paid particular attention to the movement of the tripods. Not just how they walked, but the impact of their legs as they crunched into the ground. Our team envisioned a more earthy, mineralistic design, as if the machines were built from the resources in the ground on Mars. The legs had tectonic plates that shifted and scraped, sinking into the floor as they moved menacingly along. This idea was never properly seen on screen, but it helped characterise them as bulky, weighty, and deadly, aspects that definitely did come across in the end.

The same could be said for the martians themselves which we paid an equal amount of attention to. We explored the personality of these aliens, creating multiple character studies to realise their movement, how their muscles worked, how their skin looked, and how their face and proboscis probed. Detailed animation tests allowed us to see them in different modes – hunting, attacking, pouncing, and even mourning.

 

Collaborating with the creative team

What matters most throughout the entire process is working collaboratively with the Producer, Director,Writer and other Heads of Department (Production Design, Directors Of Photography etc). You can’t have a successful production without this collaboration as everyone’s voices and opinions matter.

You shouldn’t let your ideas run away with you and ignore the creative team on the client side, and they shouldn’t force you into working in a specific way. It’s about providing creative solutions, something we love to do – we aren’t just a work-for-hire outfit. Some of the best ideas throughout this project came from the freedom to let our team explore options and take them to the director and other key creatives on the series with an open mind to this creativity.

Every new client and project is a chance to better yourself. But our approach is always the same – make everything the best it can be and inspire belief. That’s what we always strive to do and something we’re proud to have accomplished with War of the Worlds.

If you want to see more of our work, have a look at our showreel. At REALTIME, we’re always looking for that next challenge, so if you think you have a project for us we’d love to hear it. Feel free to get in touch with me at [email protected].

COVID-19 Update

We understand that communication is key at a time like this and we wanted to reach out and let you all know what measures REALTIME are taking and how COVID-19 is affecting our day to day operations.

Over the past few weeks, we have been monitoring the situation and gradually rolling out preventative measures across the entire organization. We have also been upgrading equipment and infrastructure, working towards enabling our employees to work remotely from the safety of their homes.

As it stands REALTIME have asked approximately 80% of staff to work from home, with a 20% skeleton staff working across our two sites to cover key tasks (eg IT / Network / Render farm etc). We’re very fortunate that we have two studios quite some distance apart so are able to keep social distance and ensure staff safety.

Because working remotely across the two studios is standard practice for us everything seems to be running smoothly and production is continuing as scheduled. It’s really important that we’re able to keep a ‘business as usual’ mentality as much as possible for our employees and our clients.

We will continue to monitor the situation as it progresses and will be taking the advice from the UK Government, public health and the WHO.

This is a really challenging time but if we all work together and support each other we will be stronger, and we have already seen such an inspirational and positive spirit from our team and clients.

Please feel free to reach out to us if you need anything, remember we’re in this together!

Take care of yourself and your loved ones.
From everyone at REALTIME

Getting a job in the industry!

Getting a job in the animation/VFX industry from REALTIME’s Pete Leonard

So, you’ve found a job on our website that you think you’d be perfect for, or maybe you’ve been following us long enough to know we are the right company for you. Great stuff!

Thing is, just how do you (best) go about getting a gig here?

I think I can help!

There’s an inexhaustible number of tips, advice and information out there on what you can do, so I’m going to break this down into chunks so it’s a bit more digestible and useful.

 

MAKE THE APPLICATION

Well that figures of course – until we become clairvoyants, but that’s some way off.

In the meantime, there are a number of core elements that we’d advise here at REALTIME to grab the interest of the hiring managers and get yourself considered.

  • Be clear on your specialism – It’s a good place to start and feeds well into your next career objective. The team is broken into different departments and simply seeing that someone is (for example) a professional CG Lighter will stand out more than someone who is less clear about their primary area of expertise.
  • Show your Enthusiasm and Attitude – In the content of your email, don’t forget show yourself off! We pride ourselves on creating a fun, hardworking culture. Are you the type of person who comes to work with a smile and stays the extra half hour if needed? Give us an example…
  • Link your (best) work/showreel – this will be the biggest thing we go off in terms of your suitability. Regardless of education, experience or anything else, THIS supersedes everything. So, make it great ?
  • Tell us about yourself… no really! – We’re interested! We will be spending a lot of time with each other so it’d be grand if we know something about why you work in CG, what your interests are, and more. This can be at the top of your CV, a cover letter or some other cool little way of presenting yourself (hint hint), but naturally it’s important for both of us so we can fit.
  • Attention grabbing CV – it doesn’t have to look like that cool flyer you saw last week (although that would be nice), but be sure to quickly and concisely present your objective (what you’re looking for) and your core skills (packages and CG focus) – it doesn’t have to be long either (2 pages is more than enough). Run it by others to get a second opinion, but this is your elevator pitch, so be sure it’s impactful.
  • Why us? – Sounds obvious but if you want to work here, we want to know why. It helps us understand what interests you about our company and why you’d be a good fit.

 

OK, BUT WHAT KIND OF SHOWREEL GRABS YOUR ATTENTION?

Good question – here’s some tips on that:

  • Relevant examples – like many studios we have carved out a niche in game cinematics (pre-rendered, and real-time) and Automotive. So, we do need to see some images or trailers of work that is commensurate with our projects. The world of CG is vast, and we need people who have some understanding of that niche we operate in. The reel is your best way to exhibit this.
  • Quality! – Over quantity. Every time. We spend quite a lot of time on our shots providing them with a final look, feel and finesse. Which requires dedication, a good eye for detail and composition, and perseverance. We need to see at least a couple of examples that show the same commitment and approach. Don’t be afraid to cut content – if it doesn’t show you at your best, then less is definitely more. Remember older work can flesh out your reel, but it can also make one of us ask how good your eye is, and why you’ve kept it in there…
  • Breakdowns – These are so useful! Whether it’s wireframes, layers & comp passes, texture maps/wraps, it all helps, as well as just having the finished article. If you’ve perused our site long enough, you will see we have breakdowns of projects like SMITE and Dropzone in areas such as VFX and Animation. It allows people to see how we delivered the end product. If we can see how you got to yours, it tells us a great deal about your process and approach. A picture paints a thousand words, n’all that.
  • State your contributions – For large scale projects and professional shots, there are many pairs of hands that come together to create the end result. So, a simple statement about what you did in each shot allows us to focus on the right areas and judge your work more fairly. It does you justice and saves us time. We like that (so thank you?).

 

GREAT, I GOT AN INTERVIEW!

Top banana! We are particular about the kind of things we look for in applications and reels, so you’ve shown real promise – let’s not fall at this hurdle.

  • Set goals and prepare – It doesn’t have to be a bucket list but think logically about what you want to express to us. What is your greatest asset as an artist, or producer, or whatever? What strengths will you bring to REALTIME that we could use? Think about what you want to get across so that you will be well prepared.
  • Practice – If you’re super comfortable at interview then very well done – 95% of the population is very jealous?. For the rest of us, we have to have a plan of how we are going to present ourselves. But you’ve set goals so you can practice how to communicate your abilities. You HAVE set goals right?
  • Be yourself – Easier said than done for most (including me). We all have strengths, development areas and our own quirks. So, feel comfortable in being open on these – we’ll appreciate the openness and honesty, we’ll be able to connect with you a bit more, but most importantly: YOU’LL feel more confident and at ease. Anyway, we are a bit eclectic ourselves, so you’ll be in good company.
  • Be Passionate – Speaks for itself. People do this job for the love of it! So, we need you to show us what makes you love what you do.
  • Bring any extras you like – That can be a laptop or flash pen with WIP shots you wish to talk us through, a simulation in Houdini you are experimenting with, or weekend classes engaged in landscape or life drawing – it all helps and will provide some further insight into your passions, and how you communicate – we do a LOT of that in the boardroom anyway so best to get used to it.
  • Questions – It’s a 2-way street and you are choosing us as much as we are choosing you. So, questions are not only welcomed, but we consider them essential and we won’t be able to take you as seriously if you don’t have any for us, about our company, work or future direction.

 

THANKS… ANY LAST WORDS?

Just a few:

  • Get organised – you’d be surprised how many people can fail to plan their trip or arrive in a timely fashion. This is your first impression so best to plan your trip and account for potential obstacles (within reason of course).
  • Research – Find out as much as you can about us beyond what you already know. Our Marketing Manager gets a ton of stuff out there on our Facebook, Instagram, LinkedIn and Twitter as well as our website so be sure to use them to glean as much about us and our activities as you can. It really helps at interview and avoids those awkward silences. Result!
  • Booted and Suited? – You can come in a suit if you want, but it’s not required, and the dress code is casual in our studio. I’d say strike a balance. Casual is fine but pick out some of your smarter options.

Pete always makes time to give proper feedback to applicants, so why not have a look at our careers and drop him your showreel on [email protected]

How to plan the CG elements for your TV show

Welcome back to another blog in our TV VFX for Dummies series. We’re taking a look at the wide world of visual effects, demystifying the scene, breaking down the jargon, and making the process that little bit more approachable. In today’s piece, we’re looking at how to approach the planning of your CGI elements…

The quality of your CGI work will make or break your production. Poor CGI can take a viewer out of the experience, leaving them with a less than favourable view on your show. You don’t want it to become a forgotten piece of media or the joke of the week on Twitter.

A large aspect of creating high-quality CGI assets is planning their integration into the plates you are shooting effectively. We’ve talked about the CG process before in broad strokes. But whether you’re planning to create a CGI hard-bodied asset such as a plane, tank, or car, or something more ambitious and central to your story like a CGI animal or creature, planning how they will be used in your final project from the earliest stages is crucial.

 

Planning your CGI assets

The entire CG process is a long and complicated one with plenty of technical jargon. But today we’re going to focus on some specific elements that need completing in the early stages of the project.

 

Creating your characters

This stage is all about developing the overall look for your creature or the world you are trying to create.

If you are creating a creature, you will need to start by visualising how the creature is described in the script. If you are working on a creature or character from a well known book or story, there may be pre-existing ideas of what the creature will look like. In this case you will be working to develop something based on the clients existing ideas for the creature.

If there are no existing drawings of the creature, or you are working on an original series you will be collaborating with your clients Showrunners, Producers, Writers and Production Designers to help create something that works for the story and the aesthetic of the show.  The creative team will need a concept of what the creature looks like and how it might behave in a scene before they commit to filming. Ideally you do this work in pre-production, when your clients creative team have time to give feedback on your design work.

One of the first things you need to do is lay out some initial character designs in concept art. These sketches help visualise the character or creature you are trying to create. If you are creating a mythical creature of some kind, such as a Dragon or Elf, it is often also helpful to assemble mood boards with reference images of other Dragons or Elfs from other series or films to help inform the design process. Clients will often want to steer away from designs that already exist and reference images can help the VFX studio refine the design approach for the creature. You need to explore different options to find something that matches the overall tone and vision of the creative leads of the production. 

Ultimately, it will come down to the showrunner, producers, writers and director or production designer to feedback on these early designs to start shaping what the final creature or character will look like. In feature film work, you will be driven by the production’s own concept artists and designers, whereas in episodic television, a VFX studio’s own creative teams can collaborate with the production’s in-house creative teams to develop creature and character ideas.

Once you have a creature concept your client is happy with, you can move on to creating a 3D sculpt of the character.

 

Creating your environments

When creating environments, you will often have to create a completely different ‘world’. This could be a medieval village full of magic or a futuristic cyber-punk city. If it’s based on an already-established book series, it might even be somewhere the audience is familiar with.

When developing ideas for different ‘worlds’ it can be very helpful to create concept sketches to visualise any environments you want to create. Again as with creature work, it can be helpful to create mood boards with reference images for what the ‘world’ might look like. Thse can help to clarify design and tone. Often the clients creative team will have reference images and ideas of their own. However they will also be looking to their VFX studio to help visualise the ‘world’ and create it. It is a collaborative process and in episodic TV, clients will tend to lean more creatively on their VFX studio to generate ideas. In feature film production, there tends to be more early design work led by the production.

When you are designing these worlds, you need to think about the entire geography of the city or town and work out where all the different locations are that feature in the scripts. This mapping out of the ‘world’ of your story will help you plan what 3D elements you will need to build and what areas will remain unseen.

If you have a big budget, you will want to see the whole city or town. But if you have budget restrictions, you may only be able to show the key places most relevant to the story. In almost all cases you will want an ‘establisher’ to reveal the environment, but a consideration for making these work is to include characters from your story.

Once you have created some sketches and reference images that meeting your client creative teams approval, you can start to move onto creating 3D environment work to create mock-ups of environments based on approved concept sketches. These can be based on pre-built library stock assets, such Kitbash3D. 

If you are working at a higher budget level, tools like Houdini can be used to ‘procedurally’ create whole cities and environments. Houdini can ‘learn’ how to create buildings and props (based on parameters set by a VFX artist) and replicate these buildings and props and place them randomly into cityscapes. It’s for this reason that studio movies increasingly use Houdini to create the worlds they are building – whether they are mythical like Disney’s recent remake of Aladdin, or photo-real, like the depiction of a photo real Philadelphia for a flying fight sequence in Shazam. Both cities and all the related props were creating using Houdini.

 

Previsualisation

Commonly referred to as simply ‘previs’, this is where you start to see how the asset you are creating will look and move in the final series or film. This is usualy in a full CGI space – with the characters and environment all in greyscale. Previs is commonly used in animation and feature film production, but as high end tv budgets have risen, it also been used in episodic television.

Previs can be a useful tool to help budget and schedule more efficiently. It can be an expensive tool, so it is often best to pick key set piece sequences that are at a budget level that justify the cost. It can also be helpful to create 2D storyboards or animated storyboards of these sequences ahead of commissioning the previs to really determine the visual approach, camera moves and overall shot count of the previs being created.

Previs is a where you can run through several important questions that will affect the final look of the asset or creature you are creating. How big will it look in frame? How quickly will it move? If it is an asset on its own, how does it fit with the world? If it is a CGI crowd member, how will it look when you have 10, 50, or even 100 people?

This won’t be the final look as more work will need to be done on the asset, but you can start to see the visuals come together. At this point, you likely won’t be able to see them in the exact scene as it will be in the finished production. That step comes next.

 

Postvisualisation

When you have your actual footage, the postvis process will give you a brief look at how the assets and film blend together. Basic grayscale, untextured models can be put onto your actual plates so producers, directors, and executives understand how the asset will behave in a scene.

This is an important part of the process if the asset in question is a key component of the production, as with the tripods in War of the Worlds. Regardless, it is still important to know how the VFX will behave in a shot.

Whether this is a large asset like an alien or something as subtle as the fog or smoke that surrounds a scene, it is crucial you can conceptualise how this will interact with the characters in your story.

CG is so pervasive in TV production today that it can’t be avoided. If you want good-quality VFX work, you need to plan ahead. No matter how subtle it is, it still needs planning and still needs an expert opinion.

If you need CG assets for your TV production, consider REALTIME. Our team are experts on the topic and are more than happy to guide you through the entire process. If you would like to hear more, get in touch with me at [email protected].