Archive for the ‘tips’ Category

Unsolicited Advice For The Young Visual Effects Artist

Wednesday, November 28th, 2007

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60 minutes ran a feature recently on” Millennials”, those lost souls that have had the seeming misfortune of being born in the years between 1980 and 1995. Morely was pretty tough on these iPod toting whippersnappers. Maybe he was mad about being named Morely because the story claimed that amongst other things, Millennials don’t know that underwear is meant to be worn under your clothes and that things called “knives” and “forks” can be used instead of shoveling food into your messy gob with your unwashed bare hands. However slanted the folks with the ticking stopwatch may be, this group of perpetual teenagers have flocked to our fledgling VFX industry. So, I have composed this open letter to the Millennials to give them a leg up if they choose to enter the industry that we all hold so near and dear.

Dear Millenials, Sorry to see that 60 Minutes took a elephantine sized dump on your entire generation. That being said, please hear my few nuggets of wisdom, for I too was once the youngest guy in the room. Now I’m ancient at 37 and a proud member of the club that you say can’t be trusted. I’m sorry to say that you too will inevitably make the transition from young hot-shot to pathetic has-been. If you want to make this journey an easier one, listen up.
  1. You Don’t Deserve Your Job- Just because your parents ponied up the green to send you to VFX school doesn’t mean you automatically gain admission to a job at a studio. For all it’s faults, this a merit based business. If you don’t have the drive and talent, you won’t get too far. And no, bringing your mom to your job interview will not help.
  2. Find Old People- Believe it or not, some of us in our golden years have knowledge that we can pass onto you. There are even Jedi masters older than I who hold the keys to a veritable Pandora’s box of effects know-how. Seriously, you don’t know everything, in fact quite the opposite. Find someone whose been around the block a few times and annoy them until they give up the goods.
  3. Give a Crap- This is an easy one. You need to care about the work you do. Supes are looking for artists who put an extra something special into their shots without being asked. The powers that be at a VFX house are always on the prowl for people who have something to contribute rather than those who do only the minimum needed to complete the job.
  4. It’s Not Show- Fun- VFX houses are a businesses that need to make a profit to stay in business. And it’s a tough business at that. The list of companies that have bit the dust over the years is long and written in the blood of young artists. Make sure you have a good work ethic and don’t expect ice cream sundaes and balloon animals at your desk every Friday.
  5. No Flipflops- Now this is is just plain common sense. Foot thongs are for the gym or the beach and that’s it! And besides, when I see your gnarly toenails sticking out from underneath a bathroom stall, I can’t help thinking that Morely Safer is right and you truly do have no standards. Don’t be a stereotype, leave the shower shoes at home.
Sincerly, VFXHack

LINK to 37 Signals take on the Millennials piece

Special thanks to the 3dPro guys for starting the conversation and to Bill S. for the image

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Visual Effects School Confidential – How To Get The Most Out of Your VFX Education

Friday, November 16th, 2007

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A lot of newcomers ask me where I went to school to learn VFX. The answer is, I didn’t. Aside from the odd training course or a brush up class here and there, the only experience I have with visual effects instruction is as a teacher. I learned on the job the old fashioned way, staying long after work hours and pouring over manuals. Now I’m not going to be one of these guys who says that schools are no good. Heck, you’d be silly not to take advantage of all the vfx know-how floating out there in the ‘verse. I still firmly believe that there is not substitute for experience, so it is of the utmost importance that when choosing a VFX school you choose one that will give enough experience in a short enough period of time to land yourself a gig at a real live effects studio. The only reason to go to a visual effects school in my opinion, is jump start your skill level and help you get a killer demo reel out that is better than one you could have put together all by your lonesome.

Kick the Tires – If you are going to shell out big money for a VFX education you should visit the school in person before you buy in. Check the facilities. Are the computers up to date? Do the classrooms look comfortable with good chairs and an easy to see instructors screen? How much render power does the school have? Is the vending machine stocked with Cactus Cooler (it tastes like baby asprin)? These questions may seem mundane but you are gonna be spending a lot of hours in your facility of choice, you must make sure the place is up to snuff.

Take a Test Drive – While you are visiting your potential alma mater, arrange to sit in on a class or two. Make sure that the teacher and the students are engaged and excited about the subject at hand. Keep a close eye on the instructors especially noting how much time in the class is spent lecturing and how much is spent one-on-one with the students. You are looking to see a good balance between the two. Take some notes while you are there and review them a day or two later. If you feel you learned something and came away with useful info that you could but into practice you’re good to go.

When In Rome – The people you work with have a dramatic effect on the quality of work that you do. If your fellow students are more interested in late night frag-fests than gettin their VFX learn on you (or most likely your parents) are wasting money going to school. Check out the student galleries on the websites of the schools you are looking at. Also, make sure that your school of choice has a vibrant and often full computer lab. The explosion of hardcore graphics PC’s have made lab time a bit of an endangered species, but students tend to learn more by working together and helping each other. Navigating the personalities of your future co-workers is also great training for dealing with office politics.

Those Who Can’t Do – The thing that really distinguishes a good school from a bad is the quality of the instructors. An intern of mine once told me about a teacher whose answer to every query was “I don’t know, let’s check the manual!” Going over the bios of the instructors on the school website is good first step, but make sure you check creds on IMDB and LinkedIn as well. Look for a wide range of experience on different types of projects and facilities. Don’t be lured by credits on big blockbusters. Just because you worked on Episode III doesn’t make you a good communicator. Conversely, if the only reference to be found is night-time render wrangler on Leprechaun 4: In Space, you may want to keep looking.

The End Game – What you want to get out of a VFX school is one thing and one thing only, a job. Ask the school administrator what kind of industry outreach program they have. Get a list a companies that have hired students in the past and call those companies to make sure that the school has a good rep in the industry. It’s also important that career issues have a dedicated place in a schools curriculum. A good school should have an editing facility for cutting demo reel, a job fair and an intern placement program. This may seem to be an overly pragmatic approach, but if you want to choose a school thinking you will be doing art for art’s sake you shouldn’t be going to a VFX school anyway. VFX schools offer training and an opportunity to hone your craft for the sole purpose of securing a job in Visual Effects. If you want to smoke cigarettes, drink coffee and debate the relative merits of Minimalism and Dadaism (like I did) you should go to a four year art school.

LINK to my previous post Making A Demo Reel That Doesn’t Suck

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The Visual Effects Budget – A Study Of Pure Evil

Thursday, November 8th, 2007

If any VFX Supe tells you that they like budgeting shows they are lying. I have yet to meet the visual effects guy (or gal) that got into the biz because they love working with Excel spread sheets. Alas, budgets are a necessary evil. Scott Squires’ highly informative blog Effects Corner posted a very complete overview of the VFX budgeting process. I thought I’d throw my $0.02 into the ring, focusing some of the finer points Mr. Squires may have glossed over. 

Don’t pitch in the budget- The time to spitball ideas for cool ways of shooting VFX is in a Visual Effects concept meeting. If you start budgeting David Lean effects on an Ed Wood budget without clearing it with the powers that be first, you could be in for a world of hurt later on. This is especially true when you are working on monetarily challenged projects. You want to make sure you give your client creative solutions that fit in their budget, not try to force them to do something that they can’t afford and will look like crap because they ran out of dough.       
Break out your assets – Say you have a sequence of shots where a giant ghost pirate attacks a cruise ship filled with trans-gender cheerleaders (Mr. Bruckheimer this script is available for an option). You have two choices, first you could split the cost of building the CG pirate and cruise ship over the shots. Or you could budget the cost of building the re-usable CG models and rigs (also known as assets) seperately. The second choice is the only way to go in my opinion. If you bury the cost of an asset over several shots you are opening yourself up to big trouble down the line when those shots get trimmed. In this case, every time a shot is cut a piece of your asset budget goes with it. Having a sub-budget for the pirate and cruise ships sets aside the build cost and protects that part of the budget from changes in the individual shots.
Explain everything- Most budget related conflicts arise from from a lack of understanding about what is actually required from the shot. The client may want a simple 8 frame snap zoom done in comp when you bid for an entire CG city fly-through. To a certain extent these misunderstandings are inevitable, but a clear and to-the-point explanation of what you plan to do for each and every bid item is a must to keep confusion to a minimum. Be careful though, if your description of a shot gets too fancy it may cause the dreaded vfx-eye-glaze to form on your client. 
Think of the artists- When you bid it’s best that you have a specific team of individuals in mind that know well. Some artist can take take 3 or 4 times as long to do a certain type of shot than another. Knowing what team you are using and what their strengths and weaknesses are is crucial to getting you bid hours right. Thinking of the artists also means doing a gut check to make sure that you are not burning your people out. This is a flat bid business and once a price is agreed on, it’s essentially locked. Nothing will cause a crew to mutiny faster than having to work on a shot that was bid for two days and actually takes twelve to complete.
 

LINK to Budgeting VFX on Effects Corner 

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VFXHacktionary – 5 Phrases Visual Effects Supervisors Use That Need To Be Retired Immediately

Thursday, October 25th, 2007

When you spend hours on end in the same room with the same people day after day, everything that they do will eventually annoy you. This is especially true of words used in a certain combination over and over again like some sort of verbal chinese water torture. I’ve collected the most groan inducing offenders here for your enjoyment.

  1. Split the difference – I use this phrase 40-90 times a day and I hate myself a little more every time I say it. It means to place something halfway between where it was and where it is now. Also, used as comment that is made when you can’t think of another comment.
  2. Blowing smoke up your (my) ass – I dislike this one not just because of the gross visual it conjures but the fact that when you think about it it makes no sense at all. I’ve heard it used when someone is either lying to you or trying to butter you up in order to get you to do something (like stay late).
  3. Kiss it in a little – This one is annoying because it gives no specific or actionable input what-so-ever. It’s generally used when someone wants “just a little” of an element added to a particular shot. This phrase has the added benefit of making the Supe feel as if they have contributed something to the process when they have only angered everyone involved.
  4. From soup to nuts – It means the same thing as “The whole nine yards” but makes you sound like a total dorkus when you say it. It refers to the instance when you are doing everything there is to do for a sequence or task. It sounds cute the first 50 times you hear it then it just gets grating.
  5. Submit for final – Maybe I’m superstitious, but think that the presumptive use of the word “final” dooms a shot to at least 3-5 more revisions before it is finally accepted by the client. I prefer just straight version numbers on all the shots. Of course, looking at version 67 of a particular shot can also inspire a certain lack of confidence.
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Me On The Interwebs

Friday, October 12th, 2007

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I gave a quite lengthly interview to the good folks over at the Fractal Matter blog. It mostly covers the work done for the new FOX series based on the Terminator, The Sarah Connor Chronicles. The piece also lets me ramble on a bit about my philosophies regarding creating cool effects for TV shows. Take a peek!

LINK to the interview

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Working Below the Line – A Visual Effects Supervisors Guide to Surviving On Set

Wednesday, October 10th, 2007

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One of the scariest moments that a new VFX supervisor can endure is their first day on a working film set. The seasoned veterans you may encounter your first time out can sometimes be less than helpful and often downright intimidating. Walking onto a hot set from the relative safety and comfort of the soft glow of a monitor can feel a bit like a white-tail deer walking into an NRA convention.

Come prepared As you can see from my earlier kit bag post, I like to come to set prepared for anything. This also extends to doing my homework and knowing exactly what I am shooting and how I’m going to accomplish getting the plates that I need. There is no shame in writing down a checklist and knocking stuff off one set-up at a time. You do not want to be the guy who just isn’t quite sure what the hell he wants. Your average film production professional can smell fear and ineptitude almost as well as approaching catering truck. If the crew starts to think you’re just another mouse jockey who doesn’t know a Baby from a Blonde, they can make your life on set a living hell.

Bonus Tip: Most VFX Supes I know carry a laptop with them to set. A rough of the matte painting that is going into the greenscreen or the animatic of what the non-existent T-Rex is going to be doing when the shot is finally done is key to getting everyone on board with what you are trying to do.

Know your lingo Jargon is commonplace in in the military, medical and IT fields and for good reason. There are many specific objects and actions that need to have a common named assigned to them to keep any task from evolving into chaos. You don’t ever here a ER doctor say “Nurse, get me the long thingy with the little clippy gizmo on the end!” The world of movie making is no different. It’s up to you to crack the code. Listen carefully to what people say on set and take notes. Aside from practical reasons, film set slang is also used to quickly gauge the level of experience of newbies. Coming to set armed with a few key terms put you way ahead of the game.

Bonus Tip: If you only learn one tidbit of jargon, concentrate on terms that relate to camera movement. You need to know about tilt, pan, crab, ped, push and zoom. Camera position is key to every VFX shot

Try not to ruffle any feathers Don’t be fooled by the rough and tumble exterior of film crew members. Deep down they can be as sensitive as a sunburned baby bottom. Remember these noble men and women have sacrificed countless hours with their friends and family so that they can hone their craft while standing around a table full of stale doughnuts and luke-warm coffee. In other words, they can be a down right cranky bunch. Telling a DP that their lighting looks flat could result in a death stare that could melt a standard camera package. Just changing the adjective from “flat” to something less confrontational like “even” mean the difference between a productive plate gathering session and complete bust.

Bonus Tip: Be careful who you yell at. The general rule is “Be nice to everyone.”. You never know, that lowly PA might end up as the head of the studio some day.

Don’t hold up the show An A.D. once said to me “If you’re ten minutes early you’re on time. If your on time, you’re late.” Film productions live and die by the clock. If you take into account the amount that the crew gets paid, the rental fees for the stage and it’s equipment, electricity, food and all the other things that you can get gouged for on a film set, you’re talking about thousands of dollars per minute of time on set. You don’t want to be the guy who costs everyone money. Be on time and stay where the action is (without getting in the way of course). The Director could start screaming at you at any moment. Think a few moves ahead and be ready for when your shot comes up. You don’t want to be fishing around in your kit bag for tracking markers while everyone is waiting.

Bonus Tip: Make sure you get everything you need before the Martini Shot is in the can. Once “It’s a wrap!” is called there is no way you are going to get everyone back for one last VFX plate.

Become part of the crew

You have to realize that stepping on to a film set as a young VFX Supe leaves you at a distinct disadvantage. Others will perceive you as a pasty faced mole person that has spent his entire life blankly starting into monitor and has never done a full day’s “real” work in his life. They may be right, but the fact is you need to create some sense on camaraderie with the people that you work with. This may be harder than it seems considering your average CG guy would rather discuss the state of the art in NES Emulators rather than updates to 2008 Bass Master (Grips love the catch and release). Finding common ground can be challenging but if you stick to film related topics you should be ok. Movie lines in particular are a big hit. If you can transition seemlessly from Caddyshack to The Godfather, you’ll do just fine.

Bonus Tip: Look for the old timers. Those close to retirement usually have some great war stories to pass along. A Gaffer once told me what it was like to shoot the original Lassie show on LSD. Priceless.

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How To Find a Career in Visual Effects – Making a Demo Reel That Doesn’t Suck

Wednesday, September 19th, 2007

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I’ve seen a bunch of posts over the years regarding the question “How do I, the clueless aspiring VFX artist, break into the biz?” The answer is simple, have a kickass demo reel. As a guy who has been in charge of hiring artists for the better part of a decade, I can tell that the education section of your resume doesn’t mean squat. It’s all about getting across the idea that if you were to be hired by your VFX facility of choice, you’d be able to sit down on your first day and actually produce something. Many people out there in the cyber-space will give a sugar-coated, touchy-feely “it’s all about expressing yourself” approach to what supes are looking for in a demo. I’m here to give a few tid-bits the other guys won’t cough-up so give a listen.

No one cares about your short film.

Putting your eggs in one basket is never a good idea. If you think you have the only all CG, black and white, 20 minute opus staring a sad faced alienated would-be serial killer who lives in a basement lit by one bare light bulb that swings to and fro casting creepy shadows around the room, you are sorely mistaken. If you want a job in visual effects, you need to have VFX on your reel (no duh!). Who cares about your personal struggles or deep thoughts about the nature of reality itself? Better to spend the time and effort on less shots of a higher quality.

Bonus tip: People have long memories for bad animation.  I’ll never forget the worst short film I’ve ever seen on a demo reel. The title says it all, “Unicorn Baseball”.

Pick music that won’t drive people insane.

I just finished writing a letter to my congressman urging him put a permanent ban in place on using techno music on demo reels. Please, people! Think of the children. I can’t think of anything that makes my finger wander to the eject button faster than a monotonous beat punctuated by a high pitched squeal. You don’t want the person who is watching your reel fumbling for “mute” instead of checking out your CG jams. Stay away from lyrics too, power ballads from the 80′s just cause people to laugh at you.

Bonus tip: Don’t stress too much over music choice, most of reels are watched with the sound off anyways.

Only use your very best work.

It’s better to have 1 minute of kick-ass than 3 minutes of just plain ass. Think of your demo as a mix tape you’re trying to impress a girl (or guy) with. You don’t want to kill the mood with the VFX equivalent of Night Ranger. Start off strong, keep ‘em interested for bit and end on high note. The beginning is key because most demo reel ejections take place within the first 10 seconds of viewing (time is money ya know) and the end of the reel leaves the most lasting impression on a potential future employer.

Bonus tip: Skip the slide-show of selections from your gestural figuring drawing class at the local community college. Cuz, if you don’t skip it someone else will.

Remember the small guy.

Most VFX newbies dream of getting picked-up by one of the big studios for a huge feature project. What happens more often than not is that you’ll be brought into a big shop along with a couple hundred other fresh faces and unceremoniously released after a year or two of working in the latest schlockbuster. Then, you’re right back where you started. Waiting for the studio to give you the two shots from Garfield 4 you worked on with 12 other dudes and pimping an outdated student reel. If you work for a smaller shop you can often turn around some quick, good looking shots from a commercial or TV show that can give your reel some added gravitas.

Bonus tip: Not all small shops are created equal. Choose your boutique shop carefully, or you could end up working on Shark Atack 4: Return of the Megalodon.

If you want a job in Visual Effects show some Visual Effects.

This little nugget of wisdom comes from one of the supes from my intern days. So many reels sent to VFX houses don’t contain any visual effects. Can you create realistic fire, rain or smoke? Can you track a plate, place an object in it and render it so it looks real? Turntables and animation test are great, but they don’t really create a feeling of confidence that you can create a nice looking effects shot. A wider skill set is also a big plus. Specialists who can only do one specific task get called in for shorter bookings. An artists that can take a VFX shot from soup to nuts has a better chance of sticking around for while.

Bonus tip: Only apply for a job in VFX if you really want to work in VFX. If you don’t love what you do, you’ll get real bitter, real fast.

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Getting VFX Done – A GTD (ish) Approach to Visual Effects

Thursday, September 6th, 2007

For much of my career, I’ve left work with a feeling that can best be described as being chased by a horde of flesh-eating undead through a swamp knee-deep in molasses mixed with 40 weight motor oil while battling a raging case of E. coli. You know that feeling that no matter what you do you can’t catch up? Well, about a year ago I got sick and tired of feeling that I was going to puke in my own mouth every second of every day and since then I’ve been putting David Allen’s “Getting Things Done” techniques to work in the production of visual effects for film and television. The results really changed the way I feel about my job and to that end, I’d like to share some of my experiences with you VFXHacksters.

Now don’t get me wrong here, my GTD skilz are about as flawed as they come. Hey, I’m an artist. If I was well-organized, then I’d be something else. Maybe something to do with crafts or scrapbooking. Anyway, I practice my own brew of slacker GTD. Just enough to keep me sane but not so much that I spend more time organizing my file cabinet than working on effects shots. One of the tenets of GTD is breaking down every project into a series of tasks or “next actions”. The idea is that you separate project planning from all of the individual actions that need to be done in order to complete that project. In VFX-speak, that means making your shot design decisions first then breaking those down into shot methodologies, CG workflows, compositing scripts, etc. Seems obvious, right?

WRONG!

I can’t tell you how many times I’ve seen an effects shot go down in flames because the artists didn’t know what to do, or what the supe was looking for, or what the client wanted and so on and so on. The reason that I think GTD works so well for VFX is that all the creative decisions (theoretically) are made up front and all the elements that go into making the shots are just a matter of cranking through “widgets”. The key is to lock down creative early and then just jam on the block and tackle tasks till the shot’s done. But as we say in the biz, “The devil is in the details”. It’s all great to say that you’re gonna make a plan and stick to it to the bitter end, but what happens when the client changes their mind? What if you go to set and the A.D. sez “Sorry, no dust elements for you today. Anyway, can’t you make those in CG ?” Well, that will happen and your plan for any given shot from your first student film to the biggest summer blockbuster will always be a living, breathing ever-changing beast until delivery day. That said, I’m going to show you how I use some basic GTD (ish) techniques with the hopes of shining some light into the sometimes dark and scary world of VFX production.

Part 1 – Collecting

This is the science of gathering all of your thoughts and ideas about a project before sitting down and deciding exactly what you are going to do. Collecting is extremely vital in VFX because in my experience most problems occur from miscommunication (or lack thereof) early in the process. So here are some down and dirty pointers re Collecting for visual effects.

Always talk to your clients

Clients are people too and since they are the ones who have final say, you need to listen to them. Make sure you get as many details as you can as far as tone and complexity. Also, listen closely and don’t let your VFX nerdyness cloud the conversation. That big wire-fu sequence you’ve always wanted to do may not be right for the Murder She Wrote Re-union Special. Tip: Don’t use too much jargon with clients, it just confuses and frightens them.

Reference, reference, and more reference

As far as I know, no one in the history of VFX has bounced a shot because it looked “too real”. I’m always on the lookout for new reference sources. Bookmarking sites like del.icio.us are great for this as you can build and tag your library as you go. Tip: Watch out for NSFW google image searches like “furry” and “job”

Always talk to your artists

Nobody likes a dictator no matter how benevolent (are you listening, Steve Jobs?). Before you start planning a project, know the strengths of your crew. Ask them what techniques they’ve been wanting to try out. A good artist is always searching for “the new hotness” so take advantage of their enthusiasm before they grow bitter. Tip: If your crew already is bitter, ignore the sarcasm and just keep talking.

Review your budget

You can’t make Lawrence of Arabia on an Ed Wood budget. And the last thing you want to do is promise something that you can’t deliver. So take a cold hard look at how much you have to spend before you jump in.  Sometimes the best inspiration comes out of limited means. Tip: Learn Excel. Contrary to common wisdom, it does not cause your fingers to spontaneously combust when they touch the keyboard.

Keep it real

If you want it to look real, shoot the real thing. No, really. Even if it’s fully guerilla DVcam style, the right element can save your butt in a pinch. To that end, stay on top of the latest and greatest in the world of practical special effects. When it comes to things like explosions… Ain’t nothin’ like the real thing baby! Tip: Make friends with grips and gaffers, because you never know when you’ll need to pull in a favor.

That’s it for today’s lesson, kids. Next up… Now that we’ve collected, it’s time to break it down.

LINK to my favorite GTD site – Mr. Mann’s 43 Folders

LINK to my previous post – GTD Moleskins for VFX

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VFXHacktionary Part 2 – More Visual Effects Lingo

Tuesday, August 28th, 2007

I wasn’t really planning on doing this again so soon, but Nyarlathotep’s comments on my last Hacktionary post were so stop on I felt a full posting on the front page was in order. Enjoy, I couldn’t of said it better myself.

CBA- Could Be Anything . Refers to unknown object in frame usually things such as C stands, Lit up Barndoors, or errant crew members.

Example:

Supe- Whats that flashing in the right corner of frame. Artiste- CBA Supe- It looks like Melvin! Artiste- CBA , Yeah it’s Melvin

YSNP- Yeah Sure No Problem.

Example:

Client- I want it to go the same speed and travel the same distance but in half the time. Supe- YSNP

NFWOE – No F**king Way on Earth. Both of the above are universal answers to any VFX change request question and are usually completely interchangeable.

Example:

Client- I want it to go the same speed and travel the same distance but in half the time. Supe- NFWOE. That is physically impossible. Client- But Why?

Rasterbation- Any CG activity that is impractical or of no value. Sometimes relating to work done in CG that must translate to the Real world where Real World Physics and actual Physically Limitations of the equipment and environment have not been taken into account. Includes things such as adding non-existent axis to moves to avoid gimbal lock or providing data for lenses that the end-user does not have. or improper Rotational Axes nesting orders.

Example:

Pre-vis Artist- Oh, there’s a floor on the stage? My move starts 10 feet below the Car. Supe- Dude you’ve been Rasterbating. Now we’re screwed.”
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The VFXHacktionary – Visual Effects Jargon To Live By

Thursday, August 23rd, 2007

Every studio that I’ve worked at over the years has had their own way of describing the little things in Visual Effects that have no known equivalent in the english language. A few of these catchy un-words and tricky turns of a phrase make it into the overall VFX lexicon. Things us pixel jockeys and set rats use on a semi-regular basis so that no one can understand a word we are saying. Presenting the first five of a soon to be long list of useful slang for VFX.

B.G.S (or BGS Technology) - Blur it, Glow it, Ship it. A technique used to mask inferior elements in a shot by bluring and glowing beyond recognition.

Example:

Artist – “I don’t know, this shot really isn’t coming together. What should I do?” Supe – “This shot is due in the morning! Let’s just BGS this beast.”

Pixel F**cker – A client or supervisor who picks out overly minute details in a VFX shot, usually resulting in blown deadlines and major frustration.

Example:

Artist 1 – “Man, you’ve been on that job forever, what’s going on?” Artist 2 – “The Art Director is a real Pixel F**cker. He made me change the font size seven times.”

Nerny (or Nernage) – Small non-descript (N.D.) details placed on a 3D model to add complexity and sense of scale.

Example:

Supe – “I think the deck of the battleship looks a bit bare” Artist – “No problem I’ll just add a few boxes and some other nernies.”

C.B.B. – Could Be Better. A VFX shot that is for all intents and purposes final but something you might want to come back to if you have the time.

Example:

Producer – “I know you have a couple of small changes on that shot but we’re running out of time.” Supe – “O.K. Just CBB that one and we’ll move on.”

Wonky – That certain “clunk” in a VFX shot that makes it look fake. Often used when it is not exactly clear what precisely wrong with a shot.

Example:

Supe – “There’s something wonky with this shot.” Artist – “What is it?” Supe – “I don’t know, maybe the tracking is off or something.”

That’s it for now. Please feel free to add your own gems in form of comments.

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