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Software: Autodesk Softimage
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Florian Witzel
Florian Witzel, born in Germany 1979, is a Director, Designer and VFX Artist currently based in San Francisco, CA. Before and while he studied Media Design at the GSO University in Germany and Film& TV at Bond University in Australia,
Florian worked at various post production and broadcast design companies until he joined the highly creative team at Psyop NYC in 2004,
where he worked as 3D Lead and Technical Director. As of 2009 he joined the VFX force at Industrial Light & Magic as Effects Technical
Director. Florian's personal and commissioned films focus on narrative and visually artistic content for film and animation.
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The Area:
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Florian Witzel wears numerous hats throughout his day-to-day work -- metaphorically speaking, of course. The hats say "Director", "Designer" and "VFX Artist", but to truly grasp
the scope of what that means, you have only but to sample a small part of his portfolio to know it’s not just talk. He has worked on an extensive number of spots, some of which
he will share with us today. But first, let’s have a little intro…
Florian, how long have you been working in the CG/VFX industry?
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Florian:
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It was around 2001 when I first started in a 3D animation studio in Munich.
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The Area:
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How did you first come across getting into computers, 3D and visual effects?
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Florian:
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Tricky to say what exactly led to it. I guess it was a combination of many things. I definitely have always highly admired the art of filmmaking and was very much into stories
and movies. As a teenager, I was working on numerous animations and short films and was a proud owner of a simple Video8 camera and a 486 PC. With a bunch of good friends, I
also had some kind of 1-day 1-idea 1-film club. We came up with an idea or story on the spot and produced the whole thing quick and dirty in one day or weekend. I learned a
whole lot that way and we had the best time. I still would love to do these projects today, it's fun and fascinating to see what you can do with a motivated team in a short
time. Some friends in my town were incredibly talented graphic designers and illustrators by whom I got highly inspired by and still am today. I always had a huge fascination
for photography and loved video games. I was very excited about simulations and all the virtual reality stuff at the time. A love for natural science and in the end all those
forms of art and passions came together in the Film and VFX/CG world.
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The Area:
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Do you remember the very first commercial work you did?
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Florian:
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My first jobs were for an animated TV series and later, broadcast design projects. It wasn't until Psyop that I worked on commercials. I guess the first one was for an LG
cellphone.
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The Area:
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What was the first software package you used?
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Florian:
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I had that old 486 PC and installed every animation and painting application I could get. I got my hands on a copy of Autodesk 3D Studio 2.0 for MS-Dos together with Autodesk
Animator Pro 1.0. Good times.
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The Area:
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What made you choose Soft as your primary 3D package?
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Florian:
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I've always highly admired the VFX work done with Softimage. It has a long history and a lot of legendary CG and VFX work has been created with it. It also was the most
professional animation package available. I always wanted to get Soft but it was way too expensive at the time. It wasn't until my first job in Munich that I started to use and
learn it.
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The Area:
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What other software packages are used in your production pipeline?
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Florian:
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From commercial to proprietary, I'm using many kinds of different applications. Every application has its strength and I had very good experiences with mixing platforms. Of
course I feel conformable in Soft, but I work with whatever package the CG pipeline uses or the job needs. ILM uses Zeno, an entirely proprietary animation package. Psyop uses
Softimage, Maya, and has some licenses of 3ds Max and Houdini.
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The Area:
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Now the spots within your portfolio are very intense, in the sense that they are all very short (approximately under 1 min) but they are jam-packed with so many layers of
seamless and subtle VFX underneath. As 3D lead and TD at Psyop, can you tell us what were your responsibilities and also about all the aspects of the projects that you directly
touched?
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Florian:
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Depending on the job, I worked on different tasks. As a 3D Lead I was responsible for the whole VFX/CG Supervision on a film. Communicating between the Producer, Director and CG
Team. Coming up with ideas of how to do something, what type of team could do it and making sure that it gets done. In the role of a TD, it was either a sequence of shots,
elements in shots, lighting and rendering, look development, FX rigging, RnD for FX, etc. Most of the time as a 3D Lead or TD, I have to think of a way of how to create a
certain sequence a couple of weeks in advance, before production starts and then make it work. Then in addition of course, to make sure everything looks good and is done on
time, communication and asset management between artists, and that everything can be done within the boundaries of time and manpower.
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The Area:
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Can you describe to us the process involved in creating spots?
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Florian:
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It's a pretty traditional step-by-step process. A lot of steps like concept, treatment, storyboard, previs, production, etc. are dependent on each other, but it's not really a
linear process. It's more like a branch in which certain processes are being worked on and start in parallel depending on the type of project. In general, mostly after the
project has been awarded, there already has been a pitch done before, so some people already have worked on it and would have a more-or-less good idea of what the final spot
will involve. In cases where it is clear what has to be done, some RnD or even first stages of 3D production can start right away. But mostly the whole project first goes
through design in which styleframes and references are being created. The storyboard artist gets briefed and later an animatic is put together from his/her drawings. Then of
course previsualization where in the best case, the camera and layout gets approved and not changed anymore. Look development and RnD run at the same time as PreVis until the
whole PreProduction phase comes to an end and production can start. Or in the case of a live-action shoot, CG and VFX are considered as post-production. Then, there are
revisions revisions revisions and one more just before delivery.
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The Area:
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With the diverse range of projects from "Milk" to "Audi", what is the average turnaround time per spot?
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Florian:
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Usually around 5 to 15 weeks, which of course is always pretty tight. Milk was about 2 months of production and Audi around 3.
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The Area:
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What were the size of teams that worked on making the spots?
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Florian:
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Everybody involved in post-production only, including agency, was around 50 people for the Audi Synchronized and 40 for the Milk Sad Princess spot. Including everyone involved
in production, surely more than 200 people for Audi. The actors, acrobats and extras alone were around 100 people.
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The Area:
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The water in both "milk" and "absolute dissection" look amazing. Can you tell us how you generated the waves and water effects?
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Florian:
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Of all the natural phenomena, water to me is especially fascinating. Visually, water holds countless appearances, which you first formally need to articulate before starting to
work on it. Dependent on scale, volume, temperature, gravity and in context with its environment, there are countless visual stunning characteristics of water -- filling
libraries of academic studies. I can recommend to simply observe as long and for as much as you can before you start to work on anything like that. It's essential to have good
reference and an important part before you start working on FX like this. You might think to know how water looks, but there are countless subtle appearances that you mostly do
not realize in the beginning. The human perception cancels out so many vital details which you first have to apprehend. You can then start thinking about how to technically
implement your observations once you’ve identified those individual attributes of water.
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For the ocean and water FX in Milk, we needed everything from small splashes up to large and stormy deep-water ocean surfaces that have a few interactions. It was mainly divided
into shape, deformation, interaction, surfaceshading and lighting. Four TDs were working on individual effects. Andreas Gebhardt provided the Tessendorf deep water deformer in Soft,
Jacob Slutsky created all the broken up water splashes, Jimmy Gaas worked on the crest particles and mist FX, and I rigged, shaded and rendered the ocean and water. The biggest
restriction we had was time, so we had to rush through all those shots and FX.
The water FX on Absolute, very much differed from the ones in Milk. Small scale, zero gravity water splashes and surfaces. I used Michele Sandroni's great Metaballs Plugin on
polygon meshes, which I simply pushed and deformed as needed to get the shapes. The resulted surface was then additionally being deformed by a perlin noise deformer, which was also
provided by Michele's tools. In the shader, I added another 3 layers of different noise frequencies used as bumpmaps, blended together with fractal noise in order to get a variety
of both irregular and calm areas.
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How many render layers were output for the spot?
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Florian:
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There were around 15 to 20 passes which made it into the individual shots. I mostly set up many more passes in order give the compositors as much freedom as possible. Camera and
Geometry information, as well as object information passes and all kinds of various mattes. Sometimes I only have a rough idea of how to integrate those additional ones in the
comp, but while working on the look more information provided on layers becomes very useful.
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The Area:
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The Martell spot is pretty interesting, with the smooth camera scene transitions throughout. Can you share with us how you generated those fractal patterns with the bottles?
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Florian:
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Yes, Martell was an interesting experience on many different levels. It was a great challenge. We had to generate 3-dimensional fractal patterns, navigating the camera into
insanely huge or small scenes and needed a smooth transition into the live action footage. We were investigating solutions to automatically distribute instanced objects along
fractal patterns.
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The idea was to generate a fractal in 3D space on which all the instances then could be placed automatically. After a while we had a couple of different approaches but none of which
we could really utilize. Fractals like the Mandelbrot are two-dimensional images and at the time there was no way to make them in 3D. Just recently 3D approaches of fractals like
the "Mandelbulb" came up. We eventually placed a fractal image into the scene and then zoomed into the fractal by scaling the whole scene around the center where we wanted to fly
in. Andreas Gebhardt wrote a custom FX Tree node for us which simply generated fractals like the "Mandelbrot". Once we had an interesting looking pattern everybody liked, we placed
all the bottles along the fractal by hand. Because of the self-similar nature of a fractal, the work had to be only done for one level or branch. It could then be translated into
the new level. Rendering and lighting was a straight forward process. For the transition from the live action footage in and out of the fractal, we had a 3D camera solve of the
footage and then back-projected the footage onto a rebuilt CG environment from that camera. At the time of transition the render camera slowly departs from the tracked or
back-projected camera into the fractal. It involved some painting here and there, but was a nice and fun VFX process.
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A completely different aesthetic, the Smith & Nephew spot is a beautiful and engaging piece of work; were
there any live action parts to that or is it pure CG?
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Florian:
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I get that question quite often. It was a truly awesome project to work on, with a bunch of insanely talented artists. What you see is a balance of CG elements, live action
footage and painted textures.
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How did you achieve all those cool particle effects...the ink splashes, the painterly brush effects. Can you also talk about the shader(s)? And also not to mention all the
camera transitions, the whole thing just flows without any interruption.
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Florian:
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The compositors shot a lot of different elements like ink in water, brushes of paint on paper and ink splashes on paper, etc.
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The CG Team worked on many 3D ink elements and had fluid simulations running 24/7. And Design painted many great styleframes and textures. Oh yeah, and then there was a Motion
Capture shoot. We tried to nicely blend everything together as much as possible in comp. We exported all the 3D info for comp so that they can attach their elements to the
characters and environment. The compositors were very dedicated and built most of the environment out of live action footage placed into 3D space of the compositing system.
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You have worked on so many different and alternating themes and visual style – for example, the most recent Fanta
Mime and Audi A4 spots. One is a cute cartoony piece for softdrinks and the other is a sleek and racy bit on a sport car. Both must have presented different challenges, can
you share with us the ones you came across?
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Florian:
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Every project has its unique challenges of course. The Fanta spot went really smooth though. A pretty straight forward character animation job, no complicated FX we hadn't done
before.
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We animated and modeled the characters in Maya and had a pipeline working in which the final animated geometry of each day gets baked and exported into Softimage for lighting and
rendering, plus all the additional FX. Instead of rendering the scene as usual with different material and light attributes like diffuse, ambient, color, reflection, shadow, ambient
occlusion, etc., I tried to render everything in multiple different lighting scenarios. So I rendered out the different light sources in the scene and ended up with passes like
sunset, pool light, interior lights, exterior light, etc. This is how you would also shoot a live action scene with motion control and it worked great. It was working for this spot
because the geometry and the materials in the scene were so simple. It was a little more expensive on the renderfarm, but I would like to continue to explore a more complicated spot
with this approach.
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Going back a few months, we saw the release of “Vestige”, a piece created for Siggraph New Orleans. I
noticed that this was outside of the Psyop/Mass Market portfolio. Was this a non-commercial collaborative effort? Can you tell us more about how this came to fruition?
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Florian:
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Vestige was a film I did outside of Psyop, but with kind support of their renderfarm :) It was a project I had initially collaborated together with Anh Vu and Kim Dulaney, for a
piece at "Pass it On". In the beginning of 2009 Carlye Archibeque, the Executive Producer of the Computer Animation Festival at Siggraph asked me if I wanted to contribute to
the CAF with a film for the opening sequence. I'm a huge fan of Siggraph and had also worked together with Carlye before, on Siggraph 2007, with Paul Debevec as Chair of the
event. It was great working for Siggraph in ‘07 and I was happy to be able to contribute to it again. We did not have a lot of time so I extended Vestige with a couple of scenes
and made it into the Siggraph 2009 opening sequence. Carley gave us complete creative freedom and did not interfere at all. There was no theme or any restriction in the duration
of making this. We showed them work-in-progress versions a couple of times, just to let them know what we are working on and they luckily always liked what they saw very much.
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The Area:
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In the same year, you’ve also relocated and taken on the next challenge. Some would say it is the Mecca for any CG/VFX artist, to work for Industrial Light & Magic.
Automatically thoughts of Star Wars, Indiana Jones, Terminator, Abyss, Jurassic Park and sooo many others spring to mind. What is your new role at ILM and can you say anything
about the project(s) that you are working on that has not been NDA-d ;-)?
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Florian:
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In terms of VFX ILM for me has always been the tip of the iceberg and now working there really is an outstanding experience. Simply the fact that it contributed to centuries of
film history is extremely inspiring. Walking through the building is like walking through a museum. Also I hugely admire Joseph Campbell's writings about Mythology and Anthropology -- his ideas upon which many great movies had been influenced by,
were worked on at ILM. This adds to my fascination for ILM a lot. Right now I'm working at ILM as an Effects Technical Director. I guess I can't say much more than that there
are a couple of great movies with incredible VFX work done by ILM coming up and you'll definitely have to go see them.
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The Area:
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What about personal collaborative projects…is there something in the works?
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Florian:
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I'm writing all the time and my sketchbooks are filled with notes and ideas. I have a couple of favorite ones which I hopefully will have some time to work on soon. Right now
I'm concentrating on my work, but I'm always interested to collaborate with people around the world on projects. I am especially interested in writing scripts for short films.
So please feel free to get in touch with me!
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The Area:
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One last question – what would be your dream update for Soft?
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Florian:
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Personally my dream update for Soft would be a fast and solid built-in fluid solver. For the use of Soft in big studios, I could see an advantage if there was more accessibility
to core elements of the application in order to better integrate it into custom pipelines.
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The Area:
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Thanks for the nice chat, Florian and sharing your Softimage love :-) Say hi to George Lucus for us!
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Florian:
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I will ;) Many thanks for having me here!
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Posted by RoXX on Jun 27, 2010 at 08:51 AM
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Fantastic! Great visualization Style.
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Posted by harshit on May 26, 2010 at 09:43 AM
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I'm very much impresed looking all your work, liquid simulation and every detail.....
keep it up !!!
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Posted by anthonyredoblado on Jan 10, 2010 at 01:05 PM
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You have the most inspiring work and animations ever! I could only dream of being like you someday. Keep it up.
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Posted by eternal art on Dec 11, 2009 at 06:47 PM
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Fascinating work florian .. Happy ILMing .
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Posted by Adib Souly on Dec 11, 2009 at 08:44 AM
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I mostly like the Rigging wave part! it's wonderful!
thank you for sharing your fantastic works!
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