Showing posts with label Arri Alexa. Show all posts
Showing posts with label Arri Alexa. Show all posts

Sunday, June 15, 2014

How's the 3D in X-Men: Days of Future Past?

 


Background:

It could be argued that the first X-Men (2000) film began the modern-day phenomena of blockbuster superhero franchises. 4 films and 2 spin-offs later into this series, X-Men: Days of Future Past arrives in 3D, directed again by the series' original helmer, Bryan Singer. This is not the first time we've seen Wolverine and his pals in 3D, so we've a lot of precedent to judge this effort against. How's the 3D in X-Men: Days Of Future Past? Read on to find out!

Native and Post-converted 3D

X-Men: Days Of Future Past is a hybrid stereo film. Interior and dialogue scenes were largely shot in native 3D. Several key sequences were post-converted sequences from a mono source. Other shots are largely CGI in nature, and the responsible effects houses were able to natively render their footage to stereo. It's therefore quite a confusing film to critique. To do the job properly, one would need a shot list or production schedule. We'll do our best though.


As a rule of thumb, most "first unit" sequences (character beats that would typically be directed by the director himself, and featuring the A-list stars) set indoors are clearly shot in native 3D. An observant audience member will be able to tell the difference. The trick is to look for subtle details; strands of hair, the length of an actor's nose, or even just compositional details like the layers of props on a table. In these scenes, it's interesting how at ease your eyes become. The camera is often locked down, actors are interacting in multiple panes of depth, and the stereo feels completely natural. You're there, say in Professor Xavier's mansion, with the other X-Men. These sequences were shot on ALEXA Ms.

Credit: http://www.arri.com/news/alexa-xt-on-x-men/
"Second unit" sequences (eg: the type of moment that doesn't usually require an expensive star, such as a shot where a hand picks up an object) are often show in 2D, and later post-converted to 3D. The same is true of large sequences that are shot on older film stock, using cameras from the 1970s, where the footage was later converted to a subtle form of stereo too. The conversion is handled well, and there are no glaring errors in the added depth. Aside from having marginally more eye strain, most audience members won't be able to tell the difference. What's interesting though, is the 'feeling' one gets from this rapid-fire transition. According to editor John Ottman, he edited the film in 2D, while the mono footage was being converted to stereo, because the cuts between the two formats were so regular and jarring that he couldn't process the visuals consistently. While audiences are thankfully spared from experiencing this, we at 3Defence definitely came away with a feeling that the film lacked a stereoscopic 'continuity'. Post-conversions are great, until they're compared to native 3D in the same sequence. These sequences were shot on ALEXA XT's.

Of course, as usual with most Hollywood blockbusters, there are also shots in the film that are 'rendered 3D'. In shots where the majority of the action is a composite of shots with digital characters (for example, a few shots of Sentinels in the beginning sequence), it's more than likely that the effects studios in charge of the shots provided the stereo rendered 'natively'. So, X-Men: Days Of Future Past is a hybrid of techniques.

How's the depth?

As mentioned above, the visual continuity is inconsistent throughout X-Men: Days Of Future Past. That is due to a number of reasons, in addition to the differing methods of filming. For one thing, large sections of the film's schedule were aggressively organised around the ensemble cast's availability. For another, the film went through several rewrites (even during production), major edits, and even rearranged which actors were part of key scenes.


So, ignoring the inconsistency of depth used in the film, we can look at a few shining moments where depth is used really creatively. The stand-out sequence, both from an entertainment perspective and a technical perspective, is a prolonged slow-motion one where Quicksilver single-handedly disarms and defeats several foes. The character's power is to be able to "move and think at superhuman speeds." Consequently, like The Amazing Spider-Man 2 before it, we're offered another version of a bullet-time like sequence, where a character is able to interact with a chaotic environment where objects are suspended in mid-air. Aside from being hilarious, the sequence allows the character dozens of objects to interact with and run around, on various panes of depth. It's an engaging sequence visually, and single-handedly worth the price of admission.

 
Another fantastic sequence is provided in the way Blink's powers are used in the film's first big action set-piece. She can project an entry and exit portal, that allows characters to jump through a kind of wormhole. In 3D, we get to see characters leap from one side of the room to the other, to startling effect. Just as your eye learns where a character is in the scene, the character is transported to a different spacial plane, forcing your eye to try and catch up. It's a power visual, that is used well in the beginning and end sequences of the film.


Does the 3D 'pop'?

There are a few instances where debris, water, dust and other particle-based elements come very close to the edge of the screen. Generally the film treats the screen's boundary as a safe barrier between the audience and the action. If you're after yo-yo styled pop-out effects, X-Men: Days Of Future Past is not the 3D film for you.

Did it make sense to add 3D to X-Men: Days Of Future Past?

In theory, it makes sense to add 3D to any X-Men movie. Their characters are colourful, with a variety of interesting powers, and in Days Of Future Past they interact across time and space. In practice though, this film spends a lot of time in a murky and dark post-apocalyptic future, and in 3D these scenes are distractingly gloomy. 3D projection's light-loss was evident in many sequences throughout Days Of Future Past, and we didn't feel the film-makers did enough to counteract this. Films like Prometheus and Tron: Legacy have worked around this issue with bright neon-flavoured yellows and blues. Days Of Future Past's 'fire-light' orange didn't have the same effect, and made the image softer than we'd like.

The film itself

X-Men: Days Of Future Past is a great film... provided you have watched at least four key films from the series beforehand. It's assumed at this point you know the key characters' powers, without any real introduction or back-story. Most characters get an arc of some description, though the impact of that arc is more meaningful if you've seen the other films the arc relates to. In that sense, this is a perfect comic book movie. We wouldn't advise casual viewers check this out, unless they're prepared to do their homework ahead of time! If you have done your homework, you'll be rewarded for as much as effort as you were prepared to put in. The complexity of the lore on offer here is getting seriously dense, and it's a treat to see your favourite characters navigate unfamiliar terrain in the way we see here. At least as of our first viewing, this film vies with X-Men 2 for the title of 'best in the series'.

Should we archive the 2D or the 3D version?

Archive the 3D version, if only for the beauty and hilarity of the Quicksilver heist sequence. Seeing that in 3D is worth it, if you were umming and ahhing about paying the extra dollar for premium 3D ticket prices. There are parts of X-Men: Days of Future Past we weren't fans of, from a stereo perspective, but that one sequence is going to go down as one of the 'all time great' 3D moments.

Sunday, June 8, 2014

How's The 3D in Godzilla?

Background:

Godzilla has been around for 50 years. He's been in almost as many movies. 2014's Godzilla is Hollywood's second attempt at bringing the monster to life. Thankfully, this version was guided to the big screen by Gareth Edwards, whose 2010 film Monsters went a long way with a very low budget. His skills behind the camera have been recognised already, with Disney shoulder-tapping him to helm the next stand-alone Star Wars film. So, how did his transition from micro-budget to massive-budget film-making go? More importantly, how is the 3D in Godzilla?


 Post-Converted 3D:


Godzilla was shot in 2D on Arri Alexa Studio 4:3 cameras, using Panavision C Series anamorphic lenses. Effects studios like Weta Digital, Moving Picture Co., and Double Negative provided the CGI, and The Avengers' cinematographer Seamus McGarvey lensed the action. The film was later post-converted to 3D by two studios, Vancouver-based Gener8 and Stereo D. Their work here is subtle, but effective. Where Godzilla's post-conversion really shines is in the interior dialogue scenes. Rather than flatten out the stereo in such scenes, the stereo compositors add several layers of depth. For example, a doorway might frame a shot, with a concerned child layered in front of it, while a distraught parent paces several feet away in an adjoining room. In fact, doorways are used repeatedly to block characters from one another, and the motif afforded the post-conversion team a great way to separate actors from one another in three dimensions. A lot of the film has a naturalistic 'hand-held' approach, which can't have made the post-conversion easy in shots like this (the doorways would be constantly moving, which requires a lot of rotoscoping). The teams did a great job.

Bryan Cranston's character, behind a door

How's the depth?

Godzilla is the second big-budget 3D monster movie we've seen from Warner Brothers & Legendary Pictures. The difference in approach between Guillermo Del Toro's Pacific Rim and Gareth Edwards' is interesting. It's hard to know if Edwards was explicitly guided by the studio to avoid a similar aesthetic to Guillermo Del Toro's picture, or if he just followed his nose towards a different approach. Perhaps answering that question, Legendary employed their own 'stereoscopic consultant' (though that might have been a supervisory role between the two conversion studios). Del Toro was at pains to show the scale of his monsters, from the monsters' perspective; rearing above skyscrapers, shot from phenomenal heights.


Edwards instead shoots his monsters from the perspective of the panicked humans below them. He communicates this scale in several interesting ways. He places humans on top of tall objects like skyscrapers or bridges. He throws humans out of planes, wearing parachutes. He has awestruck humans at ground-level, craning their heads to see the monsters towering above them. He has humans descend into deep caves, and lean over the edge of craters. The effect achieved is that we feel engaged in each shot. The depth of field is appropriately massive, but with a human in the near foreground and a disaster in the distant background we are invited to feel 'like we were there', and wonder 'what would I do in this situation?'


Does the 3D 'pop'?

There are several inventive usages of negative parallax in Godzilla. The title sequence is a series of military records being redacted, over the top of World War 2-era footage that has been aged and scuffed. The redaction process reveals the names of actors and crew members, and occurs in the deep foreground, in front of the action below. Eventually, the title card of 'GODZILLA' disperses into ashes, and the debris floats out towards the audience. It's a nice way of breaking the 'wall' of the cinema screen, without also breaking the audience's attention from the narrative of the film.


There are other memorable moments where the 3D 'pops'. In the crowded theatre 3Defence saw Godzilla, several audience members ducked and flinched when objects hurled towards the screen. As buildings are toppled, a cloud of dust and debris inevitably follows, roaring from several hundred feet of the way to eventually engulf the audience and their movie theatre. This effect is used to particularly strong effect in a nuclear power plant's meltdown, where a group of scientists attempt to outrun a cloud of radioactive material.


Did it make sense to add 3D to Godzilla?

A post-converted movie, filmed hand-held, set largely in evening scenes, where the monsters are often off-camera? No, it didn't make much sense to convert this film into 3D. This film challenges a lot of our traditional definitions of what is 'appropriate' for 3D distribution. We're glad that the studio took the risk though, and that Gener8/Stereo D pulled off such interesting interior scenes.

The film itself

Your reaction to Godzilla will depend on the history you bring to the theatre with you. If you're a longtime fan, you'll spend the first half of the movie frustrated you're not given much monster action, but then love the last 30 minutes. If you're a casual fan, you'll chuckle at a few references and generally have a good time. If you're a novice to the world of Godzilla, the performances of the humans might grate, and the episodic nature of the film might wear at your attention span. Hopefully you're somewhere in the middle of these perspectives, but it's not likely that any one person will be entirely satisfied by their experience. We hope there's a sequel, and that it addresses a few of these concerns.


Should we archive the 2D or the 3D version?

This is a tricky question. 3Defence is going to side with the 3D version in this case, but after much consternation. The literal framing devices used - where doorways or humans are in the close foreground, separating us from the action far away - demand to be watched in stereo. In 2D, they look like the action is being obstructed. In 3D, they look purposeful, giving us a sense of scale. The actors have been positioned, just like they were in the original Godzilla films of olde, as proxies for ourselves. In 3D, this effect works. In 2D, it's annoying. See the 3D version if you can, on the biggest screen you can find.

Saturday, January 19, 2013

How's The 3D In 'Life Of Pi'?


Background

Considered an 'unfilmable' book, Life Of Pi has been kicking around Hollywood for years. Despite being briefly in the hands of Shyamalan and Jeunet, the burden of adapting Yann Martel's award-winning novel eventually fell to Ang Lee. A proven master of visual effects in films like Crouching Tiger, Hidden Dragon and Hulk, Lee seemed a good fit for the material. Eyebrows were raised though, when Lee announced he would film in native 3D; the wider industry seemed to ask, "doesn't he have enough trouble with the tiger and the ocean?" If you're after more background info, check out this 3Defence piece from a couple of months ago.

Native 3D

Claudio Miranda and Ang Lee on the Life Of Pi shoot
Life Of Pi was shot using Alexa cameras on Fusion 3D rigs provided by the Cameron Pace Group (as in, James Cameron). In charge of the film's visuals was accomplished cinematographer Claudio Miranda, whose most recent film was the similarly stunning Tron: Legacy. Between these films, his prior work with David Fincher, and upcoming film Oblivion, Miranda is carving out a niche for himself as one of digital cinema's true pioneers. If you're interested, we recommend having a read of this article to read about the challenges Miranda faced, filming digital footage whilst being surrounded by water. The crew had to contend with very bright reflections, whilst always measuring how 'seasick' the audience might feel bobbing up and down along with Pi and his tiger, Richard Parker.

Does the 3D 'pop'?

Does it ever! Ang Lee was reportedly motivated to film in 3D because of the new cinematic language it offered him (and not motivated by financial necessity or 'fad' like frenzy). His choices in Life Of Pi reflect this desire to learn and to innovate. The most significant trick he deployed was to add subtle letter-boxing to shots, to allow elements to jump out of the frame without actually popping out of the screen itself. You can see this technique in use in this picture, where a fish tail briefly flashes outside of the black border. This approach drew gasps from the audience 3Defence saw the film with, perhaps because the integrity of the frame was not compromised, and yet the film seemed to defy dimensions with something still managing to break free of the frame.

How's the depth of the 3D?

Life of Pi runs the gamut of depth choices available to modern film-makers. Many scenes favour the 'deep focus' Lee applied to his 2003 film Hulk. Others seem to stretch out to an infinite horizon, the likes of which are impressionistic and - dare we say it - nigh on Kubrickian. Then there are Pi's flashback scenes, which are often shot with incredibly shallow focus, where an actor's close-up is visibly separated from a blurry background. On paper, these stylistic choices may seem a hodgepodge of disparate ideas, but their varied usage in the film's extended opening sequence helps establish visual cues that later create a sort of short-hand that Lee can use to ease his audience into a narrative that jumps around between decades, multiple actors playing the same part, and various changes in scenery too. In short, Lee didn't just shoot in 3D to learn to speak its 'language'; he clearly shot this way so he'd later be able to teach the language.

Did it make sense to film in 3D?

That depends who you talk to. One imagines the crew on Life of Pi dreaded the complications of real tigers, over-bright sets filled with water, and child actors; they didn't need 3D bringing an extra headache to their shoot. Creatively, it makes sense to use every visual trick you can muster when telling a tale which overtly demands your suspension of disbelief in its own narrative. Finally, from a business perspective, the film was always likely to do well in the wider Asian market, where 3D cinema has been doing particularly great business for years, so it makes sense that the film's producers would chase a few extra dollars this way.

If we had to archive one version, should we save the 3D or the 2D?

The 3D version, without a doubt. Life of Pi joins the likes of Hugo and Avatar as an Oscar-nominated triumph that is a superior experience when watched with glasses on. Ang Lee abides by rules set by James Cameron: night-time scenes must have a dedicated light source (bio-luminescence is used here too), editing is allowed to be abrupt if quick-fire shots aren't "overtly 3D", and massive action (like Pi's shipwreck) ought to be framed with a human in the foreground to give us an easy sense of scale. It's clear to the audience that each shot's usage of 3D effects have been clearly thought out, and designed with purpose by master craftspeople.

Roger Ebert, notorious naysayer about 3D technology, has this to say: "What astonishes me is how much I love the use of 3-D in Life of Pi. I've never seen the medium better employed, not even in Avatar, and although I continue to have doubts about it in general, Lee never uses it for surprises or sensations, but only to deepen the film's sense of places and events"

The film itself

The one flaw most bring up with Life of Pi is its extended opening sequence, which deals exclusively with characters who, by and large, disappear from the narrative from Act 2 onwards. Many misread this as a 'waste of time'. The story itself is fiendishly difficult, in that grief plays a large part in the wider tale, and for that grief to seem palpable we must be shown how good things were before they got really, really, bad. Luckily, Ang Lee coaxes great work from his child actors and shoots these scenes with a warmth and sure-footedness that makes the shock of being stranded at sea that bit more effective. We at 3Defence didn't mind the pace of the film one bit - as an epic piece of cinema that traverses continents, it is a worthy Awards-season contender from 2012.

Thursday, May 10, 2012

'Prometheus' - shot in 3D, using Red EPIC cameras

Over the last month, the marketing team at Fox have been slowly unveiling more and more news about Ridley Scott's upcoming 3D film, Prometheus. Given the film's shot in native 3D, we here at 3Defence are getting pretty excited about its release (and it seems many others are too; it's already breaking box-office records for IMAX pre-sales in the UK). So, let's take a look at some of the images released by Fox last month:

3D film-making in 'Prometheus'

The above image shows (I mean, aside Charlize Theron holding a gun) the kit that Scott and his DP, Dariusz Wolski, used to film Prometheus. From what we know, they used a RED Epic camera, combined with the Element Technica ATOM 3D rig. This piece of information is important, because around 50% of the big budget films you're excited to see between now and 2015 will be filmed with similar gear. The nearest rival to this camera is the Arri Alexa. Anyway, the reason I blather about any of this is because Fox seem hell-bent on making sure you understand "Prometheus was filmed in native 3D". As an example, check out this shot of Scott, wearing the same glasses you and I will be when we finally see the film in June:


Aside from providing geeks like me some excitement, what does this shot say to the common-man? I read the image as if the marketing department is saying, 'this man knows what he's doing, he brought you Blade Runner and Alien for crying out loud, and he filmed this with glasses on... so the authoritative way to see Prometheus is in three dimensions." Fox, having single-handedly re-invented the 3D landscape with Avatar a few years ago, know what they're doing. Word on the street is that they've made something equally special with this film, and they've gone all-in on Prometheus now. They understand that audiences are suffering from 3D-fatigue, so they've gone out of their way to make sure you see their latest sci-fi epic the way it was intended. 

Prometheus is rated 'R'

This week the rating for the film was confirmed to be an 'R' in America. Traditionally, the rule of thumb is that your standard four-quadrant Hollywood blockbuster needs to be rated PG-13 or below. There have been very few exceptions to this rule, because teenagers traditionally power the box-office grosses through their first weekend, State-side. The 'R' rating must mean Fox are damned sure they've made a piece of entertainment that adult audiences are going to root for. Given they're confident enough to release it in that state, and they're emphasising the 3D in the marketing materials, one suspects we're in for one helluva ride in June.