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InterviewsCaptain America Brave New World: Hanzhi Tang VFX Supervisor Digital DomainBy Vincent Frei - 10/03/2025 Back in 2022, Hanzhi Tang broke down the visual effects that Digital Domain brought to life for Black Panther: Wakanda Forever. Today, he continues his Marvel journey, sharing details about his work on Captain America: Brave New World.How did you and Digital Domain get involved on this series?Digital Domain has a proven track record working with Marvel and with our experience with oceans and clouds in recent projects, we were well suited for this sequence in Captain America: Brave New World. I myself am a flight sim nerd and looked forward to doing this type of work involving dogfights and fighter planes, and jumped at the opportunity.How was the collaboration with VFX Supervisor Alessandro Ongaro?When Alessandro came on board the movie, we instantly had a great communicative relationship and mutual understanding for what we needed to achieve for this sequence. We quickly brought him up to speed with the assets and development that we had already begun and what still needed to be improved. As the fresh set of eyes on the project, Alessandro shared his concerns about what the stumbling blocks were, and we course-corrected as needed.How did you organize the work with your VFX Producer?One of the unique aspects of this project was the opportunity for a creative hiatus to accommodate changes to the film. This break allowed us to thoughtfully reorganize and assess our assets, determining which ones were still relevant, what new assets were needed, and how we could creatively modify existing ones.The shot design also evolved during this processsome shots remained as originally planned, while others were creatively repurposed or shuffled in the edit, resulting in a lot of fresh material. Keeping track of all these changes was a significant challenge, but our VFX Producer, Dan Brimer, excelled in leading the show once we returned from hiatus. Amy James-Wang did a fantastic job covering the first year of build and development, setting a solid foundation for the project.What are the sequences made by Digital Domain?Digital Domain was responsible for the Indian Ocean naval and aerial battle.The aerial battle in Captain America: Brave New World is an 8.5-minute, mostly CG sequence. What were the key challenges in designing and executing such an intense and prolonged action scene?In crafting the aerial battle featuring similar-looking jets and two flying characters with similar silhouettes, we embraced the challenge of creating a clear and engaging story. Throughout the film, we aimed to ensure that the audience could easily follow the action and understand who was pursuing whom.Our talented Previz Supervisor, Cameron Ward, collaborated closely with director Julius Onah and Alessandro to identify key story beats. Their teamwork was instrumental in streamlining the sequences and reducing any unnecessary complexity between the planes, missiles, and characters, resulting in a more cohesive and exciting experience for viewers.With jets flying at over 300 mph and missiles reaching 1,000 mph within a 10-mile radius, how did you ensure the right sense of scale and motion without overwhelming the audience?Technical issues with animation at that speed aside, the real problem is telegraphing that sense of speed to the audience. Against blue sky theres very little to sell a sense of speed in CG. However, when looking at real photography from chase planes of fighter jets you dont really question the speed. I think the key here is partly in the details of the smallest movements whether its the aircraft being pushed around by the air, the small corrections in pitch and roll as well as giving the foreground and background more texture to sell speed whether its a nice cloudscape to parallax against or wisps that we fly though. We dialed back on unjustified camera shake and played with motion blur lengths to keep things readable.Captain America: Brave New World reintroduces Celestial Island, last seen in Eternals. How did you approach updating and integrating this environment into the aerial battle, and were there any major visual or technical enhancements compared to its previous appearance?The last time we saw the Celestial in Eternals, it was massive and most of the close up action took place in the palm of the hand. It was too big to fly around in any decent amount of time that was realistic and several of the models features were designed to only be seen in wide shots as needed in that movie. We started by scaling that original model down to about 8500ft at the peak. Next, we needed to determine how close to the surface the characters and cameras get in our shots, what could be modeled, what could be displacement maps and what could be matte painting. It turns out we needed Sam to land and hang off the side of the fingers, which turned into a specially modeled patch just for those shots.With clouds, a vast ocean, and Celestial Island all playing a role in the scene, how did you ensure visual consistency across these elements while maintaining the dramatic tension of the sequence?We ensured the consistency primarily through lighting. However, utilizing a mixed renderer pipeline presented some extra challenges keeping everyone in sync for lighting direction and color. We still render our major effects elements in Houdini Mantra and hard surface and character lighting still comes from our Solaris/V-ray pipeline. Although we have published tools for the lighting setups to be propagated to other dependent departments, it can still be quite challenging to keep up with the changes if they are happening too often. To address this, we did a quick pre-light of all shots as soon as they came out of previz. This allowed us to establish and verify the consistency of the sun position, while checking for any continuity issues. This process also served to fill out the shots for temp edits and early cuts of the movie.The sequence is almost entirely CG. What techniques did you use to maintain a high level of photorealism, especially with ocean reflections, cloud interactions, and atmospheric effects?I think the consistent use of only a few HDRs across the departments and a lot of data sharing so that effects volumes (explosions and clouds) and particles (tracers) could cast shadows and light correctly onto the traditionally lit objects in the scene helped to maintain photorealism. That included making sure clouds both shadowed and reflected into the ocean. The ocean and the cloud were both individually so memory intensive, we couldnt render them at the same time and if you switch out one cloud, you dont want to re-render the whole ocean again for 3 days.The dogfight takes place through clouds, adding depth and complexity to the scene. How did you approach the cloud simulations, and what were the biggest technical challenges?When dealing with clouds, theres a couple of challenges, and achieving a realistic light scatter has as much to do with the density data in the VDB as the complexity of the path tracing in the shader. That might get you a single beautiful cloud. The other problem is creating a natural looking placement of a whole sky of clouds. If you randomly scatter your VDBs, it will look exactly like how it sounds. The clouds wont be aligned to any specific wind direction. None of the real-world weather physics of thermal layers and winds are being taken into account. We went through many, many layout iterations to get something that was both art directed and as natural looking as we could get it.How did you design the camera movements and cinematography for this fast-paced aerial sequence to keep it both dynamic and readable for the audience?I would have to give a lot of credit to our previz supervisor Cameron and Animation Supervisor Frankie Stellato, who both developed ideas and compromises to tell the story beat as needed, while keeping the camera doing something that could actually be shot from a drone or helicopter. Trying to fit the camera into one of the real world shooting techniques helped ground the sequence. We tried to push back on too many magical cameras.Given the complexity of the environment and high-speed motion, how did you optimize rendering without compromising on visual fidelity?With clouds and water, its going to come down to brute force render power to get a nice noise-free render with detail at the horizon that doesnt buzz. Denoising often looks too soft and sucks the fine scale out of the image. Theres some optimization that can be done with camera frustums, but at the end of the day you have to plan ahead for the render crunch and push for the camera animation to be approved and locked early enough to give you enough time for 3 day renders. Quite often, well just have to take a gamble on the animation being settled enough to kick off the renders.Were there any specific learnings from previous aerial VFX work, either at Digital Domain or elsewhere, that you applied to this sequence?Weve done aerial dogfights before both twenty years ago on the movie Stealth and more recently on Independence Day: Resurgence. Both times we ran into familiar problems that would still apply today, which is one of scale and numerical accuracy in the software we use. Seasoned artists will know models and rigs dont like being too far from the origin and this is something we cant really avoid in a dogfight, especially at the scale of the Celestial. At 400-500 knots we cover huge distances in just 30-60 frames, enough to test the tolerances of the last decimal places that the software can handle. These smallest rounding errors can show up as odd looking motion blur or unintended vibrations in the position of animated objects. Trying to cheat scales and units will in turn, break your physically based simulations for the effects. We would end up doing workarounds where animation is published at the origin and then translated into the correct world space. Changing the order of operations is one thing you can try, but it isnt a magic bullet. Our DFX Supervisor Ryan Duhaime and CG Supervisor Brett Ellis were both key in making my problems go away.Looking back on the project, what aspects of the visual effects are you most proud of?Im proud of the team really hitting their pace in the two months leading up to the delivery of the show. With so many moving parts and that part of the year filled with holidays it was our crew that kept the show on track and on time, turning around notes and changes at a breakneck speed.Which sequence or shot was the most challenging?I think thats the missile almost hitting the side of the USS Milius. There is some really nice sim work both in fluids and volumes for the fireball and the shockwave effect on the water surface that we referenced a lot of old battleship cannon fire for. Nice interactive lighting from the effects to the ship helps tie everything together and we added the slightest rocking motion to the ship from the force of the explosion in comp, which saved us from changing the animation and sims over and over.Is there something specific that gives you some really short nights?Yes. Noisy cloud and ocean renders. I may never emotionally recover from that. Jokes aside, those were some of the most worrying parts since the solution is mostly time and is hard to compress. Working within the colorspace and artistic grade for the show was also a long term obstacle that concerned us because it reduced the highlight range that helps things like ocean highlights, metals and clouds look really good. Things that can look great in look development in an ideal neutral linear color space can suddenly start looking more clamped or painterly fast. Our Compositing Supervisor, Michael Melchiorre, truly took the bull by the horns when it came to wrestling the CG to work with the grade.What is your favorite shot or sequence?Id say it was maybe a shot that started out as something that seemed too over the top. Its the shot of Cap taking out an air to surface missile by jumping down onto it and pushing its nose down into the ocean and exploding. We worked with previz and eventually offered some options of our own from our Animation Supervisor Frankie Stellato, that minimized the dwell time standing on the missile to make it a momentary pose rather than grandstanding on the missile like a surfboard. Between Caps drone Redwing flying the shield behind him to deflect tracer fire and the big underwater explosion and white water effects theres a lot going on. On top of that the whole thing moving at 400mph made everything difficult to sim.What is your best memory on this show?For myself, I would say going on set in Atlanta during the additional photography and randomly getting pulled into the camera car to watch and give thumbs up or down approval on some high-speed plates for some Joaquin flying shots with Julius the director and camera operator Brigman Foster-Owens in the back seat. For bonus points, I also played as an extra in our sequence but youll have to try to find me.How long have you worked on this show?I started on Captain America: Brave New World a few months after production wrapped on Black Panther: Wakanda Forever, roughly in April 2023. We got started with all the many asset builds while Bill Westenhofer and his team were shooting principal photography in Atlanta. Later in June 2024, I went to set in Atlanta for additional photography with Alessandro.Whats the VFX shots count?We ended up with about 165 shots in the movie, but theyre long shots and take up about 6 or 7 minutes of screen time. In the long journey to the screen, though, we probably worked on over 300 shots in some form that later became unnecessary.What is your next project?This one was such a long production schedule, Im taking a well deserved break until whatever comes next.A big thanks for your time.WANT TO KNOW MORE?Digital Domain: Dedicated page about Captain America: Brave New World on Digital Domain website.Alessandro Ongaro: Heres my interview of Production VFX Supervisor Alessandro Ongaro. Vincent Frei The Art of VFX 2025