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Behind Wt FXs killer visual effects on Alien: Romulus.Two of the main visual effects aspects of Fede lvarezs Alien: Romulus that Wt FX worked on related to the Offspring and the space station crashing into the planet rings.The Offspring, a humanxenomorph hybrid, was played on set by Robert Bobroczkyi in a Legacy Effects suit. Wt FX made a few digital augmentations and enhancements to the suit, such as adding a tail, while also dealing with the Offsprings skin disintegration when it faces the vacuum of space.Meanwhile, the space station crash involved simulating the planet rings and also orchestrating the spectacular destruction of the craftsomething Wt FX did in CG but by approaching it as if the space station was a physical miniature containing all manner of small miniature pieces inside.Both these aspects were discussed by Wt FX visual effects supervisor Daniel Macarin and FX supervisor Michael Chrobak at SIGGRAPH Asia 2024 in Tokyo. befores & afters got to sit down with the pair at the event. We dive here into the Offspring and the space station, as well as looking at how the VFX team crafted a sense of danger into shots, and how a new machine learning lighting tool was developed to re-light plates.A sense of danger versus safetyb&a: In your talk at SIGGRAPH Asia, I really liked something you talked about, which I dont always think about in terms of visual effects, but it was crucial for the story of Alien: Romulus and what Fede was trying to do, which is, create a sense of danger versus safety. Can you talk a little bit about that in the context of how you approach the work?Daniel Macarin (VFX supervisor): Well, its the idea of storytelling and how a lot of times when we think of visual effects, we think of digital replacements of characters or something very animated or big environments and big effects. But, often what were trying to do is just make the story better. Here, Fede had very specific ideas and was coming up with new ideas all the time, which were, how can we just add these little things to make it better? For every shot, we looked at, well, what would reinforce those ideas? What could we continue pushing? How would you feel if you were in this environment? And what would make you feel unsafe in this environment? We dont want to just throw it all at you. Jump scares are fun and you always throw them into every kind of horror film. But if you have a jump scare every five seconds, they start wearing thin and the audience loses connection. You lose story for spectacle. It becomes hokey.Instead, the idea was to maintain the audiences anxiety by driving them along the path of the story by adding atmosphere or lighting or subtle amounts of liquid along walls or in their path, or tiny bits of blood just at the side of the camera that the audience might catch. Its these really, really subtle effects that visual effects can add that enhance a story at a level that people arent really generally used to. Theyre used to the large spectacle, and we want to actually drive performance and story.b&a: How is that also in the back of your mind as FX supervisor, Michael?Michael Chrobak (FX supervisor): Dan sits us all down and hell go through a lot of the sequence and hell say what the feeling of the scenes needs to be from the mind of Fede. And the first thing is, Fede is a storyteller. Fede has a very unique vision. It was about feeling a lot of the different moods of the characters, making sure that youre always uncomfortable or you are comfortable for only a second. Then when were doing the effects, we just have to make sure that they match whats going on in the scene. I remember we were doing some volumetrics and they had to be almost like dry ice, just making you feel like it was like a calm before the storm and then all of a sudden something happens. It comes up a lot with the Offspring, this approach, in terms of whats light and dark and even whats oozing out of his body.The Offspringb&a: Tell me about conversations you had with Fede and [production visual effects supervisor] Eric Barba about augmenting and adding to the Offspring character to make it scarier, or to tell certain story points?Daniel Macarin (VFX supervisor): The prosthetic suit was scary in itself. As a base, they did an absolutely phenomenal job. So, when we first saw it, it was like, what are we even doing to this thing? It looks amazing. Fede said, Please keep as many pixels as you possibly can. We want to hold onto this.There were very, very simple things that were straightforward, things like seam lines in the suit. We needed to obviously get rid of those. Or, there were areas where two shots earlier, they had dripped some blood on his face and it dripped onto the suit. Well, its not like they have 50 of those suits on set, so we would get rid of that blood for continuity. Thats also why Eric decided to stop putting things on the suit and just let VFX do it because we can make it more continuous, we can add more or less at any time. There were also things on his hands and feet that they were concerned about. The feet ended up looking like shoes, so we replaced pretty much from the calf down all the time.Then Fede wanted it to grow a tail. He said, I want that to be a thing, I want it to be able to use it, I want it to have this evolutionary function. We talked about pipes growing out the back of it, to match those holes on his back. The initial conversation was around pipes growing out and being a little bit more Xenomorph-like. We talked about the back of the head extending out and ripping open. We did a lot of tests and even went through and animated a whole bunch of different sequences where he had evolved further. In the end, it just became a thing of, well, he doesnt have a huge amount of screen time. We dont really get to know this character. If we change him too much too quickly, the audience loses that connection. So, we had to pull a lot of our augmentation back and decide, what can we augment that helps the story but doesnt change the character?The main augmentation that would always be there was the tail, but everything else we drew back to subtle amounts of blood on his face or extra ooze or hand and feet fixes, but left the rest as the character was. Even when the decompression event happens and we pull him into the outside, there was a lot of talk about all of his skin ripping off and having a different look underneath. But after going round and round for a while, it was decided that the creature looks fantastic, lets not lose the connection with it. Fede said, You can rip him apart, and you can do something horrific, but I want the audience to know that this is the same character theyve been seeing the last minute or so.b&a: When you did have to disintegrate him because of the decompression event and his skin and face is peeling off, what approach did you take to that in FX?Michael Chrobak (FX supervisor): We had a couple of initial discussions and I looked up a lot of reference from old horror movies. There were ones where there was bubbling coming off of the skin from peoples faces, and exploding heads. We then pitched a couple ideas, asking things like, Do you want his skin to completely rip off and you just see the internal muscular structure underneath? We did a couple of little tests with a very basic model of the initial Offspring and generating a second layer of skin with stuff falling off.In the end, we settled on a modeled approach, supplemented with FX and then a procedural layer on top of that. We asked the models and creatures departments to give us a second skin. So, we had the underlying muscular structure, they put a second skin over top and then they ended up giving us almost like pre-fractured geometry in a certain amount of places with a couple of pre-sculpted little rips and tears on the skin that needed all that high fidelity,In FX, we did some supplementary work on top of that where we ripped other parts, and then we procedurally moved those flaps that the creatures and models departments gave us. Then we added a procedural bubbling system under the skin where we had control of the size and how fast they bubbled. Every so often youll see one of those bubbles rip open and some ooze come out to help sell that disintegration and add to the scene. But, we always played it just enough so that it made you feel uncomfortable. It was also about making sure it felt like the Offsprings life was in danger.issue #22 Alien: RomulusRe-lighting the Offspringb&a: In your talk you also mentioned a machine learning lighting tool Wt FX devised for adding to changes in the lighting, for when the Offspring is stalking Rain, with the idea being that you could place it in shadow or affect the mood where you needed to. Can you explain that further?Daniel Macarin (VFX supervisor): Our comp team was looking at some scenes we were working on and saying, If we were doing this all CG, what would we do? Well, we split things out in light groups quite often, and that enables us to animate things if we need to in comp or in post. We thought, well, itd be really amazing if we could do that with the on-set lighting. The sets were shot so well, and to try and mimic that and get all the detail that DOP Galo Olivares had gotten in there would have been an absolutely tremendous task. We did a quick test. Luckily, for most of the shots the camera moves are relatively still. The idea was, if we paint a reference frame and we split all those areas out and we identify each section, maybe we could teach the computer to do that for the other frames.It didnt work perfectly because we had to do it very, very fast. There was a lot of artistry after the fact, but as the base level of what it gave us, you could clean up the rest and it turned out exactly what we hoped for. It gave Fede a lot of creative freedom. He could add in flashes of light wherever he needed it. He could go into darkness. Suddenly the ideas started really flowing, realizing he had that ability after having shot something. So, he started looking at other sequences, where, say, the timing of a flash was a little off, and he could line it up instead to a different moment.b&a: Is it very bespoke or is it inside of CopyCat or Nuke, for example?Daniel Macarin (VFX supervisor): Its a Nuke-based thing. CopyCat can do similar things. The way it trains is a little bit different to how we managed it.Crashing a space stationb&a: Lets turn to the space station that crashes into the rings of the planet. Its incredible that whole sequence. I particularly loved when you were talking about when the space station actually starts crashing and what you put inside it to make it feel like it was a miniature with things insidebits and pieces and detritus and popsicle sticks. And then not only that, you were also deforming them.Michael Chrobak (FX supervisor): We got a brief from both Dan and Fede that they just wanted the nostalgia to be there. They wanted everything to feel like it was shot like it would have been on set back in the original Alien days. I have a very good team of talented artists, and the one who was a huge Alien fan, Gray Horsfield, he said, I want those ship destruction shots. I will make them exactly how you expect them to be. So, what we did was, we took the ship, which we ingested from another studio. We had to modify with the modeling department parts of the ship just to make sure that it was destruction-ready. We didnt have the ability to do the whole ship, so we had to pick and choose our parts. Its just such a big model. We ended up settling on one half of the ship and re-modeled it, although we didnt have the ability to really do any interiors. When it got into the FX department, Gray created a whole bunch of internal procedural Houdini pieces. His whole rig was procedural; no matter what the shot, no matter where the ship was broken, how we needed to crash it into the rings, he was like, Yep, Ill load it in. All of this procedurally generated internal scaffolding. There were struts between the scaffolding and these internal little corridors that he made. It was nothing that you would see through the render side, but it was essential for all of the force propagation and for getting a more physically accurate result of what you would do if you had a real life ship or a model that you would just throw into an angle grinder or something back in the day.We spent a lot of time looking at iterations, probably hundreds and hundreds of iterations. We finally said, this is great, but we need a bit more liveliness to it. So, instead of just doing specific instancing, Gray had the force propagation going through the ship having constraints interact with other constraints and then interacting with other constraints. For example, an asteroid from the outfields ring would hit the ship, rip off that panel, deform that panel, pull off the panel behind it, and then hit another part of the ship, and then rip off those panels. It was all very, very tied together.Now, a panel in the ship that we had was basically just a square. It didnt have as much detail. So, Gray added instancing behind it as if there was some sort of metallic substructure to it. But that needed to have some life to it as well. So, he said, okay, lets take those instances that we would have put on there and add some initial deformation on them to make them feel like theyre ripping and bending, and then add those on as deformed instances to add more life to the shot.Daniel Macarin (VFX supervisor): Gray is old school. He did the Balrog on the original Lord of the Rings. The way he approaches things is a lot of out of the box thinking. In some of the shots in Alien: Romulus, hed say, I want to do more. I want to do more. Wed say, It was amazing five versions ago! Hes like, No, I have three more elements to put in there. You absolutely love that dedication. This meant so much to him. He likes his shots, in that sense, to be remembered. He wants people to see the beauty of it and it to be like, I remember that shot, it was gorgeous. He puts all of these extras into it and you really cant stop him. We threatened to shut his machine off by the end!b&a: You mentioned in your talk that the look and feel of the rings, and the carpet of rocks and ice, went through a bit of an evolution.Daniel Macarin (VFX supervisor): It would have been so easy for us to destroy the station with more of an asteroid field. If you want to destroy a space station, a really large, fast moving object smashing a space station is very easy to believe that that would cause the damage. When you go with a more flat, grinding ring, you run into a lot of problems of, well, we now have a space station falling into the Roche limit of the rings, which is basically the gravitational force of the rings. But at that point, wouldnt the rings and the space station be going at the same speed? And then the space station would really just hit the rocks and continue getting pulled by the planet. It has its own speed from its decaying orbit, but at the same time, its not the space station destroying or breaking up the ring, its the speed of the ring trying to destroy the space station. We had to balance a believable speed, where we didnt turn this into just motion blurred streaks. We wanted to see that it was ice, see the specular hits of it, see all the detail that we had put in, but make it fast enough that you would believe that it could cause the damage that it does to the space station. We thought, can we make a few icebergs within the ring? Can we make a few valleys and peaks? Can we add something extra? Does it have to be perfectly flat? Most of the rings of Saturn are actually about 10 meters thick, until you get to the edges, which start to then become these very large mountainous peaks, which are about two kilometers tall. So, we started with the correct width, and then at the scale and the distance that were at with the space station, it really becomes a flat plane. So, we tried lowering the sun. We lowered the sun all the way down to the horizon, which sort of gave us a little depth and a little breakup on the rocks. The thing is, we were putting hundreds of millions of these rocks in, so we really wanted to get something out of it.Michael Chrobak (FX supervisor): One of the issues we had was, we originally started with just an asteroid belt which had bigger and bigger chunks. We got some good destruction out of that because theyre big impactors. We had some really nice looking destruction on the spaceship, but it wasnt the creative direction. We got told that they wanted more of that carpet of death lookreally small stuff. It toned down and made the spaceship destruction more boring because it was really only destroying the little bottom edge of it.Thats when we were said, okay, lets put some keyframed impactors in there, maybe an iceberg comes by or one of those bigger pieces comes into the ring and really takes off a chunk off the station. We also thought of adding some peaks and valleys because, if its just flat, it really just results in the bottom of the ship being hit and you see just a little bit of that bottom edge getting destroyed. So, by adding in those undulations, from certain angles, you end up getting certain parts of the ship that will get pulled in and some of them that will get kicked out.Daniel Macarin (VFX supervisor): A lot of that was decided in conversations with Fede. Theres a oner at the end of the sequence where we pull through the container and Rain is hanging and shes watching the final destruction-there were those kinds of moments where Fede said, it seems a little stale, theres nothing going by her, shes just over a ring, and theres no sense of danger, she feels too safe. Meaning, she has no reason to hurry up and get up to the ship. So Fede said, lets add some extra iceberg paths. Lets add some more things.Michael Chrobak (FX supervisor): One interesting thing on that shot was the speed of the rings. Because of the movement of the camera, if we had the rings going like they were in the other shots, they actually looked static. They didnt look like they were adding any danger. So we had all these flow lines and cluster patterns to add different speeds. I actually had to reverse some of the speeds of the rings so that when the secondary piece of the ship hits, it would actually tear it. With the camera move, it still looked like the rings were going away from us, but I actually had to have the speed patterns on the rings going against each other to actually cause almost like a torque into the destruction of the ship to add more interest. This was versus it just hitting and toppling, and this way it ripped it apart and gave you more visual interest to the shot as well.Daniel Macarin (VFX supervisor): That was particularly handy because the system that Mike had developed allowed for really fast turnaround of those kinds of ideasWed say, Can you change the speed?, and theyd be able to say, I dont need to re-sim anything, absolutely, we can adjust that. Or, Can you change the speed on just this one piece? and itd be, Yes.Michael Chrobak (FX supervisor): We also did a lot of variations with the peaks and valleys and having the raking light coming across to get all the shadows coming across the rings. Because, if it was flat, you got no visual interest on that ring whatsoever. The light was just hitting it, and it just looked like you just got highlights.Daniel Macarin (VFX supervisor): And that actually goes into something else. Initially, the idea was that Rain had never seen the Sun and that her thing about leaving the planet and going to this other planet was that she would get to see a sunrise. This made sense while shes on the volcanic planet, which maybe is dense enough that you never actually get to see the sun; youre just in a perpetual kind of dusk or night. Then, once we got out into space, some of the initial shots had a sun in it, and it was like, well, so theyre just trapped on the dark side of the planet at all times?We went back and forth on this about, how do we show that theyre close or far from the ring without shadows? And this became a very difficult concept to deal with. One of our compositors came up with a look where you just had the sun raking across the rings and the space station was in the shadow section and there was this open, bright section away from it. We talked with Fede about it and how this actually helps this idea of, were in danger, were in the dark section, and safety is the light.So, as the sequence is going on, youre kind of tracking closer and closer to that area and her idea of where shes trying to head is into the sunlight, and if you go backwards, you fall deeper and deeper into the shadow of the planet. So it was this use of lighting to try and help tell that story of, again, safety versus danger. Where, everything is being destroyed here, and everything is nice and intact out here. It was a nice thing that the rings actually really helped guide that idea of how we do that.b&a: Its a really nice connection to the safety/danger thread that you had in your work.Daniel Macarin (VFX supervisor): We werent actually intending on it and then he showed the first version it was like, thats it. Thats it.The post Adding to the Offspring, and crashing a massive space station appeared first on befores & afters.