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fxpodcast: the making of the immersive Apple Vision Pro film Bono: Stories of Surrender
In this episode of the fxpodcast, we go behind the scenes with The-Artery, the New York-based creative studio that brought this ambitious vision to life. We speak with Founder and CCO Vico Sharabani, along with Elad Offer, the project’s Creative Director, about what it took to craft this unprecedented experience. From conceptual direction to VFX and design, The-Artery was responsible for the full production pipeline of the AVP edition.
Bono’s memoir Surrender: 40 Songs, One Story has taken on new life—this time as a groundbreaking immersive cinematic experience tailored specifically for the Apple Vision Pro. Titled Bono: Stories of Surrender, the project transforms his personal journey of love, loss, and legacy into a first-of-its-kind Apple Immersive Video.
The-Artery,Founder Vico Sharabani during post-production.
This is far more than a stereo conversion of a traditional film. Designed natively for the Apple Vision Pro, Bono: Stories of Surrenderplaces viewers directly on stage with Bono, surrounding them in a deeply intimate audiovisual journey. Shot and mastered at a staggering 14K by 7K resolution, in 180-degree stereoscopic video at 90 frames per second, the format pushes the limits of current storytelling, running at data rates nearly 50 times higher than conventional content. The immersive trailer itself diverges significantly from its traditional counterpart, using novel cinematic language, spatial cues, and temporal transitions unique to Apple’s new medium.
This marks the first feature-length film available in Apple Immersive Video, and a powerful statement on Bono’s and U2’s continued embrace of innovation. Watch the video or listen to the audio podcast as we unpack the creative and technical challenges of building a film for a platform that didn’t exist just a year ago, and what it means for the future of immersive storytelling.
#fxpodcast #making #immersive #apple #visionfxpodcast: the making of the immersive Apple Vision Pro film Bono: Stories of SurrenderIn this episode of the fxpodcast, we go behind the scenes with The-Artery, the New York-based creative studio that brought this ambitious vision to life. We speak with Founder and CCO Vico Sharabani, along with Elad Offer, the project’s Creative Director, about what it took to craft this unprecedented experience. From conceptual direction to VFX and design, The-Artery was responsible for the full production pipeline of the AVP edition. Bono’s memoir Surrender: 40 Songs, One Story has taken on new life—this time as a groundbreaking immersive cinematic experience tailored specifically for the Apple Vision Pro. Titled Bono: Stories of Surrender, the project transforms his personal journey of love, loss, and legacy into a first-of-its-kind Apple Immersive Video. The-Artery,Founder Vico Sharabani during post-production. This is far more than a stereo conversion of a traditional film. Designed natively for the Apple Vision Pro, Bono: Stories of Surrenderplaces viewers directly on stage with Bono, surrounding them in a deeply intimate audiovisual journey. Shot and mastered at a staggering 14K by 7K resolution, in 180-degree stereoscopic video at 90 frames per second, the format pushes the limits of current storytelling, running at data rates nearly 50 times higher than conventional content. The immersive trailer itself diverges significantly from its traditional counterpart, using novel cinematic language, spatial cues, and temporal transitions unique to Apple’s new medium. This marks the first feature-length film available in Apple Immersive Video, and a powerful statement on Bono’s and U2’s continued embrace of innovation. Watch the video or listen to the audio podcast as we unpack the creative and technical challenges of building a film for a platform that didn’t exist just a year ago, and what it means for the future of immersive storytelling. #fxpodcast #making #immersive #apple #vision -
VFXShow 296: Mission: Impossible – The Final Reckoning
Ethan Hunt and the IMF team race against time to find a rogue artificial intelligencethat can destroy mankind.
AI, IMF & VFX: A Mission Worth Rendering
In the latest episode of The VFXShow podcast, hosts Matt Wallin, Jason Diamond, and Mike Seymour reunite to dissect the spectacle, story, and seamless visual effects of Mission: Impossible – The Final Reckoning.
As the eighth entry in the franchise, this chapter serves as a high-stakes, high-altitude crescendo to Tom Cruise’s nearly 30-year run as Ethan Hunt, the relentless agent of the Impossible Mission Force.
Cruise Control: When Practical Meets Pixel
While the narrative revolves around the existential threat of a rogue AI known as The Entity, the real heart of the film lies in its bold commitment to visceral, real-world action. The VFX team discusses how Cruise’s ongoing devotion to doing his own death-defying stunts, from leaping between bi-planes to diving into the wreckage of a sunken submarine, paradoxically increases the importance of invisible VFX. From seamless digital stitching to background replacements and subtle physics enhancements, the effects work had to serve the story without ever betraying the sense of raw, in-camera danger.
Matt, Jason, and Mike explore how VFX in this film plays a critical supporting role, cleaning up stunts, compositing dangerous sequences, and selling the illusion of globe-spanning chaos.
Whether it’s simulating the collapse of a Cold War-era submarine, managing intricate water dynamics in Ethan’s deep-sea dive, or integrating AI-driven visualisations of nuclear catastrophe, the film leans heavily on sophisticated post work to make Cruise’s practical stunts feel even more grounded and believable.
The team also reflects on the thematic evolution of the franchise. While the plot may twist through layers of espionage, betrayal, and digital apocalypse, including face-offs with Gabriel, doomsday cults, and geopolitical brinkmanship, it is not the team’s favourite MI film. And yet, they note, even as the story veers into sci-fi territory with sentient algorithms and bunker-bound AI traps, the VFX never overshadows the tactile performance at the film’s centre.
Falling, Flying, Faking It Beautifully
For fans of the franchise, visual effects, or just adrenaline-fueled cinema, this episode offers a thoughtful cinematic critique on how modern VFX artistry and old-school stuntwork can coexist to save a film that has lost its driving narrative direction.
This week in our lineup isMatt Wallin * @mattwallin www.mattwallin.com
Follow Matt on Mastodon: @Jason Diamond @jasondiamond www.thediamondbros.com
Mike Seymour @mikeseymour www.fxguide.com. + @mikeseymour
Special thanks to Matt Wallin for the editing & production of the show with help from Jim Shen.
#vfxshow #mission #impossible #final #reckoningVFXShow 296: Mission: Impossible – The Final ReckoningEthan Hunt and the IMF team race against time to find a rogue artificial intelligencethat can destroy mankind. AI, IMF & VFX: A Mission Worth Rendering In the latest episode of The VFXShow podcast, hosts Matt Wallin, Jason Diamond, and Mike Seymour reunite to dissect the spectacle, story, and seamless visual effects of Mission: Impossible – The Final Reckoning. As the eighth entry in the franchise, this chapter serves as a high-stakes, high-altitude crescendo to Tom Cruise’s nearly 30-year run as Ethan Hunt, the relentless agent of the Impossible Mission Force. Cruise Control: When Practical Meets Pixel While the narrative revolves around the existential threat of a rogue AI known as The Entity, the real heart of the film lies in its bold commitment to visceral, real-world action. The VFX team discusses how Cruise’s ongoing devotion to doing his own death-defying stunts, from leaping between bi-planes to diving into the wreckage of a sunken submarine, paradoxically increases the importance of invisible VFX. From seamless digital stitching to background replacements and subtle physics enhancements, the effects work had to serve the story without ever betraying the sense of raw, in-camera danger. Matt, Jason, and Mike explore how VFX in this film plays a critical supporting role, cleaning up stunts, compositing dangerous sequences, and selling the illusion of globe-spanning chaos. Whether it’s simulating the collapse of a Cold War-era submarine, managing intricate water dynamics in Ethan’s deep-sea dive, or integrating AI-driven visualisations of nuclear catastrophe, the film leans heavily on sophisticated post work to make Cruise’s practical stunts feel even more grounded and believable. The team also reflects on the thematic evolution of the franchise. While the plot may twist through layers of espionage, betrayal, and digital apocalypse, including face-offs with Gabriel, doomsday cults, and geopolitical brinkmanship, it is not the team’s favourite MI film. And yet, they note, even as the story veers into sci-fi territory with sentient algorithms and bunker-bound AI traps, the VFX never overshadows the tactile performance at the film’s centre. Falling, Flying, Faking It Beautifully For fans of the franchise, visual effects, or just adrenaline-fueled cinema, this episode offers a thoughtful cinematic critique on how modern VFX artistry and old-school stuntwork can coexist to save a film that has lost its driving narrative direction. This week in our lineup isMatt Wallin * @mattwallin www.mattwallin.com Follow Matt on Mastodon: @Jason Diamond @jasondiamond www.thediamondbros.com Mike Seymour @mikeseymour www.fxguide.com. + @mikeseymour Special thanks to Matt Wallin for the editing & production of the show with help from Jim Shen. #vfxshow #mission #impossible #final #reckoning0 Commentaires ·0 Parts ·0 Aperçu -
fxpodcast: Landman’s special effects and explosions with Garry Elmendorf
Garry Elmendorf isn’t just a special effects supervisor, he’s a master of controlled chaos. With over 50 years in the business, from Logan’s Run in the ’70s to the high-octane worlds of Yellowstone, 1883, 1923, and Landman. Elmendorf has shaped the visual DNA of Taylor Sheridan’s TV empire with a mix of old-school craft and jaw-dropping spectacle. In the latest fxpodcast, Garry joins us to break down the physical effects work behind some of the most explosive moments in Landman.
As regular listeners know, we occasionally conduct interviews with individuals working in SFX, rather than with VFX. Garry’s work is not the kind of work that’s built in post and his approach is grounded in real-world physics, practical fabrication, and deeply collaborative on-set discipline. Take the aircraft crash in Landman’s premiere: there was no CGI here, other than comp cleanup. It was shot with just a Frankenstein plane built from scrap, rigged with trip triggers and detonated in real time.
Or the massive oil rig explosion, which involved custom pump jacks, 2,000 gallons of burning diesel and gasoline, propane cannons, and tightly timed pyro rigs. The scale is cinematic. Safety, Garry insists, is always his first concern, but what keeps him up at night is timing. One mistimed trigger, one failed ignition, and the shot is ruined.
In our conversation, Garry shares incredible behind-the-scenes insights into how these sequences are devised, tested, and executed, whether it’s launching a van skyward via an air cannon or walking Billy Bob Thornton within 40 feet of a roaring fireball. There’s a tactile intensity to his work, and a trust among his crew that only comes from decades of working under pressure. From assembling a crashable aircraft out of mismatched parts to rigging oil rig explosions with precise control over flame size, duration, and safety, his work is rooted in mechanical problem-solving and coordination across departments.
In Landman, whether coordinating multiple fuel types to achieve specific smoke density or calculating safe clearances for actors and crew around high-temperature pyrotechnics, Elmendorf’s contribution reflects a commitment to realism and repeatability on set. The result is a series where the physicality of explosions, crashes, and fire-driven action carries weight, both in terms of production logistics and visual impact.
Listen to the full interview on the fxpodcast.
#fxpodcast #landmans #special #effects #explosionsfxpodcast: Landman’s special effects and explosions with Garry ElmendorfGarry Elmendorf isn’t just a special effects supervisor, he’s a master of controlled chaos. With over 50 years in the business, from Logan’s Run in the ’70s to the high-octane worlds of Yellowstone, 1883, 1923, and Landman. Elmendorf has shaped the visual DNA of Taylor Sheridan’s TV empire with a mix of old-school craft and jaw-dropping spectacle. In the latest fxpodcast, Garry joins us to break down the physical effects work behind some of the most explosive moments in Landman. As regular listeners know, we occasionally conduct interviews with individuals working in SFX, rather than with VFX. Garry’s work is not the kind of work that’s built in post and his approach is grounded in real-world physics, practical fabrication, and deeply collaborative on-set discipline. Take the aircraft crash in Landman’s premiere: there was no CGI here, other than comp cleanup. It was shot with just a Frankenstein plane built from scrap, rigged with trip triggers and detonated in real time. Or the massive oil rig explosion, which involved custom pump jacks, 2,000 gallons of burning diesel and gasoline, propane cannons, and tightly timed pyro rigs. The scale is cinematic. Safety, Garry insists, is always his first concern, but what keeps him up at night is timing. One mistimed trigger, one failed ignition, and the shot is ruined. In our conversation, Garry shares incredible behind-the-scenes insights into how these sequences are devised, tested, and executed, whether it’s launching a van skyward via an air cannon or walking Billy Bob Thornton within 40 feet of a roaring fireball. There’s a tactile intensity to his work, and a trust among his crew that only comes from decades of working under pressure. From assembling a crashable aircraft out of mismatched parts to rigging oil rig explosions with precise control over flame size, duration, and safety, his work is rooted in mechanical problem-solving and coordination across departments. In Landman, whether coordinating multiple fuel types to achieve specific smoke density or calculating safe clearances for actors and crew around high-temperature pyrotechnics, Elmendorf’s contribution reflects a commitment to realism and repeatability on set. The result is a series where the physicality of explosions, crashes, and fire-driven action carries weight, both in terms of production logistics and visual impact. Listen to the full interview on the fxpodcast. #fxpodcast #landmans #special #effects #explosions0 Commentaires ·0 Parts ·0 Aperçu -
The Wheel of Time postviz reel from Proof
For Season 3 of Amazon’s The Wheel of Time, Proof Inc. reimagined post-visualization, developing an innovative “Sketchvis” pipeline that blurred the boundaries between previs, postvis, and final VFX. Under Supervisor Steve Harrison, Proof created over 35 minutes of intricate, stylized visualizations across all eight episodes, establishing an expressive visual foundation for the series’ complex magical elements known as “channeling.”
Proof’s Sketchvis combined 2D artistry with sophisticated 3D execution using Maya and Nuke, complemented by vibrant glows and intricate distortion effects. Each spell’s distinct energy was carefully choreographed, whether corkscrewing beams of power or serpentine streams of water, closely aligning with the narrative’s elemental logic and dramatically influencing the show’s pacing and visual storytelling.
Working closely in daily collaboration with Production and VFX Supervisor Andy Scrase, the Proof team took on design challenges typically reserved for final VFX vendors like Framestore and DNEG. This proactive approach allowed Proof to define not only the aesthetic but also the motion logic of key magical sequences, creating a precise roadmap that remarkably mirrors what audiences will experience in the final episodes.
For Proof, traditionally known for character animation and environmental previs, this venture into nuanced effect design and movement choreography represented both a creative challenge and a significant expansion of their artistic repertoire, adding to the visual texture of The Wheel of Time and pushing post-visualization into compelling new creative territory. The team contributed to all eight episodes with a core team of six artists. Proof’s ability to step beyond previs and postvis into effect design and movement development made them a key partner, enhancing in-camera performances and helping shape the visual language of the series.
#wheel #time #postviz #reel #proofThe Wheel of Time postviz reel from ProofFor Season 3 of Amazon’s The Wheel of Time, Proof Inc. reimagined post-visualization, developing an innovative “Sketchvis” pipeline that blurred the boundaries between previs, postvis, and final VFX. Under Supervisor Steve Harrison, Proof created over 35 minutes of intricate, stylized visualizations across all eight episodes, establishing an expressive visual foundation for the series’ complex magical elements known as “channeling.” Proof’s Sketchvis combined 2D artistry with sophisticated 3D execution using Maya and Nuke, complemented by vibrant glows and intricate distortion effects. Each spell’s distinct energy was carefully choreographed, whether corkscrewing beams of power or serpentine streams of water, closely aligning with the narrative’s elemental logic and dramatically influencing the show’s pacing and visual storytelling. Working closely in daily collaboration with Production and VFX Supervisor Andy Scrase, the Proof team took on design challenges typically reserved for final VFX vendors like Framestore and DNEG. This proactive approach allowed Proof to define not only the aesthetic but also the motion logic of key magical sequences, creating a precise roadmap that remarkably mirrors what audiences will experience in the final episodes. For Proof, traditionally known for character animation and environmental previs, this venture into nuanced effect design and movement choreography represented both a creative challenge and a significant expansion of their artistic repertoire, adding to the visual texture of The Wheel of Time and pushing post-visualization into compelling new creative territory. The team contributed to all eight episodes with a core team of six artists. Proof’s ability to step beyond previs and postvis into effect design and movement development made them a key partner, enhancing in-camera performances and helping shape the visual language of the series. #wheel #time #postviz #reel #proof -
fxpodcast: Chefs of data – Etoile and machine learning
On this episode of the fxpodcast, we have an exclusive behind-the-scenes look at the visual effects work for Amazon’s Étoile, featuring an in-depth discussion with David Gaddie from Afterparty VFX. The team undertook the challenging face replacement work for the show’s ballet dancers, employing cutting-edge AI technology to seamlessly blend lead actors’ faces onto the performances of professional dance doubles.
Étoile, the latest series from Amy Sherman-Palladino, renowned creator of The Marvelous Mrs. Maisel and Gilmore Girls, centers on elite ballet dancers. To realize this vision, the show’s VFX supervisor, Lesley Robson Foster, engaged Afterparty VFX to research and develop innovative AI-driven solutions capable of handling the demanding visual complexities inherent in ballet sequences.
This task was notably difficult, as traditional deepfake tools are typically optimized for straightforward, frontal shots. Ballet, however, involves rapid spinning, flips, significant motion blur, and hair frequently obscuring faces, creating immense technical hurdles. Additionally, director Amy Sherman-Palladino preferred long, uninterrupted takes, some lasting nearly a full minute, eliminating conventional editing methods and cheats used to mask transitions between the actors and their dance doubles. Crucially, the final shots needed to authentically reflect the actors’ performances, rather than simply showcasing their doubles.
In this episode, we explore in-depth how David Gaddie and the Afterparty VFX team developed proprietary solutions tailored specifically to these unique challenges. Their process combined computer-generated imagery, advanced AI, meticulous data segmentation, extensive manual refinements, and significant artistic skill to achieve convincing, performance-driven visual effects.
#fxpodcast #chefs #data #etoile #machinefxpodcast: Chefs of data – Etoile and machine learningOn this episode of the fxpodcast, we have an exclusive behind-the-scenes look at the visual effects work for Amazon’s Étoile, featuring an in-depth discussion with David Gaddie from Afterparty VFX. The team undertook the challenging face replacement work for the show’s ballet dancers, employing cutting-edge AI technology to seamlessly blend lead actors’ faces onto the performances of professional dance doubles. Étoile, the latest series from Amy Sherman-Palladino, renowned creator of The Marvelous Mrs. Maisel and Gilmore Girls, centers on elite ballet dancers. To realize this vision, the show’s VFX supervisor, Lesley Robson Foster, engaged Afterparty VFX to research and develop innovative AI-driven solutions capable of handling the demanding visual complexities inherent in ballet sequences. This task was notably difficult, as traditional deepfake tools are typically optimized for straightforward, frontal shots. Ballet, however, involves rapid spinning, flips, significant motion blur, and hair frequently obscuring faces, creating immense technical hurdles. Additionally, director Amy Sherman-Palladino preferred long, uninterrupted takes, some lasting nearly a full minute, eliminating conventional editing methods and cheats used to mask transitions between the actors and their dance doubles. Crucially, the final shots needed to authentically reflect the actors’ performances, rather than simply showcasing their doubles. In this episode, we explore in-depth how David Gaddie and the Afterparty VFX team developed proprietary solutions tailored specifically to these unique challenges. Their process combined computer-generated imagery, advanced AI, meticulous data segmentation, extensive manual refinements, and significant artistic skill to achieve convincing, performance-driven visual effects. #fxpodcast #chefs #data #etoile #machine0 Commentaires ·0 Parts ·0 Aperçu -
fxpodcast: Union VFX’s work on Black Mirror Season 7 – USS Callister
In this episode of the fxpodcast, we speak with David Schneider, senior DFX supervisor, and Jane Hayen, 2D supervisor from Union VFX, to discuss their extensive visual effects work on the USS Callister episode for Black Mirror season 7. From spacecraft interiors to stylised teleportation and frenetic dogfights in deep space, the duo outlined how their team brought The USS Callister back with upgraded tech, intricate referencing to the original episode, and a keen eye for the audience’s expectations.
In addition to the audio podcast, we’ve been creating YouTube videos of many of our fxpodcast episodes and this one is available in video form as well.
Returning to the world of Black Mirror’s iconic “USS Callister,” the latest Season 7 installment pushes visual storytelling into new territory. With over 215 shots, 50 of which are fully CGI. Union VFX stepped in to bring the pixel-perfect dystopia to life. The episode features some of the studio’s most ambitious work to date, blending nostalgic retro-futurism with cutting-edge CG in a cinematic-scale production that feels more like a feature film than episodic television.
Referencing the Original While Evolving the Visual Language
One of the standout aspects of Union VFX’s approach was the conscious effort to bridge the look and feel of the original Season 4 Callister episode while modernising its visual language. “We were always referencing back,” said Hayen. “Even small things like lens flares had to match. The original had a slightly vintage aesthetic; this one leaned more into a stylised video game feel.”
With Framestore having crafted the original ship assets, Union VFX inherited and upgraded these elements. “We reused the Calister’s CG model and textures from Framestore,” Schneider explained. “But a big chunk of our work was new, especially around the ‘Heart of Infinity,’ which didn’t exist before and needed to evolve into something iconic.”
Building the Heart of Infinity and Space Combat
At the narrativecore of the episode is the Heart of Infinity, a massive, ominous space structure concealing a digital ghost. Union VFX collaborated closely with director Toby Haynes and Black Mirror creator Charlie Brooker on its concept. The final asset, which is a gyroscopic megastructure secretly built from computer parts, underwent several iterations.
“You only really notice it’s made of CPUs and circuit boards when you get close,” said Schneider. “We had three levels of detail, from wide establishing shots down to intense dogfighting sequences, where you see ships weaving through CPU rings.” Previsualization played a key role but the sequences still remained fluid. “Charlie and Toby are very iterative,” Schneider noted. “Some previs translated straight to screen. Other scenes evolved considerably, especially once the action choreography changed.”
LED Walls, Cockpits, and Interactive Light
Set lighting was another carefully managed component, especially for cockpit shots. “The bridge had a large LED wall behind the viewport,” Hayen said. Union VFX contributed pre-rendered loops of space backdrops, hyperspace tunnels, and planets, offering real-time interactivity for both lighting and actor eyelines. “Those LED plates ended up as final pixels in many shots,” Schneider added. “But where designs weren’t finalized, we reverted to green screens and post-comp.” To sell realism, cockpit sets were built practically with motion rigs and rotating light arms. “You really see the lighting interact with the cast’s faces,” said Hayen. “That kind of contact lighting sells it far better than trying to fake everything in post.”
Controlling the LED wall with an iPAD
Stylized Teleportation and Video Game Visuals
The entire show leans heavily into video game aesthetics, not just in narrative but also in design. “The teleporting effect was intentionally layered,” said Schneider. “We started with chunky voxel blocks building up, refining into wireframe, then finally resolving into the real actor’s plate.” That low-to-high-res visual progression mimics game asset loading and nods to gaming history, a detail the team enjoyed threading through. In space battles, color-coded neon strips on ships offered a “Tron-meets-retro” visual shorthand. “You always knew which character was flying which ship,” said Hayen. “It really helped storytelling.”
Tools of the Trade
Union’s 3D pipeline ran on Arnold, with compositing handled in Nuke. “We leaned heavily on Optical Flares for all the over-the-top lensing,” said Hayen. “It’s a compositor’s dream.” While The Foundry’s CopyCat machine learning tool is gaining traction for rotoscoping and cleanup, it was used minimally here. “We’ve used it on other shows,” said Schneider. “But USS Callister needed more bespoke solutions.”
High Expectations, Met With Precision
Following the acclaimed first Black Mirror episode, Union VFX was keenly aware of the scrutiny this sequel would attract. “Framestore’s work was brilliant,” said Schneider. “We had to meet, if not exceed, the visual standard they set—especially with tech evolving in the years since.” Fortunately, the combination of intricate design, strong creative collaboration, and technical precision delivered an episode that both honours its predecessor and pushes the story forward. “It was a real joy to work on,” said Hayen. “And yes, a bit of a dream job too.”
#fxpodcast #union #vfxs #work #blackfxpodcast: Union VFX’s work on Black Mirror Season 7 – USS CallisterIn this episode of the fxpodcast, we speak with David Schneider, senior DFX supervisor, and Jane Hayen, 2D supervisor from Union VFX, to discuss their extensive visual effects work on the USS Callister episode for Black Mirror season 7. From spacecraft interiors to stylised teleportation and frenetic dogfights in deep space, the duo outlined how their team brought The USS Callister back with upgraded tech, intricate referencing to the original episode, and a keen eye for the audience’s expectations. In addition to the audio podcast, we’ve been creating YouTube videos of many of our fxpodcast episodes and this one is available in video form as well. Returning to the world of Black Mirror’s iconic “USS Callister,” the latest Season 7 installment pushes visual storytelling into new territory. With over 215 shots, 50 of which are fully CGI. Union VFX stepped in to bring the pixel-perfect dystopia to life. The episode features some of the studio’s most ambitious work to date, blending nostalgic retro-futurism with cutting-edge CG in a cinematic-scale production that feels more like a feature film than episodic television. Referencing the Original While Evolving the Visual Language One of the standout aspects of Union VFX’s approach was the conscious effort to bridge the look and feel of the original Season 4 Callister episode while modernising its visual language. “We were always referencing back,” said Hayen. “Even small things like lens flares had to match. The original had a slightly vintage aesthetic; this one leaned more into a stylised video game feel.” With Framestore having crafted the original ship assets, Union VFX inherited and upgraded these elements. “We reused the Calister’s CG model and textures from Framestore,” Schneider explained. “But a big chunk of our work was new, especially around the ‘Heart of Infinity,’ which didn’t exist before and needed to evolve into something iconic.” Building the Heart of Infinity and Space Combat At the narrativecore of the episode is the Heart of Infinity, a massive, ominous space structure concealing a digital ghost. Union VFX collaborated closely with director Toby Haynes and Black Mirror creator Charlie Brooker on its concept. The final asset, which is a gyroscopic megastructure secretly built from computer parts, underwent several iterations. “You only really notice it’s made of CPUs and circuit boards when you get close,” said Schneider. “We had three levels of detail, from wide establishing shots down to intense dogfighting sequences, where you see ships weaving through CPU rings.” Previsualization played a key role but the sequences still remained fluid. “Charlie and Toby are very iterative,” Schneider noted. “Some previs translated straight to screen. Other scenes evolved considerably, especially once the action choreography changed.” LED Walls, Cockpits, and Interactive Light Set lighting was another carefully managed component, especially for cockpit shots. “The bridge had a large LED wall behind the viewport,” Hayen said. Union VFX contributed pre-rendered loops of space backdrops, hyperspace tunnels, and planets, offering real-time interactivity for both lighting and actor eyelines. “Those LED plates ended up as final pixels in many shots,” Schneider added. “But where designs weren’t finalized, we reverted to green screens and post-comp.” To sell realism, cockpit sets were built practically with motion rigs and rotating light arms. “You really see the lighting interact with the cast’s faces,” said Hayen. “That kind of contact lighting sells it far better than trying to fake everything in post.” Controlling the LED wall with an iPAD Stylized Teleportation and Video Game Visuals The entire show leans heavily into video game aesthetics, not just in narrative but also in design. “The teleporting effect was intentionally layered,” said Schneider. “We started with chunky voxel blocks building up, refining into wireframe, then finally resolving into the real actor’s plate.” That low-to-high-res visual progression mimics game asset loading and nods to gaming history, a detail the team enjoyed threading through. In space battles, color-coded neon strips on ships offered a “Tron-meets-retro” visual shorthand. “You always knew which character was flying which ship,” said Hayen. “It really helped storytelling.” Tools of the Trade Union’s 3D pipeline ran on Arnold, with compositing handled in Nuke. “We leaned heavily on Optical Flares for all the over-the-top lensing,” said Hayen. “It’s a compositor’s dream.” While The Foundry’s CopyCat machine learning tool is gaining traction for rotoscoping and cleanup, it was used minimally here. “We’ve used it on other shows,” said Schneider. “But USS Callister needed more bespoke solutions.” High Expectations, Met With Precision Following the acclaimed first Black Mirror episode, Union VFX was keenly aware of the scrutiny this sequel would attract. “Framestore’s work was brilliant,” said Schneider. “We had to meet, if not exceed, the visual standard they set—especially with tech evolving in the years since.” Fortunately, the combination of intricate design, strong creative collaboration, and technical precision delivered an episode that both honours its predecessor and pushes the story forward. “It was a real joy to work on,” said Hayen. “And yes, a bit of a dream job too.” #fxpodcast #union #vfxs #work #black0 Commentaires ·0 Parts ·0 Aperçu -
VFXShow 295: Thunderbolts*
Thunderbolts* is the 36th film in the Marvel Cinematic Universe. The film was directed by Jake Schreier and stars an ensemble cast featuring Florence Pugh, Sebastian Stan, Wyatt Russell, Olga Kurylenko, Lewis Pullman, Geraldine Viswanathan, Chris Bauer, Wendell Pierce, David Harbour, Hannah John-Kamen, and Julia Louis-Dreyfus. In the film, a group of antiheroes are caught in a deadly trap and forced to work together on a dangerous mission.
Don’t forget to subscribe to both the VFXShow and the fxpodcast to get both of our most popular podcasts.
This week in our lineup is:
Matt Wallin * @mattwallin www.mattwallin.com
Follow Matt on Mastodon: @Jason Diamond @jasondiamond www.thediamondbros.com
Mike Seymour @mikeseymour www.fxguide.com. + @mikeseymour
Jason referenced his Tribeca film: How Dark My Love
Special thanks to Matt Wallin for the editing & production of the show with help from Jim Shen.
#vfxshow #thunderboltsVFXShow 295: Thunderbolts*Thunderbolts* is the 36th film in the Marvel Cinematic Universe. The film was directed by Jake Schreier and stars an ensemble cast featuring Florence Pugh, Sebastian Stan, Wyatt Russell, Olga Kurylenko, Lewis Pullman, Geraldine Viswanathan, Chris Bauer, Wendell Pierce, David Harbour, Hannah John-Kamen, and Julia Louis-Dreyfus. In the film, a group of antiheroes are caught in a deadly trap and forced to work together on a dangerous mission. Don’t forget to subscribe to both the VFXShow and the fxpodcast to get both of our most popular podcasts. This week in our lineup is: Matt Wallin * @mattwallin www.mattwallin.com Follow Matt on Mastodon: @Jason Diamond @jasondiamond www.thediamondbros.com Mike Seymour @mikeseymour www.fxguide.com. + @mikeseymour Jason referenced his Tribeca film: How Dark My Love Special thanks to Matt Wallin for the editing & production of the show with help from Jim Shen. #vfxshow #thunderbolts0 Commentaires ·0 Parts ·0 Aperçu -
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