‘Twisters’: what went into a storm
Including, the fire-nado. An excerpt from issue #31 of befores & afters magazine.
Replicating natural phenomena was ILM’s central task on Twisters. The visual effects studio would need to analyze the reference, then consider the science behind storms and tornadoes, and finally develop new tools for simulation and rendering to bring what were key ‘characters’ to life.
The ILM Art Department also had an early role in crafting keyframe art to help visualize some of the more epic scenes in Twisters. Senior concept artist Brett Northcutt then continued the design process for specific tornadoes. “At first,” he says, “I wasn’t sure how much help I would be as there is a ton of amazing real storm chaser footage online. At that point, ILM visual effects supervisor Florian Witzel told me that director Lee Isaac Chung wanted each tornado to be like a monster, each with its own characteristics. That really resonated with me as I could play with size, lighting and visibility for each tornado.”
Concept art.
“We also looked at a lot of real footage and I quickly learned how much variation they can have aesthetically,” adds Northcutt. “For scenes where our heroes are scientifically chasing storms we could use clarity and front lighting to show them as less threatening. However, for scenes where our heroes are in peril, we could backlight them or hide them in weather so the actual threat level wasn’t entirely clear. The greatest movie monsters, like in Jaws or Alien, aren’t seen very clearly and are therefore much more scary.”
ILM began the 3D tornado building process by breaking down the different elements that make up a storm and a tornado, while also giving distinct personalities to each of the ten tornadoes that appear in the film. This look and feel to the weather also came directly from the director, as production visual effects supervisor Ben Snow points out. “At the beginning we knew there were these six major sequences and that tornadoes went through different phases. I said to Isaac, ‘Look, I’d really like to get one or two key images from all of this amazing material that we’ve collected. Let’s just choose a couple of images for each tornado to get the character. So we went through and did that, and we ended up with a pretty good focused set of material.”
Plate.
Roto.
Layout.
Final.
“In addition,” says Snow, “there were key beats in the film where Isaac would have looked at YouTube footage or footage from the storm-chasers, and he’d say, ‘This is the sort of feeling I want for this sequence, this is the quality of light I want. Not just for visual effects, but also for special effects and for the DP Dan Mindel and production designer Patrick Sullivan. Here are the key feelings I want, based on footage that we found.’”
That gave Snow and the team at ILM two sets of creative inputs to start crafting the look of the storms and tornadoes, alongside the storm-chaser footage and the imagery produced by Giles Hancock. “What the VFX artists would have to do is start by trying to get it to match that reference and that look,” states Snow. “We ultimately had a development cycle for each tornado, with iterations. Even though we were using science and weather-based systems to do the simulations, there was still an artistic component to all this. We still got to sculpt, shape and add to them. And actually what that ended up giving us, too, was a library of clouds shapes and sky pieces and other parts of weather that could be combined together. I think it became key to both achieving realism and achieving the creative side to those tornadoes as well.”
The outcome of this analysis of the tornadoes was a break-up of the general structure that needed to be depicted on screen. Tornadoes had a funnel, a thin layer of vapor surrounding the funnel, a debris field of dirt picked up from the ground, rigid debris objects and a shelf cloud connecting to the sky. “Our simulations are not just a tornado alone, there’s a lot more than that,” details ILM associate visual effects supervisors Charles Lai. “We have the wall cloud that connects from the top of the funnel to the sky, but that also has to be connected to the shelf cloud. So, we also built that shelf cloud, and that is moving a little bit slower, and that has to be connected to the HDRI panel that’s in the background. So, there’s a whole lot of little pieces that go into it. And then, not only are we simulating the tornado and those separate pieces, we’ve got a lot of ground effects that showcase that spiral inflow, and we pretty much had to do it for all our sequences.”
“There’s so much more to it than just the tornadoes,” notes Witzel. “We’re essentially inside this dense soup of weather. There are varying levels of moisture and fine particulates in the air that diffuse the background, so you can’t just drop in an element and expect it to work. You constantly have to balance how the object or background is being affected and diffused. That was always an important thing to get right in each shot.”
After the initial layout phase, the animation team was equipped with a flexible rig and toolset to define the base motion of each tornado. “The anim department blocked out the overall performance without breaking physical accuracy,” Witzel explains. “With the twin tornadoes, for instance, we could choreograph the timing and when they split apart. How they spiral around each other, how wide are they, how they relate to each other or how fast they move. All of these foundational choices help guide the simulation and effects teams. Once that framework is there, we hand it off to the fluid solver to do its simulation, and then you refine it from there.”
“With the tornadoes, they were not always perfectly vertical,” adds Lai. “When you see these massive wedges on screen, you could believe, sure, it is just a massive vertical column. But, when we worked on some of the smaller tornadoes that were just trying to touch down, they often curved around and touched down. I think that’s where it was really valuable to be able to have the animation rigged that way and to show animatics in that form and just get quick buy-offs on, screen-space wise. It let us art direct them.”
ILM used the latest iteration of its proprietary fluid solver, ILM Pyro, to simulate the tornadoes. “ILM Pyro started out several years ago as a wrapper around Houdini’s Pyro, just to make things easier for artists,” explains Witzel. “Over time, it evolved. Today its core is completely replaced with proprietary microsolvers and custom tools. The idea was always to create a system that gave artists both an easy entry point and deep artistic control.”
With ILM Pyro, artists could manage a wide range of forces – as well as detailed emission and dissipation, pressure, buoyancy, gravity, and temperature bands – to sculpt the look and behavior of each tornado. The resulting velocity fields were then used to advect additional environmental effects like debris, smoke, and fire. “We’re essentially guiding the volumetrics,” says Witzel. “But when you do that, it’s easy to lose energy and detail. Other solvers can get soft and blurry very quickly. With ILM Pyro, we put a lot of emphasis on maintaining that energy. We use techniques like reflection solvers to preserve vorticity and confinement. It’s all about keeping the tornado’s energy and details alive.”
The scale of the weather systems, especially supercells and the larger storm structures, often exceeded what a single simulation could handle efficiently. To manage this, ILM adopted a wedging workflow, splitting simulations into smaller blocks that were reassembled at render time. To retain fine detail, a secondary narrowband particle simulation was layered in, adding localized noise and complexity. “We’d run a core sim first,” Witzel explains, “then layer in another sim with added wavelet turbulence. Or we’d run a narrowband sim focused on the tornado’s edge, where the core was coarse, but the outer layers had much higher resolution.”
Lighting the synthetic clouds proved compute-intensive, especially allocating for volumetric rendering time. To speed up the renders for clouds, ILM developed a workflow that pre-baked the light scatter on the clouds while being sampled directly at render time in the shader. This gave renders a six-time speed increase but preserved the desired look.
One particular tornado seen in the film was unlike anything previously witnessed in Twister. This is the ‘fire-nado’ at the oil refinery. Snow worked directly with the previs team from The Third Floor, led by James Willingham III, on the refinery sequence. “We did a lot of work on what it was going to look like,” says Snow, “and we’d printed out little diagrams of what the imagined landscape might be like to take with us to Oklahoma. But we actually hadn’t come to a final agreement about what the scene should be.”
The intervening Hollywood strikes in 2023 provided an opportunity to revisit the fire-nado sequence. “What we were trying to bring was a sense of mystery to the whole thing,” relates Snow. “We thought, let’s have them drive into a fog bank so they lose visibility, all of their GPS has gone out because of the storm, they don’t have knowledge that they’re next to this big refinery, which would make it more scary and creepy.”
Anim.
Creature dev.
FX.
Final.
Owing to the time of the year that they could finally shoot the refinery scenes, the plates tended to be in bright daylight, necessitating a complex layering in of atmosphere and fog in visual effects. “One of our compositing supervisors, Ben O’Brien, came up with a really beautiful fire-lit fog look that we were able to bring into play in that end sequence.”
Bluescreen photography for the sequence of the actors in their vehicles saw Scott Fisher fire off a series of pyro events for interactive lighting. “This really helped tie in the bluescreen plates to what we had filmed already,” notes Snow. “Scott also built these really cool rotisserie rigs and ways to flip the cars over with the actors inside that could then be dragged around, which happens in that storm.”
Meanwhile, in the ILM Art Department, Brett Nortcutt worked with a 3D model of the refinery developed by model supervisor Bruce Holcomb to help art direct the scenes. “Even though the model was a work in progress, it was already an amazingly detailed model that I could start with,” notes Nortcutt. “For the low-angle image, I started with plate photography of the caravan on the road but ended up replacing everything but the road. The real challenge was showing a massive tornado interacting with an oil refinery as well as heavy fog. I imagined the wind forces of the tornado twisting and pulling apart the tanks and pipes of the oil refinery while also sucking fire and fog into its funnel. To add more chaos, I added sparks, explosions, and an indication of wind forces pulling everything into it across the terrain from the foreground.”
“While I rendered Bruce’s 3D model of the refinery for these concepts,” continues Northcutt, “I knew that the only way I was going to be able to quickly create tornado variations for each concept was to digitally paint them. I developed a technique in Photoshop using three different brushes that allowed me to quickly vary the edges and thickness of each tornado. I then had great success adding a long exposure waterfall texture on top at a very low opacity that looked very similar to the texture of real tornadoes. It’s always fun to find something that you wouldn’t expect helps more than the real thing.”
For the final fire-nado, the concept was that the nearby oil refinery accelerates the tornado, making it grow larger and more intense. “That meant,” says Witzel, “we had to layer in all kinds of elements. Crude oil fires, butane tanks exploding. We imagined a mix of chemicals being sucked into the atmosphere, creating this real Frankenstein’s monster of a storm. We had to build the entire refinery asset in detail, then destroy it, and on top of that, the whole scene was blanketed in fog. It was incredibly complex.”
The post ‘Twisters’: what went into a storm appeared first on befores & afters.
#twisters #what #went #into #storm
‘Twisters’: what went into a storm
Including, the fire-nado. An excerpt from issue #31 of befores & afters magazine.
Replicating natural phenomena was ILM’s central task on Twisters. The visual effects studio would need to analyze the reference, then consider the science behind storms and tornadoes, and finally develop new tools for simulation and rendering to bring what were key ‘characters’ to life.
The ILM Art Department also had an early role in crafting keyframe art to help visualize some of the more epic scenes in Twisters. Senior concept artist Brett Northcutt then continued the design process for specific tornadoes. “At first,” he says, “I wasn’t sure how much help I would be as there is a ton of amazing real storm chaser footage online. At that point, ILM visual effects supervisor Florian Witzel told me that director Lee Isaac Chung wanted each tornado to be like a monster, each with its own characteristics. That really resonated with me as I could play with size, lighting and visibility for each tornado.”
Concept art.
“We also looked at a lot of real footage and I quickly learned how much variation they can have aesthetically,” adds Northcutt. “For scenes where our heroes are scientifically chasing storms we could use clarity and front lighting to show them as less threatening. However, for scenes where our heroes are in peril, we could backlight them or hide them in weather so the actual threat level wasn’t entirely clear. The greatest movie monsters, like in Jaws or Alien, aren’t seen very clearly and are therefore much more scary.”
ILM began the 3D tornado building process by breaking down the different elements that make up a storm and a tornado, while also giving distinct personalities to each of the ten tornadoes that appear in the film. This look and feel to the weather also came directly from the director, as production visual effects supervisor Ben Snow points out. “At the beginning we knew there were these six major sequences and that tornadoes went through different phases. I said to Isaac, ‘Look, I’d really like to get one or two key images from all of this amazing material that we’ve collected. Let’s just choose a couple of images for each tornado to get the character. So we went through and did that, and we ended up with a pretty good focused set of material.”
Plate.
Roto.
Layout.
Final.
“In addition,” says Snow, “there were key beats in the film where Isaac would have looked at YouTube footage or footage from the storm-chasers, and he’d say, ‘This is the sort of feeling I want for this sequence, this is the quality of light I want. Not just for visual effects, but also for special effects and for the DP Dan Mindel and production designer Patrick Sullivan. Here are the key feelings I want, based on footage that we found.’”
That gave Snow and the team at ILM two sets of creative inputs to start crafting the look of the storms and tornadoes, alongside the storm-chaser footage and the imagery produced by Giles Hancock. “What the VFX artists would have to do is start by trying to get it to match that reference and that look,” states Snow. “We ultimately had a development cycle for each tornado, with iterations. Even though we were using science and weather-based systems to do the simulations, there was still an artistic component to all this. We still got to sculpt, shape and add to them. And actually what that ended up giving us, too, was a library of clouds shapes and sky pieces and other parts of weather that could be combined together. I think it became key to both achieving realism and achieving the creative side to those tornadoes as well.”
The outcome of this analysis of the tornadoes was a break-up of the general structure that needed to be depicted on screen. Tornadoes had a funnel, a thin layer of vapor surrounding the funnel, a debris field of dirt picked up from the ground, rigid debris objects and a shelf cloud connecting to the sky. “Our simulations are not just a tornado alone, there’s a lot more than that,” details ILM associate visual effects supervisors Charles Lai. “We have the wall cloud that connects from the top of the funnel to the sky, but that also has to be connected to the shelf cloud. So, we also built that shelf cloud, and that is moving a little bit slower, and that has to be connected to the HDRI panel that’s in the background. So, there’s a whole lot of little pieces that go into it. And then, not only are we simulating the tornado and those separate pieces, we’ve got a lot of ground effects that showcase that spiral inflow, and we pretty much had to do it for all our sequences.”
“There’s so much more to it than just the tornadoes,” notes Witzel. “We’re essentially inside this dense soup of weather. There are varying levels of moisture and fine particulates in the air that diffuse the background, so you can’t just drop in an element and expect it to work. You constantly have to balance how the object or background is being affected and diffused. That was always an important thing to get right in each shot.”
After the initial layout phase, the animation team was equipped with a flexible rig and toolset to define the base motion of each tornado. “The anim department blocked out the overall performance without breaking physical accuracy,” Witzel explains. “With the twin tornadoes, for instance, we could choreograph the timing and when they split apart. How they spiral around each other, how wide are they, how they relate to each other or how fast they move. All of these foundational choices help guide the simulation and effects teams. Once that framework is there, we hand it off to the fluid solver to do its simulation, and then you refine it from there.”
“With the tornadoes, they were not always perfectly vertical,” adds Lai. “When you see these massive wedges on screen, you could believe, sure, it is just a massive vertical column. But, when we worked on some of the smaller tornadoes that were just trying to touch down, they often curved around and touched down. I think that’s where it was really valuable to be able to have the animation rigged that way and to show animatics in that form and just get quick buy-offs on, screen-space wise. It let us art direct them.”
ILM used the latest iteration of its proprietary fluid solver, ILM Pyro, to simulate the tornadoes. “ILM Pyro started out several years ago as a wrapper around Houdini’s Pyro, just to make things easier for artists,” explains Witzel. “Over time, it evolved. Today its core is completely replaced with proprietary microsolvers and custom tools. The idea was always to create a system that gave artists both an easy entry point and deep artistic control.”
With ILM Pyro, artists could manage a wide range of forces – as well as detailed emission and dissipation, pressure, buoyancy, gravity, and temperature bands – to sculpt the look and behavior of each tornado. The resulting velocity fields were then used to advect additional environmental effects like debris, smoke, and fire. “We’re essentially guiding the volumetrics,” says Witzel. “But when you do that, it’s easy to lose energy and detail. Other solvers can get soft and blurry very quickly. With ILM Pyro, we put a lot of emphasis on maintaining that energy. We use techniques like reflection solvers to preserve vorticity and confinement. It’s all about keeping the tornado’s energy and details alive.”
The scale of the weather systems, especially supercells and the larger storm structures, often exceeded what a single simulation could handle efficiently. To manage this, ILM adopted a wedging workflow, splitting simulations into smaller blocks that were reassembled at render time. To retain fine detail, a secondary narrowband particle simulation was layered in, adding localized noise and complexity. “We’d run a core sim first,” Witzel explains, “then layer in another sim with added wavelet turbulence. Or we’d run a narrowband sim focused on the tornado’s edge, where the core was coarse, but the outer layers had much higher resolution.”
Lighting the synthetic clouds proved compute-intensive, especially allocating for volumetric rendering time. To speed up the renders for clouds, ILM developed a workflow that pre-baked the light scatter on the clouds while being sampled directly at render time in the shader. This gave renders a six-time speed increase but preserved the desired look.
One particular tornado seen in the film was unlike anything previously witnessed in Twister. This is the ‘fire-nado’ at the oil refinery. Snow worked directly with the previs team from The Third Floor, led by James Willingham III, on the refinery sequence. “We did a lot of work on what it was going to look like,” says Snow, “and we’d printed out little diagrams of what the imagined landscape might be like to take with us to Oklahoma. But we actually hadn’t come to a final agreement about what the scene should be.”
The intervening Hollywood strikes in 2023 provided an opportunity to revisit the fire-nado sequence. “What we were trying to bring was a sense of mystery to the whole thing,” relates Snow. “We thought, let’s have them drive into a fog bank so they lose visibility, all of their GPS has gone out because of the storm, they don’t have knowledge that they’re next to this big refinery, which would make it more scary and creepy.”
Anim.
Creature dev.
FX.
Final.
Owing to the time of the year that they could finally shoot the refinery scenes, the plates tended to be in bright daylight, necessitating a complex layering in of atmosphere and fog in visual effects. “One of our compositing supervisors, Ben O’Brien, came up with a really beautiful fire-lit fog look that we were able to bring into play in that end sequence.”
Bluescreen photography for the sequence of the actors in their vehicles saw Scott Fisher fire off a series of pyro events for interactive lighting. “This really helped tie in the bluescreen plates to what we had filmed already,” notes Snow. “Scott also built these really cool rotisserie rigs and ways to flip the cars over with the actors inside that could then be dragged around, which happens in that storm.”
Meanwhile, in the ILM Art Department, Brett Nortcutt worked with a 3D model of the refinery developed by model supervisor Bruce Holcomb to help art direct the scenes. “Even though the model was a work in progress, it was already an amazingly detailed model that I could start with,” notes Nortcutt. “For the low-angle image, I started with plate photography of the caravan on the road but ended up replacing everything but the road. The real challenge was showing a massive tornado interacting with an oil refinery as well as heavy fog. I imagined the wind forces of the tornado twisting and pulling apart the tanks and pipes of the oil refinery while also sucking fire and fog into its funnel. To add more chaos, I added sparks, explosions, and an indication of wind forces pulling everything into it across the terrain from the foreground.”
“While I rendered Bruce’s 3D model of the refinery for these concepts,” continues Northcutt, “I knew that the only way I was going to be able to quickly create tornado variations for each concept was to digitally paint them. I developed a technique in Photoshop using three different brushes that allowed me to quickly vary the edges and thickness of each tornado. I then had great success adding a long exposure waterfall texture on top at a very low opacity that looked very similar to the texture of real tornadoes. It’s always fun to find something that you wouldn’t expect helps more than the real thing.”
For the final fire-nado, the concept was that the nearby oil refinery accelerates the tornado, making it grow larger and more intense. “That meant,” says Witzel, “we had to layer in all kinds of elements. Crude oil fires, butane tanks exploding. We imagined a mix of chemicals being sucked into the atmosphere, creating this real Frankenstein’s monster of a storm. We had to build the entire refinery asset in detail, then destroy it, and on top of that, the whole scene was blanketed in fog. It was incredibly complex.”
The post ‘Twisters’: what went into a storm appeared first on befores & afters.
#twisters #what #went #into #storm
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