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Massive Effects Pipeline Evolves for Sequels
 The so-called "burly brawl"
(top) and the freeway sequence (middle and bottom) were
two of the most complicated scenes produced for
Matrix
Reloaded..
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years ago, a unique film reached out and visually electrocuted
sci-fi fans with a darker, sleeker, sexier, more mature, and
surreal approach to an effects-laden movie — an approach
debatably unseen since Blade Runner. That movie was
1999's The Matrix, direct out of the minds of
co-directors/brothers Andy and Larry Wachowski. What many
people didn't realize at the time was that The Matrix
was but the first step in a planned trilogy, coming to
fruition this year with the unprecedented, back-to-back
releases of Matrix Reloaded (May) and Matrix
Revolutions (November) from Warner Bros.
Back in the late '90s, when they were trying to get The
Matrix made, the Wachowski brothers — visual bibles in
hand, filled with creature concepts and storyboards by Geof
Darrow and Steve Skroce — showed their proposal to veteran
visual effects supervisor John Gaeta. That meeting
inadvertently set wheels in motion to develop not only a
surprise box-office hit, but also an Academy Award-winning
visual effects team that has been very busy the last two years
on two new Matrix movies.
The effects' work in Matrix Reloaded and Matrix
Revolutions attempts to continue the legacy of the
franchise's award-winning original film. Ghostly twins
materialize from flesh with decreased opacity, emulating a
cybernetic form. Characters fly through cars to poised attack
positions. Wide camera shots show the city of Zion with
squid-like robotic machines digging deep into the Earth while
attacking the human fortress. And hundreds of replicated
versions of Agent Smith (Hugo Weaving) furiously battle Neo
(Keanu Reeves) in Reloaded's centerpiece — a CG/martial
arts extravaganza dubbed “the burly brawl.” Evolving an
Approach
To understand the massive digital effects effort
(approximately 2,500 shots between the two new movies on an
effects budget surpassing six figures, according to producer
Joel Silver), Gaeta insists it is necessary to understand the
nature of the team behind the job. Although the two films rely
on work from several different facilities, Gaeta says that the
core group responsible for effects on all three Matrix
films has been together since they met while he still worked
for industry legend Douglas Trumbull in the early '90s. That
group collaborated at now-defunct Manex Visual Effects, which
produced the first movie's effects, and many of them are now
continuing the collaboration at ESC Visual Effects, Alameda,
Calif., lead facility on the new films.
During the early Trumbull phase of his career, Gaeta says
he began to connect with like-minded, talented people on
similar tracks. These were people who, like him, had become
obsessed with the notion of seamlessly integrating digital and
real-world images.
“[At Trumbull's company, Mass.Illusions], I got connected
to a fellow named Joel Hynek [Predator, Oscar-winner
for What Dreams May Come],” Gaeta says. “I worked with
him on that project for a while, but left to work on
Matrix. Before all that, when I hooked up with Joel at
Mass.Illusions, the pair of us decided to steal the CAD
department away from Doug's art department and repurpose it to
do 3D visualization for shot planning and for exporting NURBS
that we made in the 3D animation environment into
motion-control systems, so that we could get precisely what we
were designing in 3D in advance. That was our real beginning
of being basically connected between the three-dimensional
computer graphics rules and the rules of the real world as it
pertains to photography. We began speculating about how you
define physical space so that you can integrate computer
graphics.”
Around this time, Gaeta also encountered other key
influences responsible for helping to develop the famous
“bullet-time” effects that won the first Matrix movie
an Oscar.
“During What Dreams and into the beginning of
Matrix, I became very interested in meeting people who
were doing similar types of experimentation of photogrammetry
and shape extraction,” he says. “[During this period], I
eventually hooked up with Kim Libreri, George Borshukov, and
Dan Piponi.”
Gaeta credits that trio for its groundbreaking,
develop-mental work on the principals that later allowed them
and other colleagues to formulate the “bullet-time” effect. At
ESC, they are trying to surpass that accomplishment with work
on the new films. Gaeta refers to Libreri, currently ESC's
visual effects supervisor, as “probably the most knowledgeable
person in the entire industry when it comes to image quality
and understanding thresholds of resolution enhancement,
understanding the properties of film, and how to simulate
them.”
Meanwhile, Gaeta calls Piponi, ESC's current R&D chief,
“a brilliant R&D innovator,” and he credits Borshukov,
ESC's effects' technical supervisor, with pioneering some of
the original algorithms, which have emerged as the foundation
of contemporary image-space rendering methods.
“[This has led to the development of] the most realistic
renderer that has ever been completed for computer graphics,”
Gaeta says. “It was basically the beginning of projecting
textures onto forms and extracting the forms by way of
multiple camera views of those forms — suddenly getting this
enhanced 3D that people had not seen before,
photographic-based texturing.”
 Actors in this year's two
Matrix releases appear in both live-action and
animated form throughout the two
films.
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Gaeta says this team is now evolving into the world of true
“virtual cinematography.”
“[That group] embodied what [has now become] this whole new
realm of what we call ‘reality capture,’” he says. “Other
terms we've used are ‘virtual cinema’ and ‘virtual
cinematography.’ That was the beginning of that phase of doing
‘bullet-time’ stuff — trying to represent the concept of
working with a virtual camera and a percentage of it with
still cameras, all planned in 3D in advance. We are using
locations, floating interests points, and things that real
cameras do, as opposed to fixed interest points in frozen
time. Instead, we are doing floating interest points and
dynamic time, because we could figure it out by way of 3D
visualization, and then we were doing some of the very first
virtual backgrounds ever for feature films.”
Gaeta hastens to add, however, that the new films should
not become known for any one visual effect approach. “They are
two of the most diverse films that you will ever find in terms
of effect styles, looks, and themes. We have everything from
creatures to procedural animation to procedural destruction
that looks really cool and stylized to simulated phenomenon
like plain water, weather — all that stuff — done in really
interesting ways. There are totally psychedelic, full-on,
head-banging, tripping, freaked-out visuals that are there
because the directors wanted to pursue a surreal flavor of
action.” Key Components
As the sequels evolved, Gaeta had to form a much larger
team to handle the load. He spent months hand-picking the
talent — a mixture of longtime colleagues, well-established
supervisors, emerging leaders in the effects world, and young,
newly discovered code-crankers, all collaborating globally
between a mix of well-known effects facilities and ESC.
To put all this in perspective, keep in mind that this team
was responsible not only for the simultaneous effects work on
the two films, but also the parallel video game release and
material for the anime-styled, animated prequels that are now
being released on DVD (see “Final Fantasy Live On,”
Millimeter, March 2003). This volume of work on
multiple releases from the same franchise is almost
unprecedented. Only the Lord of the Rings trilogy and,
years ago, the second and third installments of the Back to
the Future franchise have ever attempted a production
schedule approaching this scope. In the end, the team Gaeta
formed consisted of more than 500 postproduction artists at
eight facilities on three continents, not to mention on-set
visual effects unit crews and other crews from related
departments, all working simultaneously on Reloaded and
Revolutions — creating, tracking, and wrangling
thousands of digital assets.
“I am the effects designer/director and senior visual
effects supervisor, working for [production company EON
Enter-tainment], the creative interface between Larry and Andy
and all the other vendors on this job,” Gaeta says. “I have a
staff and other small flex departments that go along with
that. I have two associates, [visual effects supervisors] Dan
Glass and John Des Jardin. These guys are basically my right
and left arms for all manner of logistics management, image
quality, and trying to basically create a continuity of
communications once I have found a basic directive/path,
helping me sort it all out with either Larry or Andy, or other
designers, like [production designer] Owen Paterson or [DP]
Bill Pope.”
Gaeta says Glass and Des Jardin, along with visual effects
producer Terry Clotiaux, were key players in helping him keep
track of more than 2,500 shots — “all manner of scanning and
layout and quality control, while I am working on the
animation direction and look and concept of the shots.”
Beyond his army of animators and compositors, Gaeta also
had data wranglers, a LIDAR (Light Detection and Ranging)
laser scanning team, an aerial unit, a live-action motion
control unit, a pyro unit, and a miniatures unit collaborating
with him. Gaeta also had a mo-cap unit called “universal
capture,” which was a proprietary performance-capture system
that Libreri developed at ESC.
“We also built a huge motion-control stage,” Gaeta adds,
“to do a lot of the stuff that we had to do running in
parallel with first-unit photography on the same stages with
all the primary actors.”
Gaeta says the many effects vendors came next in that
structure. He emphasizes, in particular, ESC's work as a lead
vendor, with approximately 300 people working on the project.
“That's a facility funded specifically for Matrix,” he
says. “[I consider] ESC a nexus of talents from the best
companies.”
That group was responsible, among other things, for a
variety of virtual humans, car-chase effects, and what Gaeta
calls “stylized destruction and stylized phenomenon,” as well
as extensive creature-animation work under the supervision of
former ILMer George Murphy, much of which won't be seen until
Revolutions debuts.
Gaeta also brought Sony Pictures Imageworks into the mix,
giving that facility “a large package of shots that are quite
involved.” In particular: The City of Zion, a labyrinth of
tunnels in both films, sewer crafts, and the squid-like
creature scenes were all handled at SPI.
Simultaneously, in Paris, BUF Compagnie toiled away on
stylized, perceptual effects under the supervision of Stephane
Ceretti and Pierre Buffin, according to Gaeta.
Other key vendors on the project included Giant Killer
Robots (San Francisco) which had supervisor Mike Schmidt
oversee the creation of what Gaeta calls “scenes beneath the
Earth, new spaces we visit.” Under Lynn Cartwright's
supervision, Animal Logic (Sydney, Australia) created the twin
dreadlocked ghosts effect seen in trailers for
Reloaded.
 The freeway scene was shot
at the beginning of the mammoth project, on a small
stretch of specially built freeway in Alameda, Calif.
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Tippett Studio (Berkeley, Calif.) added important creature
environment shots on Revolutions, under Craig Hayes'
supervision, but was not involved on Reloaded. (Other
shots began at now-defunct Centropolis Visual Effects, but
were transferred to SPI when Centropolis closed during
production.) Multiple Miracles
Gaeta is particularly interested in promoting both the
quality and quantity of the work done by these companies,
pointing out that despite the huge combined budget for the two
movies, the 2,500-plus shots might be considered a bargain,
when one does the math.
“We're working multiple miracles in parallel here because
of the amount of content and the quality that is insisted
upon,” he says. “People like to think, ‘oh yeah, they get to
spend a lot of money.’ But if you look at how much content the
Wachowski brothers are creating, and you actually run the
numbers, an argument could be made that we have even less
money per shot than the first movie, and what we have is a
huge amount of content to accomplish, and very complex at
that. We had to be very smart in amortizing the R&D and
how we use it.”
Gaeta and his team of supervisors worked two years on
evolving a process that began with primordial concepts during
a February 2000 meeting with the Wachowski brothers and other
key participants, and grew through a pseudo-Darwinian path to
its full realization a week and a half before delivery in the
first quarter of 2003. From those early previz meetings, the
team grew from a small, tight group of artists and the two
directors to meetings that eventually included close to 50
people breaking down shots in detail.
But Gaeta has an almost religious devotion to that early CG
previz stage, something he believes essential to the success
of a project with such a large scope. All effects scenes were
laid out both in storyboards and 3D form to lock down timing,
angles, action, and so forth. Entire sequences were completed
and cut together in previz form, allowing Gaeta's team to
troubleshoot thoroughly before spending millions on any
particular shot.
Some previz versions of the elements, created by Pixel
Liberation Front (PLF), Venice, Calif., working as an EON
subcontractor, were then used as references on set during
shooting to help the directors execute live-action scenes.
Those digital pieces were also integrated into an on-set
compositing system, allowing the Wachowski brothers to get
good compositional previews of final effects shots long before
they were final.
Plates were then shot, scanned, and supplied to whichever
vendor was in charge of that sequence. Vendors also received
the 3D previz elements, allowing them to create early rough
scene comps. Each vendor then puzzled these various pieces
together with their corresponding animated elements, replacing
over time the previz proxies with higher-resolution versions.
Each stage of development added more detail to the scenes,
with Gaeta's team often changing parameters and adding levels
of complexity as they went along. “We were never completely
out of the previsualization stage until final post,” says
Gaeta. The Toolkit
During production, Gaeta's team had a cornucopia of tools
at its disposal to make sure the production could figure out
real-world parameters for the many 3D elements.
Most of the facilities involved used Maya-based pipelines,
with rendering approaches varying between RenderMan, Mental
Ray for its global illumination rendering capabilities, and a
handful of custom solutions. Shake was widely used for
compositing, with both films featuring some Inferno work as
well. ESC used its proprietary, photographically based
pipeline for acquiring textures for synthetic humans and
virtual backgrounds, while other facilities also used Maya 3D
StudioPaint for texture work. Filmbox processed motion-capture
data, and LightWave performed some modeling work. ESC and most
of the other facilities involved also relied heavily on a wide
range of proprietary plug-ins.
The toolbox also included laser scanning systems,
photogrammetry, tracking markers, tracking cameras,
observation cameras, optical trackers, and 3D lasers. All of
these provided data to permit Gaeta and his colleagues to
create a viable relationship between the 3D world and the
physical world. Also, the production extensively used
miniatures, optical tracking, a complete package of coders,
and what Gaeta claims are probably today's largest blue- and
greenscreens.
Glass and Des Jardin were in charge of the complex
bluescreen and greenscreen setups. Glass supervised
bluescreens for all the green-hued subjects photographed
inside the Matrix set and on the film's motorcycle
stunt course, while Des Jardin handled greenscreens for all
the blue-hued subjects filmed in real-world locations.
Glass's team created, among other setups, a 50'×80'
bluescreen and another completely immersive bluescreen
environment called the “blue egg,” essentially a hollowed-out,
egg-shaped rig built on Stage 1 at Sydney's Fox Studios,
painted blue on the inside. The unit had arms on each side, to
which actors could be attached and rotated while being filmed
for what visual effects coordinator Dennis Cooper calls “crazy
camera moves.”
Des Jardin, meanwhile, supervised the largest greenscreen
on the production, and maybe the planet — a 131'×279'
soundstage covered entirely in greenscreen.
“These were mostly custom screens imported from Thailand
and covering approximately the entire width and length of the
stage,” says Des Jardin. “We also had perimeter screens that
were [about] 39ft. to 46ft. tall, depending on certain walls
or ceiling obstructions, and you add to that the additional
smaller greenscreens [20'×20'] scattered around to take care
of custom edges on these huge sets, and we're talking about
quite a lot of greenscreen. Most of the sets were pretty much
surrounded by green to allow [the Wachowski brothers] to move
the camera all around their subjects, with plenty of coverage
for future background replacements.”
The effects team also utilized a digital daily system at
ESC, which Gaeta calls “one of the best digital daily
screening systems ever devised.”
“We played the images off hard drives, using an Iridas
FrameCycler [a PC-based, uncompressed video playback system
designed for digital daily use by German manufacturer
Iridas],” explains Cooper. “We used in-house software to
create playlists on the fly to generate dailies, allowing us
to put them into the editorial cuts we got from production,
trim the shots, and compare new versions of shots to older
ones by easily searching and playing off hard drives. We
viewed the clips through a JVC DLA-QX1G projector in our main
theater, and we also watched dailies in breakout rooms using
two JVC DLA-G150CLU projectors. It was an impressive setup
because we were able to see different shots, comparing
different versions, just sitting there in the theater, without
significant delay.”
It wasn't easy keeping tabs of 2,500-plus visual effects
shots. EON engineers therefore devised a proprietary media
management and relational database to keep track of digital
assets, data, records, and mundane details. That system,
dubbed “the Zion Mainframe,” stores virtually all of the
digital assets pertaining to the Matrix movies. Plates,
3D models, textures, previz animation, work in progress, and
virtually every single asset that has been drawn, painted,
modeled, and rendered dwells inside the Zion Mainframe.
The system's proprietary software features a node for each
department under the artistic umbrella, and those departments
looking for specific data can each query the system by
department, artist, shot number, vendor, scene, and keywords.
The project spanned three continents — North America,
Australia, and Europe — and the Zion Mainframe was designed to
be accessible from EON offices in Sydney, Los Angeles, and
Alameda.
The movies, though, aren't all about CG creatures and
environments. They also have a human side, with well-known
characters returning, played by Keanu Reeves, Lawrence
Fishburne, Carrie Ann Moss, Hugo Weaving, and others.
Producers made those actors available to the effects team
during preproduction for a series of facial-capture sessions,
using the proprietary Universal Facial Capture System.
Libreri, Borshukov, and Piponi wrote the system's optical flow
code, and ESC CTO Paul Ryan wrote the actual capture software.
That, in turn, permitted the effects unit to apply facial
performances directly to 3D versions of the characters.
The system used five Sony HDW-900 HD cameras, taping facial
performances from actors sitting in chairs. The cameras were
modified to offload the images as uncompressed data directly
to a disk array for later use. That storage system consisted
of a series of arrays from Huge Systems, Agoura Hills, Calif.
The mo-cap unit ran three capture systems simultaneously in
Australia, with each relying on two 1TB disks for storage,
giving a total of 6TB of storage at any given moment.
“The way it was set up, we could take those six disks
offline to a [Sony] Tape Robot system, which pulled data off
the disks onto tape, and replace them with six other disks,”
says Cooper. “We also had a backup capture station always
running, and a couple of extra disks, so we had about 20TB of
storage on stage during the capture shoot.”
That data was later fed into computer systems running
proprietary algorithms designed to analyze facial movement and
calculate 3D information, triangulating points on the face
from the positions of the five cameras. This allowed Gaeta's
artists to view the animated face from nearly any
angle. Superhighway
Reloaded features an out-of-control, over-the-top
chase down a busy freeway, shot at an abandoned U.S. Naval
base in Alameda. To realize what had been previsualized for
the complicated sequence, producers gave the production
permission to build a quarter-mile piece of real highway in
Alameda so that full control could be maintained for
indefinite periods of time. Gaeta says that investment paid
off because it would have been even more costly to build the
full highway in CG. There are, according to Gaeta, “hundreds
and hundreds of shots” in the sequence.
The sequence itself features a potpourri of CG cars,
live-action stunts, real backgrounds, and CG backgrounds,
typifying the project's sophisticated effects approach. In
particular, the freeway sequence features a CG version of
Agent Smith leaping from car to car. The sequence
mixes-and-matches two complete CG shots, extensive live-action
plates, CG cars, CG overpasses, and much more.
Likewise, the “burly brawl” mixes-and-matches freely before
climaxing with an all-CG shot that epitomizes Gaeta's beloved
“virtual cinematography” by replicating the real actors and
location doing seemingly impossible things. The sequence
includes hundreds of CG replicants of Weaving, his face placed
onto the bodies of martial artists (all choreographed by Hong
Kong legend Yuen Woo-Ping). As they attack Neo, a virtual
camera flies in, around, above, and through the scene.
“The ‘burly brawl’ is three different things: some live
action, some head and face replacements, and some pieces that
are completely virtual,” says Cooper. “The martial arts moves
in the CG shots, though, are still Woo-Ping's choreography.
They mo-capped, at the most, nine guys at any one time, doing
martial arts moves, and then built all that up. The cool thing
is, you end up with something you can't possibly film in real
life, yet it is still a vision of what the directors wanted in
their photography — an extension of their photography. So
while it is synthetic at some points, the idea is to achieve
the vision of what they were trying to accomplish on set.”
Jennifer Champagne is a producer and founding partner of
special effects company Max Ink Café and production company
Max Ink Productions. She can be reached via email at champagne@maxinkcafe.com. Michael Goldman
also contributed to this story.
Sidebar
The Producer's Perspective By Michael Goldman
Because the directors of the Matrix franchise — the
brothers Wachowski — have elected not to discuss their work
with the media, it's left to producer Joel Silver to explain
this year's two sequels. The first thing Silver wants to make
clear about Matrix Reloaded and Matrix
Revolutions: the two films are not back-to-back sequels at
all.
“They're one giant movie that we are cutting in half to
show each half separately,” Silver explains. “We shot for 270
days in Australia and California, making not only this giant
movie, but also shooting footage and creating effects for the
videogame and the Matrix prequel animation [coming soon
on DVD], as well as the website, the sound track, all that
stuff. We spent well over $100 million, much of it on visual
effects. The difference between these sequels and, say, when I
produced the Die Hard sequels, is that most sequels,
including Die Hard, get made because the first one is a
box-office hit. In this case, this was a complete, huge story
in the heads of the [Wachowski] brothers, and they agreed to
do all this work, writing and directing the three films, if I
would work to get Warner Brothers to commit to all three.
These two films were always necessary to complete the
story.”
From a producer's point of view, Silver makes no bones
about why most of that story was produced in Australia:
Runaway production is a necessary evil these days, in his
view.
“It's just not financially feasible to shoot something of
this scope in the U.S. right now,” he says. “It's not a
coincidence we went to Australia. The fact is down there, the
cost is less, and the government helps us with subsidies. It's
that simple. We didn't want to go there, but the truth is
people here in California don't seem to care. The aircraft
industry is gone, and I guess they want us gone, too. Our
state and national governments don't seem to care about
keeping productions in the U.S., even though entertainment is
the single biggest export this country has.”
In any case, the entire project has been a “freight train,
and we've just managed to stay in front of it,” says Silver.
“The key was a cohesive team — one editor, one visual effects
supervisor, one costume designer, great crews in Australia,
and all that. But it has definitely been the most complicated
project I've ever worked on.”
And finally, why won't the Wachowski brothers talk publicly
about what has, in essence, become their life's work?
“They don't want to explain it,” says Silver. “They want
people to talk about it and figure it out for themselves. They
figure that if they comment, that gives final resolution to
many questions, and they don't want those questions resolved.
I tried to get them to talk, but they wouldn't do it. That's
the deal they made with me, so I said OK.”
Sidebar
DP's Double Duty By Michael Goldman
DP
Bill Pope is evasive when asked if he would ever again agree
to shoot two epic films simultaneously as he did for the two
Matrix sequels.
“I'd rather not answer that,” he says. “But I will say this
is easily the most grueling project I've ever done. It was
spiritually and physically difficult.”
From a DP's point of view, the shoot Pope conducted in
Australia and Alameda, Calif., over the course of 18 months
(with a break in between locations) is a testament to the art
of balancing preparation with flexibility. The frantic pace,
however, was necessary for Matrix Reloaded and
Matrix Revolutions to premiere this year.
“In a sense, we had plenty of prep, and in a sense, we had
no prep at all,” he says. “The preproduction time was largely
spent preparing to film two sequences in Alameda — the freeway
sequence and the [‘burly brawl’] fight between Keanu Reeves
and Hugo Weaving. Those two sequences alone took 65 days of
first-unit work and almost the same number of days by the
second unit. That came first, so our prep focused on that.
Then, we had a month break to travel to Australia and set up.
By the time we got there, I thought, ‘We are under-prepared
for the rest of the shoot.’ In that sense, we needed a lot of
day-to-day planning, so we set up a process to shoot and plan
at the same time.”
That process came in the form of what Pope calls “a shadow
government” that set things up for the first unit as
production progressed.
“The shadow government had a grip, a gaffer, and a full
production team from every relevant department that shadowed
us,” he explains. “The first unit would talk with them at some
point during the day, and then they would go off and prep the
next thing we'd have to shoot. It was exhausting because I had
to leave the set, watch dailies, and then go talk to them
about lighting and things, but it was the only way to get it
all done.”
Also important was finding the time to attend daily
meetings to plan future shots, which, as Pope points out,
might have been just a day or two away. “In my particular
case,” he says, “my key grip, Ray Brown, and my gaffer, Reg
Garside, got me through it. They would often prep for me while
I was dealing with other things.”
Pope emphasizes that the job shooting effects plates was a
big part of the load because there were more than 2,500
digital effects shots created for the two films. “Most of
those shots had dozens of layers, so you might have 2,500
shots, but it probably took around 7,500 plates to create
those shots,” he says. “It was pretty intense.”
The cinematography team also had to contend with
maintaining the Matrix look pioneered in the first
movie while at the same time moving beyond it.
“The first movie dictated the notion that there is the
‘real world’ and there is the ‘Matrix,’” he says. “That
automatically divided the films into different colors, with
the real world being cold and blue because it is a world with
no sun, and the Matrix being green and sunless, because it is
manufactured by a machine. That held true for these two movies
— you use wider lenses for the Matrix scenes because you want
to be further away from the actors. In the real world, you
want to be closer because, there, they are real people. At the
same time, we have new characters and locations and different
themes in these two films. That means we present some new
colors, and we light some scenes differently. There is also a
difference between the two sequels. The second movie gets
darker, and we move outdoors more. I can't give away the
story, but things get ‘worse’ in the second movie, before they
ever might get better later on, so the lighting and color
schemes reflect that.
“Most of the two movies was shot on Kodak [Vision] 5279,
except the effects plates, for which I mainly used
Vistavision. The freeway scene, though, I used 5274. The
reason I used a different stock there was for continuity —
that sequence was shot over 40-some days, and I knew we'd have
to scan the whole thing to digitally treat the sky and
sunlight to match it all up since the weather changed during
that period. I figured 5279 would give me a finer grain
structure since we had to scan it and treat it
anyway.”
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