Unfolding the World of “Bunraku”
Origami Digital blends creative CG, stunning VFX, and true artistry onscreen
Posted: Fri 02 Apr 2010
Bunraku, the second film from acclaimed director Guy
Moshe, is a unique blend of cutting-edge computer graphics and
choreographed live action, comic book and video game styles, gritty
reality and fantasy, and samurai and spaghetti western genres.
Crime boss Nicola the Woodcutter (Ron Perlman) commands an army of
thugs headed by nine deadly assassins in a post-war future without guns.
Citizens of the small town, terrorized by Nicola’s regime, wait in hope
of a hero to save them. A mysterious drifter (Josh Hartnett) and young
samurai (Japanese star Gackt) soon cross paths and, with guidance from
the local bartender (Woody Harrelson), join forces in a quest to
overthrow Nicola’s tyrannical reign. At Nicola’s side are Alexandra
(Demi Moore), the femme fatale, and Killer No. 2 (Kevin McKidd),
Nicola’s lethal right-hand man.
Origami Originality
The one-of-a-kind film, which debuted on September 30, 2011 in a
limited release, delivers an impressive cast and a wealth of
eye-catching, awe-inspiring visuals—all within a $25 million production
budget.
Bunraku is written and directed by Moshe, based on a story by Boaz Davidson.
Moshe’s Picturesque Films, Ram Bergman Productions, and Snoot
Entertainment—all in Los Angeles—partnered to produce the film and bring
Moshe’s vision to cinematic life. To realize the truly unique and
strong visual style envisioned for
Bunraku, the production team
elicited the help of Oliver Hotz, owner and visual effects (VFX)
supervisor at Origami Digital LLC in Los Angeles.
Moshe decided early on that he would tell the story of
Bunraku
by filming entirely on a green-screen stage and using a wealth of VFX
and computer graphic imagery (CGI). The crew filmed the live action over
a 12-week period and on roughly 30 sets at MediaPro Studios in Romania.
Hotz, named VFX supervisor on the film, led a team of artists at
Origami Digital as they crafted a novel folded paper—or origami,
coincidentally—world of
Bunraku. “The world it’s set in is almost circus-like in the feel of it and it’s all origami,” described McKidd in a
Los Angeles Times interview. “The whole universe is constantly folding paper to create a cityscape or interiors of rooms or the sunrise.”
Green-screen Greatness
“Even though
Bunraku was shot entirely inside of sound
stages, the director (Moshe) envisioned a massively expansive world,”
Hotz explains. Origami Digital was initially contracted to deliver
approximately 90 of the more difficult VFX shots in the production,
while Snoot Entertainment’s Snoot FX division were assigned roughly 300
“A over B” set extensions. The project’s VFX work soon grew in both
quantity and complexity, so the decision was made to reassign all work
to Origami Digital.
The Origami Digital VFX team was responsible for creating virtually
everything that wasn’t in the immediate set, including a view through
the City Square’s main archway, a flyover from a Mob Office over the
city and past several landmarks, and a colorful, paper-lantern sky. In
all, Origami Digital artists delivered more than 1000 shots, which can
be seen over roughly 83 minutes of
Bunraku’s running time.
Given the volume of VFX the team had to deliver for the movie, Hotz
elected to farm out preparation tasks to other facilities and enable
artists to devote more time to the look and design of the shots.
RotoFactory, together with Origami Digital’s in-house rotoscope/paint
team, delivered mattes for several green-screen sequences. Pixel Magic
completed speed changes that were introduced in the edit stage. Algous
Studios delivered the type of blood Moshe wanted in the movie, as well
as provided elements for Origami Digital’s comps and finished “blood
only” shots that didn’t require any other VFX elements. Lastly,
Imaginary Forces handled a montage sequence, “because we had really
liked the style of some of its other work and it fit perfectly into this
movie,” Hotz describes.
Design Departure
The visual style of the work in
Bunraku was a departure for
Hotz and his team at Origami Digital. “Most of our prior work was of a
photorealistic/invisible style. Achieving the stylized look that [Moshe]
wanted took a lot of trial and error, so we came up with a work flow
that allowed for experimentation without incurring overages or getting
into a major time crunch,” he explains.
“Another challenge was the length of the more intricate transition
shots that, at 2000-plus frames each, included a lot of geometry and
passes to allow for control later, during compositing. Perhaps our
biggest challenge was doing this all with a small team. At our largest,
we had 25 artists,” Hotz adds, “but we had a very good crew and a
streamlined work flow that allowed us, on average, to get 40 to 60 shots
out per week—including all the exploration time that the director
needed.”
Hotz entrusted his
Bunraku workflow to NewTek’s LightWave
3D, which he chose as the primary 3D application for all the modeling,
texturing, and rendering. Artists also used LightWave to do all the
setups for the shots. “We used [Autodesk’s] Maya to create a majority of
the transition sequences where buildings had to fold and unfold, and
then transferred the animation back to LightWave for texturing,
lighting, and rendering. Not having to think about licensing the
LightWave renderer on our render farm was a huge relief,” he affirms.
“We then used LightWave to create all the passes that we needed and then
passed those off to compositing.”
Intensive Integration
A smooth, tightly integrated production pipeline was a prerequisite
for Origami Digital artists to produce a wealth of scenes combining live
action, CG with high polygon counts, and striking VFX—all on a
deadline.
“The integration of LightWave and Maya on the 3D side, as well as
getting camera and geometry information from LightWave into our
compositing software (Eyeon Fusion), was key to the speed in which we
were able to crank out iterations of work,” Hotz insists. “Having this
seamless integration allowed me to make certain calls that would allow
the artists to work more effectively. Sometimes, we would choose to use
the geometry in the compositor rather than a 3D package, because we
could make interactive changes while sitting there with the director.”
Origami Digital also enjoyed tight integration with its internal job
tools. The artists did not need to create render folders or passes
folders, Hotz mentions. “We automated things like z depth or matte
passes, and submissions to the render farm—all to make it easier on the
artist, who could concentrate more on the creative work.
“The integration with Maya was also key in moving elements to and
from LightWave,” Hotz says. “We used our own tools for that integration
and it was a very smooth process. We have a very tight integration of
LightWave with the rest of our tools, including our entire
motion-capture pipeline.”
Multiple Iterations
Artists need to be able to iterate to improve work, admits Hotz.
“LightWave allows us to do that,” he says. “I find shading and texturing
in LightWave so intuitive that we didn’t run into any slowdowns on that
end, giving us the opportunity to explore many different looks in a
very short amount of time.
“It has an extremely fast renderer, and where you usually shudder to
use motion blur with [other] renderers, I don’t even have to think twice
with LightWave,” Hotz enthuses. “We render with 3D motion blur.”
LightWave also proved to be highly effective with scenes having large
polygon counts. “We had millions of polys for our transition shots, and
we had a much easier time dealing with the geometry in LightWave,” Hotz
continues.
Lasting Impression
Bunraku’s visuals are being compared to those of Sin City and 300, both of which commanded much larger budgets than
Bunraku’s
modest $25 million price tag. “I am extremely proud of the work we have
achieved,” Hotz says. “I’m equally proud of the way in which we were
able to manage this project.
“Typically, a project with 1000-plus shots would only go to a large
facility working six- and seven-day weeks to finish; or, it would be
broken up into smaller, sequence-sized chunks and distributed to
companies all over the globe,” Hotz recognizes. “Due to our pipeline,
tools, and management, we were able to deliver this project in the time
allotted, with a small crew, in Los Angeles, without overtime or weekend
work.”
What Hotz hopes independent movie producers take away from
Bunraku
is that high-quality VFX work is available to projects of all sizes and
budgets. “Going forward, LightWave will continue to be our primary 3D
application and package of choice for modeling, texturing, and
rendering. Its speed, robustness, and support for custom scripting are
all key to our success as a provider of 3D content to the entertainment
industry,” he says. “We will definitely continue to use LightWave 3D for
future work.”
Bunraku IMDB:
www.imdb.com/title/tt1181795/
Visit Origami Digital at
www.origamidigital.com