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Home » Community » Case Studies » Rainmaker: Why Bark When You Can Talk?
Hollywood’s affinity for dogs is well documented. There is a long list of critically acclaimed artists starring with the world’s most popular pet. I’m sure we can all remember a hilarious situation involving a down-on-his luck detective and his faithful partner ‘pooch’, ‘buck’ or ‘killer’. I’m happy to say that Good Boy takes dog stars to a whole new universe - literally - by touching on the age old question of the existence of intergalactic dog supremacy? One thing, though, is abundantly clear: the digital effects created by Rainmaker and their team of artists are out of this world!

Good Boy is about young Owen Baker, whose summer job as a dog walker affords him the opportunity to adopt his very own dog. To Owen's suprise, the dog he chooses - cutely named Hubble - is an interplanetary scout from the dog star Sirius. Working with dogs creates obvious problems from a production standpoint. It is one thing to get a dog to sit, stay or roll over. It is entirely different to get them to speak in full sentences, or navigate advanced space craft, etc. That is where Rainmaker came to the rescue.
Rainmaker had a number of unique issues to deal with, most revolving around the fact that the dogs needed to speak. Since there was no way to achieve this effect practically, they called on a healthy mix of 3D and 2D to get the look just right. With the aid of a lossless HDRI file format, originally proprietary to ILM called OpenEXR, Rainmaker was able to bring in CG speaking muzzles rendered out of NewTek’s, Lightwave into to Fusion to get the CG integration into live action look just right. Digital Supervisor, Jason Dowdeswell explains that the “OpenEXR render format gave us a new level of flexibility to dramatically manipulate color information of rendered images within our composites. OpenEXR and Fusion provided us with a way of retaining all of the out of range color values for tweaking later, preventing us from having to re-render time consuming fur passes in CG to adjust for densities." Jason made it abundantly clear that every second counts when dealing with 467 FX shots. "Having all of the information available to us with one render pass saved valuable seconds, helping us meet our already strenuous deadlines”
At its peak, the DF compositing pipeline consisted of 15 compositors working swing shifts on 6 workstations. Every week they needed to produce an average of 20+ shots to meet the production quotas. So at any given time, they had 50 shots on the go in various stages of development. The compositing team also had access to a DF Render Farm; at the height running 26 processors being shared at any given time between the 6 DF workstations. The most expensive Fusion renders were 22 minutes a frame but on average came in at roughly 4 to 6 minutes a frame. The average flow had about 16 loaders pulling 2K Cineon files, though the high-end flows pushed 40 loaders. "Basically the render farm and our advanced network allowed for monster throughput making the Cineon renders manageable.”

The compositing duties were split between Fusion and Discreet’s Inferno, and approximately 350 of the 467 shots passed through Fusion for treatment of varying sorts. The volume DF is capable of handling was the primary reason Fusion was brought on just before Good Boy went into post, that and the need for a warping function that happened to be a new feature in the release of Fusion 4 late last year. “DF’s grid warping function was very necessary to the process of integrating the talking CG muzzles with the live action dogs.”
As described above, the bulk of the DF shots involved match-moving the CG muzzles. Grid warp and motion track were necessary to some degree on almost every shot, and detailed color correction was used to get the 3D to match the background plate. Rainmaker found themselves rebuilding the background plate early on, to ensure that the plate was clean. The clean plate was necessary for removing unwanted parts of the real dogs, a process essential to having CG integration look just right, and was done by using Fusion's advanced tracking algorithms and paint tools.
Fusion’s power lies in its dynamic balance. The power to complete 350 + diverse effects shots, the stability to get the weekly quotas submitted on time and the flexibility to integrate into the pipeline quickly and efficiently, in this case providing a real solution for profitable film effects. Fusion’s role as a compositing backbone for everything from film to motion graphics, a render manager, a client session tool or mobile solution for field comps and FX tests are well documented and help to define the nature of the DF solution: infinite processes for infinite artistic styles.
For more information on Rainmaker make sure to visit their website at www.rainmaker.com
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