Name: Allan
McKay
Position:
Freelance Technical Director
Allan, your known around the 3d
Studio community as a "Particle FX Guy". Are
particle fx something you've focused intentionally? Or
has the industry pushed you towards it?
I should have really seen it coming, I've always seen
myself as a creative, but fire/explosions/fog/cloud/ any
natural phenomena has always intruiged me, especially
after I moved into 3D as far back in the days of dos/irix
3d packages as clouds, water, fog were always 2D effects
either applied in compositing or mapped onto flat planes
in the scene. I always would try and find ways to cheat
those techniques to better them and find ways to work
around the limitations of the current technology. I would
have hundreds of photos of clouds that I could use at
my disposal, and plenty of stock footage of smoke ect.
Although as an fx animator particles aren't the only area
I focus on, the simulation of natural phenomon is something
that really does challenge me which I find is something
I really neeed to do to keep stimulated, be challenged
both creatively and technically with the projects I work
on.
Tell us a bit about your FX teaching
dvd's - name, dates, pertinent info, and a website where
we can see the progress as you build them.
Releasing a DVD on particles and advanced visual effects
for film is something I've been wanting to do for a long
time, but there have been so many movies coming to Australia
like Star Wars, Matrix sequels, Ghost Ship, Mad Max, The
Core ect. That it's just not the time to take a break
from the film industry to work on it! But I'm currently
building up the criteria for the first few volumes of
DVD's for max, that I want to cover a lot of the professional
techniques used in film for particles, shaders, compositing
and integrating live action with CG ect. As well as a
lot of Technical Director type methods for working. There's
a lot of techniques I've built up over the last couple
of years that I think it would be ridiculous if I didn't
begin getting these techniques out there as they really
open up a lot of doors as to the possibilities of what
you can do with both particles and visual effects in general.
Obviously for the time being there isn't too much news
to report back, although you can count in time there'll
definitely be a few hitting the market to keep your eyes
out for. Check www.3dluvr.com/machette/ as I'll probably
be keeping progress updates on it from there.
Do you find that people in the
industry view FX as being "not as important"
as, say, character animation?
This is actually a lot harder to answer than I would
have thought, but I would say definitely not. Most people
I work with are blown away when they see what you're working
on, and find it really amazing that you're able to make
something come to life without having to use the more
tedious methods of fine tuning things by hand as it's
all procedural. Although there are people who see it has
being more of a "oh it's the computer doing all the
work" type scenario, as with the whole CG in comparison
to hand animation scenario that some people still try
and bring up occasionally. All in all, most movies I see
in pre-production these days have their pipelines being
set up for effects sometimes ahead of the character animation
departments, which sometimes can be scary if they're CG
features and the whole sales point IS the characters in
the movie! But these days effects are usually more the
metaphor for what ties the movie together is now it isn't
actually the explosions and dust, but also the cloth on
a character, the suspension in the car, the interaction
between the character and the water, the hair on a characters
head ect.So it's all essential secondary things that really
bring it all to the next level, and most people see that
as being just as important as the voice of the character
and the actual performance of a character. Although it's
like comparing "A Bugs Life" to "Antz",
one focuses more solely on the character animation, whereas
"Antz" I think spends a lot more time wooing
the audience with effects than performance.
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Do you reccomend that folks go out
and purchase an advanced product like afterburn to learn
particle effects - or are there some low cost programs which
can deliver the same kind of shader effects?
99% of the time you're able to deliver shots without any
plugins or extra commercial packages, otherwise if it looks
like you're going to need a hair plugin or a good camera
tracker, then you put that into the budget and purchase
it. Maya is less plugin orientated as there are a few directions
Alias|Wavefront have focused on that aren't essential to
the package, although are handy and there if they're needed
(dynamics a few years ago would have been seen as a very
rare thing to use, although now is a requirement in any
package). Max has caught up to this and now doesn't need
to rely on plugins in many areas, although when it comes
to volumetrics it really does need more support. Afterburn
is a necessity to every and any fx animator in the industry,
as I haven't come across any commercially available volumetric
tools out there that can do what Afterburn can do and with
such speed and flexibility. I've worked for plenty of Maya
studios who literally own max seats purely just so they
can use Afterburn on various jobs. Matrix Reloaded is relying
on Afterburn for a large number of CG explosions amongst
other effects as are a lot of other movies coming out these
days, as it's so cheap and so powerful.
There however are free alternatives for max such as Free
Pyro and Particle Combustion amongst others, they're not
as greater solutions although they can do the trick. Afterburn
as far as I know does have an educational version which
is compatible with educational versions of max which is
handy to know when looking into these areas as a student.
Do you favor a specific platform
for setting up your particle effects - or do you find that
Max, Maya, xsi, houdini are all about the same?
I've worked in a production environment with all four packages,
I find no package has all of the answers and I'm constantly
at different studios saying "gee I wish I had a license
of on this job". Houdini's approach is much more alien
than the others although long term more intuitive, although
not as supported in the industry. I find Maya's approach
is a lot more hands on and technical, their approach is
"Hey! With our package, you can do anything!!"
, which is very true, although you pretty much have to code
it from ground up, every time. It's volumetric shaders are
really lacking which is very frustrating at times, although
you do have complete control over every single element,
it's a lot harder to do even the simplest things, and you
will end up writing several pages of code, but in the long
run as long as you're technically savy enough, you can get
complete control out of the package. Max I find is a bit
dated, although a lot more straight forward, it's more of
a visual package, where instead of having to code everything,
it's more like a friendlier approach to Houdini, where you
end up plugging hundreds of nodes together to do some really
amazing things, without the complexity of a flow chart.
I've found max is probably the best all round tool for particles
as long as you have afterburn ect. Although Maya can really
bring things to the next level on more ambitious particle
jobs.
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