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dan kessler

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Posts posted by dan kessler

  1. Don't laugh, but something as simple as an empty toilet paper roll can get you started.

    Edmund Scientific has been one good source for optics experimenters for years, both with
    parts and information on how to build. Another good place I've used is Surplus Shed.
    There are others.

    Obviously, if you have some machining skill, you can get a little more ambitious.

  2. No, of course, I was talking about some of the useful configurations that are fairly simple
    to obtain with off-the-shelf or surplus components. If you've got a bench lathe, so much the better.
    But computer modeling, CNC manufacturing and precision clean room assembly by skilled technicians? I wish.

  3. I have an older anamorphic adapter with a 2x squeeze designed for film use,
    but the principle is the same.

    You are correct, these are not clip-on lens attachments. They need a robust mount,
    usually affixed to the rods, that will keep it in place in front of the spherical lens.
    You must leave a small gap between the lenses for focusing.

    They also focus independently of the spherical lens, so, yes, you must focus two lenses.

    Opinion? Well, this was the way cinemascope worked in the beginning. A lot of movies got made
    this way. It didn't take long, though, for Bausch and Lomb to come out with anamorphic lenses that
    integrated everything into one barrel with one focusing mechanism, which became the preferred design
    from that point onward. Nevertheless, if cost is a factor and you can live with the inconvenience,

    adapters still get the job done.

  4. I remember discussing this very thing here a couple of years ago.

    There's no such thing as just plugging cg weapons (or any other cg objects) into a shot.
    Even with very high end software, there is still considerable labor involved in modeling,

    shading and animating the objects, and that's when it's done by experienced artists.

    All suggestions to use real props should be taken seriously. CG can more easily be used
    to add muzzle blasts, but even that is not a trivial procedure. You either need to take the
    time to practice and learn or get someone who already knows how.

  5. Dom said the magic words - lens aberrations. Historically, these have been the chief obstacle to speed.

    Visualize the cone of light passing through a lens with spherical surfaces. (most lenses)

    It is an optical fact of life that the rays at the outer edges of the cone do not focus at the same point as

    the rays nearer the center. This gives rise to a number of image defects that lens designers have had

    to battle for more than a century. The larger the light cone, the harder it is to get all the rays of all the

    colors to come to nice sharp points in a flat image plane.

    This is why photographers know, or should know, that stopping down improves the performance of
    any lens. We are narrowing the cone of light, eliminating the rays that contribute the most to
    aberrations.

  6. Just to hopefully clarify a little more... you're absolutely right in thinking that
    there is a critical relationship between lens elements, back focal length and
    flange focal distance. Those who build and/or service lenses make sure that

    the lens mounts are correctly attached to lens barrels so that those critical

    relationships are maintained. When that is properly done, the only
    distance a user needs to check is flange focal distance.

  7. I think the term that describes the distance from
    the rear element to the film plane is 'back focal length.'

    You are correct in observing that back focal length varies from
    one lens to another, but your expectation that the distance from
    the mount to the rear element should somehow be consistent for all
    lenses just means you need to do more research into the whole, vast
    subject of optics and lens design.

    Practically speaking, the standards only apply to flange focal distance.
    Focus calibration is based upon that.

    As to shutter clearances, you are right again. Some lens designs will NOT
    clear rotating mirror shutters, and it is therefore important to always check it.

  8. Yes, film prints are pretty much a thing of the past now. Low budget filmmakers were celebrating the idea of not having to make a print to get their movie seen on the big screen. After all a DCP costs a small fraction of a print master and you can deliver it on a $200.00 drive vs a $1200.00 print.

     

    Oooops one problem, each theatre chain now charges a $1000.00-$1500.00 VPF per theatre. VPF = Virtual Print Fee.

     

    So that was the end of that idea. It's still cheaper for low budget filmmakers overall. But try doing a 20 screen release, the VPF alone will be $20, 000.00 minimum, and that's before you have sold a single ticket.

     

    Basically filmmakers & studios are being asked to pay for the cost of buying and installing the projectors. That's where the money came from.

     

    R,

    Explain how the VPF works, because I keep reading that VPF's are due to expire soon.

    They were supposedly an incentive to exhibitors to make the switch, but not an ongoing thing.

     

    Plus, I always thought that distributors were the big beneficiary of going digital, since they were

    the ones who paid for prints. How do VPF's line up with that?

  9. I kind of thought that's what you meant. Well, green screen had nothing to do with those protests.

    If you really want to know, you need to hear the story of the visual effects industry in the United States. If you don't want to know, stop now, because I'm about to get long-winded.

    Rewind to Star Wars. That hugely successful movie was a watershed, marking the birth of the legendary effects studio, ILM. They used a lot of the old school methods, like model-making, matte painting, rotoscoping and optical printing, but they added something new to the mix -- computer technology.

    They made more movies and built a reputation, but computers themselves were about to take center stage. The 80's saw the rise of CGI -- computer generated imagery. Silicon Graphics workstations became standard equipment, along with a few high-end software packages, like Wavefront, Alias, TDI and Prisms. Wavefront, Alias and TDI eventually merged to become Maya, while Prisms became Houdini. It was all new and dazzling.

    By the 90's, some of the Star Wars alumni had opened studios of their own and CGI played a starring role in every movie Hollywood made. They couldn't get enough and it drove the effects industry to new heights. The demand for CG artists was huge. The decade belonged to them, but in the midst of the euphoria, new economic trends were emerging. It was first evident in traditional animation. Anything that could be done more cheaply offshore got shipped offshore. Traditional artists began to lose their jobs. A demarcation arose between traditional and digital artists, and the implication was clear -- adapt or die. Digital artists felt secure, but the new trend was just beginning.

    By the 2000's, $2000 PC's were outperforming $20,000 workstations and high-end software prices were plummeting. As a result, new studios sprang up all over the world, and hordes of eager, young artists vied for the chance to work in them.

    Also, many people didn't realize how tenuous the effects business really was. Movie studios awarded work through competitive bidding, so there was always pressure to come in low. Companies could be high profile and command legions of artists, but still barely make any money. One fabled movie exec said that if he wasn't putting effects companies out of business, he wasn't doing his job. So, sure enough, they started closing their doors. One here, one there, at first, but it gained momentum. The ones that didn't close migrated to offshore locations in a futile effort to stay competitive. Within a few more years, the globalization of animation and visual effects was in high gear. LA was fast losing its dominance. Artists who once made a good living found it harder to survive.

    When Rhythm and Hues declared bankruptcy in early 2013 and got bought out by an Indian company, it was a climax. They were one of the oldest, one of the biggest and best. If you hadn't known it before, you knew it then; the good old days were over.

    I often marvel at how rapidly the industry evolved. From the research by a handful of pioneers at a few universities in the 60's, to its conquest of Hollywood to where it is now, it all happened in a single generation.

    Once upon a time, you could go to Siggraph, the annual computer graphics convention, and get lost in a bustling crowd.There were always new milestones, new breakthroughs, lots of excitement. You brought your demo reel along because it was also the largest recruiting event in the industry. Every studio, large and small, sent their reps to headhunt right on the convention floor. That's all gone now.

    So, no, it wasn't green screen they were protesting, all those R and H employees who were about to lose their jobs. They would tell you it was about the unfair business practices of movie studios. Maybe... but I remember conversations with my coworkers over lunches a long, long time ago, where we asked the question even then: "You know what's coming, don't you?"

  10. Thanks a lot , very helpful. Just another question. Had there been any type of protests about this topic such as the rhythm and hues one or some thing similar. I want to investigate the negative and positive effect of this topic in regard to cinematography, people working in this sector and the veiwers, who are watching these type of films.

     

    Protests? Rhythm and Hues? What exactly are you asking here?

  11. Starting with the last question first, visual effects are mainly post-production techniques,
    which today is almost entirely CGI, whereas special effects are production techniques
    carried out in front of the camera (pyrotechnics, props, mechanical rigs, etc.)

    People enter the field in a variety of ways, none of which is easy.

    Self-study, like you are doing now, is a given. At some point, though, you have to put
    the knowledge you gain into practice so you have something to show on a demo reel.

    On the visual effects side, people learn CGI through self-study, or through formal training,
    many have computer science degrees, etc. There's a lot to learn. Your intelligence, skill
    and talent will determine how fast you progress, but it all takes time.

    After you make that sizable investment of time and energy, you will then face the even greater

    challenge of finding a job. You will need a strong reel, or perhaps an advanced degree, and it
    always helps to know somebody. You must set yourself apart from the crowd of wannabes all
    clamoring for the same thing, because today, the talent (labor) pool is global. In the present
    economy, there are no visual effects companies remaining in the U.S. who have not migrated to
    offshore facilities or have simply closed their doors altogether.

    Also, be aware that there is widespread dissatisfaction today because of grueling hours,
    wage abuses, frequent layoffs, etc.

    Not trying to be discouraging, but if a vfx career is your goal, you need to go in with your eyes open.

  12. Well, David, I'm not sure I follow you. You do a 4k scan off
    a 35mm original, it will record back onto 35mm exactly the same way.
    Record that same 4k onto 65mm and you're either going to have
    an image that doesn't fill the larger area or you're recording
    with bigger pixels that do fill the larger area. Don't we
    always laud bigger film for its higher resolution capability?

    If we keep our pixel size constant, then any alteration of
    image size entails adding or subtracting pixels. The pixels
    you add are computational products, not actual photographic
    detail, thus not original. The pixels you subtract,
    of course, would constitute lost detail from the original.

  13. No generational loss, but certainly an effect on quality.
    There is always concern when digitally manipulating
    images, as certain operations alter the pixel arrangement,
    among them being scaling and rotation.
    Obviously, when blowing up, you're interpolating
    pixels in that weren't there before. Bigger image, yes,
    but not the same as the original. Conversely, when
    reducing, you're throwing pixels away.

  14. There are a lot of unemployed CG artists these days.
    Maybe you can line up one or two with decent
    animation skills and their own software.

    I'm thinking Van de Graff discharges from the
    character, skeleton lighting up, maybe some
    Tex Avery-style character animation, sparks, flames,
    smoke, etc., etc., all perfectly matchmoved.
    (you did say over the top)

    Can you do that with practicals?

    Oh, and 4k is not necessary for this.

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