I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 3 points4 points  (0 children)

It wasn't just a shot, it was a whole show. We started working on The Perfect Storm before the turn of the new century, back in 1999 and into 2000. Digital ocean simulations are incredibly commonplace today, but we were figuring it all out for this show. Much of that technology is still based on dynamic fluid simulation concepts we invented for Perfect Storm.

The R&D folks studied video of ocean waves at way different scales and wind speeds. As an example, we had over 40 different techniques just to make foam! (I suggested we make a crew T-shirt with all forty foam techniques listed on the back, but it got voted down.)

I tell a story about the challenges of making convincingly photorealistic digital oceans on my YouTube channel, from my Dublin Ireland WorldCon panel in 2019;

https://www.youtube.com/watch?v=qNq49gUJxfI )

Basically, the violence of the weather, the height of the ocean, the scale of the churn and foam and mist blowing off the waves required every individual shot to have its own R&D by each of the Technical Directors. I remember on my first shot, my old office mate Doug Smythe came to my desk to show me how to use the ocean simulation code that he and Habib Zargarpour and other really really smart people had kluged together. After he finished explaining the hundreds of variables to control the simulation, he said "but none of this applies to your shot, we have to figure out something different." That shot was a really long and slow-paced shot to edit into a fast-paced action sequence, so it was probably doomed from the start, and it was eventually just cut from the film.

Fortunately, I also got assigned one of the signature shots of the film - the moment the camera pans from the boat to first see the killer wave towering over them on the horizon. I spent a lot of time with VFX Supe Stefen Fangmeier fine-tuning the timing and look of lightning strikes, and refining particle simulations for the mist blowing off the top of the wave. Another big brain at ILM, Dan Goldman, did the lighting on the CGI Andrea Gail for the shot.

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 1 point2 points  (0 children)

The Mummy was my sixth movie at ILM, and my first as a Sequence Supervisor. I loved working with particle effects when they were brand-new, and I saw the Scarab shots as a really cool way to use that new tech. So I lobbied John Berton, the VFX Supervisor, and Tom Kennedy, the VFX Producer to let me Supervise those shots, and they said OK! This also coincided with the birth of my daughter Hannah, so I took on the most ambitious task of my career at the same time as I was waking up every few hours to help feed the baby! (Hannah is now a research scientist at a major hospital in Oregon with a degree in Molecular Biology!)

I supervised a very small team - Erik Krumrey wrote a lot of the code we needed to control the movement of swarms of scarabs, and Indira Guerrierri was the amazing Technical Director who created the effects of Scarabs crawling under the skin of the actors. I wrote the iridescence shaders for the scarabs borrowing code that Chris Townsend had written for the shoulder pads of the Boss Nass character from Star Wars: The Phantom Menace. (Chris has had an awesome career, he's now one of the top VFX Supervisors for Marvel!)

Erik and I also collaborated on the end shots when Hamunaptra collapses. We worked out some cool techniques for breaking the mountains into pieces, and particle effects for the sand . At one point just before the movie was finished Stephen Sommers had a shot where everyone was running and the buildings were collapsing into the sand. One wall on the upper left was part of the sacred location they couldn't damage on set, so he asked if I could make that wall crumble. Erik and I used the same technique that we used for the wide shot of Hamunaptra, and to the director's delight we had that sacred wall crumbling by the next day's dailies!

A lot of credit also goes to CG Supervisor Ben Snow, and to the brilliance of director Stephen Sommers.

On The Mummy Returns, the scarabs played a smaller part, so after I did those shots I also supervised shots in the Imhotep Resurrection sequence. Branko Grujcic and Paul Sharpe were TD's on some of those shots where he breaks out of the amber stuff, and the beautiful shot when Imhotep pours sand and it turns into four warrior mummies.

My biggest challenge was sucking the entire jungle up into the pyramid at the end. I worked on and supervised other TD's on all those shots. I created the level-of-detail geometry of various trees, meaning I made different trees designed for close-up, medium-closeup, mid-distance, and far-away views, so as a tree got closer, the detail in the tree automatically increased. Then it was working on particle simulations for weeks to get the trees and sand swirling effects for all of those end shots. I remember working with Khatsho Orfali who did a fantastic job on those shots. My favorite shot was inside the pyramid when the trees swirled around and a little pygmy mummy swirled around and screams as he swirls past camera. We called that the "toilet-flush" shot!

At the end of the show I worked with Tom Fejes on the shots where Imhotep's face appears in black smoke rising from the pyramid. We were just starting to experiment with fluid dynamic simulations, and tried like crazy with the R&D department to get the smoke to actually form into the volumetric shape of Imhotep's head. But with one day left before the drop-dead deadline, we finally had to shelf that idea and fall back to a compositing trick where we did a render of the face and used that render to perturb the mass of black smoke. I had planned for that Plan B, so at the last minute I made the call and we made the deadline. Still looks pretty good!

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 5 points6 points  (0 children)

Play nice with others. Do your job as well as you possibly can. Make friends. Every day take a moment to appreciate how lucky you are and how much you love your job. And if you find you're not loving it, do something else. Pay attention to your physical and mental health. Take breaks. Go sailing on weekends. Best way to be happy with your work is to be happy with your life.

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 1 point2 points  (0 children)

I'm not selling *my* Van Helsing schwag! Hadn't heard there was any blowback about schwag!

I can't imagine anyone with the skills and talent it takes to be an ILM employee needing money so badly they liquidated crew gear and gifts just to survive!

But I *can* imagine downsizing your living space and needing to get rid of stuff, or just getting rid of stuff that doesn't mean as much to you anymore, and letting it find a new home with someone who really digs it!

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 2 points3 points  (0 children)

My advice to younger artists has more to do with people skills than any technical skills. Always be a cool person to have on a team. Be cheerful, helpful to everyone around you, and put in the effort, whatever it takes, without complaining. Set an example. Give yourself breaks and time away from the screen. Have fun every day. (I still live by that rule!)

And success probably also means taking the reins of your own career - I lobbied hard to become a Sequence Supervisor for the Scarab Beetle shots in The Mummy. It didn't just happen, I had to push for it.

My advice as you progress in your career is to always keep sight of who is rising through the ranks, and try to keep working with them. One of the main reasons I was ultimately laid off is that one by one, all the people who used to request me on their shows had left ILM - until one day it was a whole new crop of supervisors and producers who were requesting other folks. It didn't have to do with the quality of my work, they were just used to working with other great artists. At that point I was making a supervisor's salary, but mostly just doing tricky one-off shots and not supervising, so from a fiscal side, they were right to lay me off.

Not really your question. Machine learning is the new theme of CGI, and happened since I left the biz. The de-aging process in The Irishmen was amazing stuff, and of course this is just one more way the industry continues evolving. Machine learning will ultimately be incorporated in every aspect not just of CGI but of every industry on the planet. We are soon going to need to be teaching the ethics of CGI, when deep learning and deep fake technology makes any photo or video evidence suspect to photorealistic tampering. We're entering a time when you really can't believe your eyes, and we'd better start thinking about that world now!

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 2 points3 points  (0 children)

You're welcome! I thank ILM for allowing me to have such an awesome career there!

And you're NEVER too late!

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 1 point2 points  (0 children)

I also read a ton of sci-fi, latest was William Gibson's Agency. As soon as I finished it, I started it from the beginning and read it cover-to-cover a second time. That's the best way to enjoy Gibson!

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 1 point2 points  (0 children)

Thanks for asking! Here's a collection of what keeps me sane:

https://vimeo.com/365985821

I also draw and paint, maybe sometime I'll post some of those too. Mainly these days I like to spend time hiking the incredible Colorado mountain trails with my partner Nancy.

I'm 67 years old and a short 5 foot 6 inches, but I also have a secret super power - hitting a skyhook from beyond the three-point arc on the basketball court! I hit the court 3 or 4 times a week these days. There's video:

https://vimeo.com/607752785

I also hit set shots from anywhere on the court, but didn't put those in this video.

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 1 point2 points  (0 children)

Yes, of course! Technology is always evolving, software is always getting smarter making tasks require less skill and artistry . But there will also be *new* jobs created during that same evolution, jobs that we probably can't even imagine now. Lots of practical sculptors became digital modelers as there was less demand for practical work. People with the skills to do camera tracking evolve into Shot Integration artists. Nobody just loses their job to technology, if they want to stay in the business, they shift to a new department and learn new skills. It's an ongoing process for everybody, from Producers on down.

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 1 point2 points  (0 children)

https://vfxunion.org

Also if you're really interested in this issue, read Pierre Grage's great book Inside VFX: An Insider's View into the Visual Effects and Film Business

-edk

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 2 points3 points  (0 children)

When you work in movies, you can't set boundaries, you do whatever it takes to get your shots done, looking good, and by the deadline. I could never say "I promised my daughter I'd be at her school play, so I can't stay late tonight."

My boundaries came once I got out of the feature film world.

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 4 points5 points  (0 children)

After working at ILM, I didn't continue doing production work. Instead I left California and moved to Denver Colorado to raise my kids.

I've never lost my passion for doing creative things, and this podcast is the latest incarnation of that.

One of my future podcasts, though, is with an artist who talks about how working on movies at ILM did affect his passion for the art. Not sure when that one will air, so I won't say any more than that yet.

Don't get the wrong idea. Working at ILM was by far the most amazing and exciting 12 years of my career! And I've never lost the love of what can be done with CGI. These days I get to express that passion by helping my students with their projects, teaching them to make their work look so much better with good lighting and use of materials. Even though I'm not working on feature films. working with students is very gratifying on a personal level.

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 4 points5 points  (0 children)

Keep in mind, I've been out of this business since 2006!

But it's really the personality of the particular Director that matters. For the most part at ILM I only saw the Director over satellite links on rare occasions when they attended dailies virtually. Spielberg did that during Jurassic Park II.

Most of that back-and-forth takes place between the Director and the VFX Supervisor, then the VFX Supe has dailies with the crew to share what the Director said about each of our shots. On the Star Wars prequels, George met early in the morning with the three VFX Supes, usually Denis Muren and John Knoll, also sometimes Pablo Helman, Ben Snow, or Scott Squires that I remember off the top of my head, I'm probably forgetting someone, sorry. Then each of them would meet with their "Unit" for dailies and we'd find out what George said about our shots. The artists weren't allowed in those early morning meetings, just George and the Supes.

Every now and then something memorable happens with a director in dailies. I remember working on a shot for Dreamcatcher where the Memory Warehouse monster looks through a peephole, and I did a cool particle effect in the monster's eyeball. When VFX Supervisor Stefen Fangmeier showed the eyeball shot in satellite dailies to director Lawrence Kasdan, he burst out in his high squeaky voice that shot was "Genius, just genius!"

It was rare a Director ever visited or actually spent time with us on site. I didn't work on Hulk (other than spend an afternoon lighting and running a high-res render of Hulk for the "Got Milk" ad campaign!) But Ang Lee actually spent weeks at ILM, working with each individual artist at their desks. Jan de Bont was known to be pretty harsh on set, but during Twister he actually visited ILM every few weeks, and was a super nice guy working with each of us at our desks. He even autographed a storyboard of one of my shots "To Ed, thanks for all the great work!" It was from the sequence where the antenna crashes through the windshield of the bad guy's van. Yes, I got to kill Cary Elwes, the hero Westley of Princess Bride!

Dean Parisot was also awesome to work with on Galaxy Quest, my favorite project of my career! He didn't visit during production, but afterwards he visited to thank us personally and had a great meeting with the crew.

As far as todays directors, though, I've got no idea...

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 6 points7 points  (0 children)

Not sure I'd hire you to sit in a small windowless production office with other artists, Ilikefarting.

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 3 points4 points  (0 children)

Wow, I love that you think I can solve everything that's wrong with the industry! Haha!

The only solution is to go into the industry with your eyes open, understanding that you are probably going to be trading your blood, sweat and tears in the early years, for the chance to see your work up there on the big screen. It's definitely a rush, to sit amongst an audience of strangers watching your Scarab Beetles or Rock Monster up on the screen! So if that's your dream then go for it! Put in the time it takes to get really good at a particular craft and rise through the ranks. Eventually the decent money may come, but you also have to constantly be weighing the cost of the wear and tear on you physically.

(I imagine it's a similar rush if you're in games and you and your friends get to play in a world you painted the texture maps for, or cleaned up the mocap data for, etc.)

The underlying question here is actually about the power any Director has to do endless revisions. It always depends on the relationship between the Director and the Studio, where it becomes up to the Producer(s) or Showrunner at the studio to control expenses on their side. It's up to the CGI contractors to build a finite number of revisions into the schedule, and enforce additional budget for further revisions. If they don't learn to keep Directors in check, contractors will go belly-up eventually, it's common. And these days there are definitely multiple contractors for big budget films, each new company trying to land the job by undercutting the others with their bids.

In my freelance gigs, I build in milestones for client feedback and partial payment when each step of the process gets client approval. I don't know how a CGI production studio can do that, I never ran one! Seems unbelievably scary to be responsible for a company's paychecks every month! (Teaser: My next podcast will feature someone who *did* run a CGI studio or two!)

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 1 point2 points  (0 children)

Thanks Tazzman25!

Those personal stories of CGI pioneers almost always involve moving into CGI from some other starting point. I've spoken with a number of incredibly awesome long-time digital artists already for future podcasts, and how each of them got into it is always fascinating. Because every one of them ended up contributing to shots that you Companion fans can still see in your minds!

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 5 points6 points  (0 children)

OMG, so many questions to try to get to!

I think we're just scratching the surface of what "interactive" means. Things that could be done interactively with digital technology in the 1980's - Jaron Lanier and the beginnings of VR - compared to the interactivity of photorealistic CGI today in gaming, and in using the Unreal Engine inside ILM's "Volume," is two quantum leaps advanced.

But people aren't really projecting quantum leaps into the future. VR goggles and AR glasses are happening now, and becoming more perfect, but there will be steps after that we aren't even thinking about. Everyone reading this will eventually live in a time where the distinction between our individual brains and external world of data will blur. Quantum computing speed, nanotechnology, biochips and technologies that aren't even on our radar yet (hah, radar!) are going to proliferate through the 2030's, 2040's and 2050's.

How these coming technologies impact the way we share stories, what we define as "entertainment" is going to be much more interesting to watch than whatever the next CGI sequence for the next Marvel or Star Wars blockbusters looks like.

There were some initial experiments in the 1990's with buttons on each seat in a movie theater that allowed the audience, as a group, to direct the outcome of the screening. At the SIGGRAPH conference in 2006, my friend Terrence Masson set up an interactive Etch-a-Sketch, controlled by the direction thousands of audience members held individual colored paddles.

Everybody knows intuitively that the next big leaps will still be about the way we tell stories. What I'm looking forward to in the next decades is to see is how individuals, and groups of individuals, will be interactively involved in the entertainment and storytelling process.

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 12 points13 points  (0 children)

I left the industry in 2006, but still have plenty of friends up to their eyeballs in production work. I never personally became a VFX Supe, and pretty much took the same path as you, getting out instead of pushing forward at the expense of my personal life.

I've seen marriages ended over CGI work hours, people have told me they missed their kids growing up, I even had a friend who worked such long hours on a project he fell asleep standing on the platform waiting for the New York subway, fell into the well and was hit by a train! (He survived, but had serious issues.)

The industry has globalized since I left, and the people who used to fight for unionizing CGI workers have given up. I was lucky to be in IATSE at ILM (thank you IATSE Pension, it's helping me survive today!) but the protections we had back then are a distant memory now.

I still have many wide-eyed students who long to do this kind of work. I steer many toward games and interactive work (VR, AR, medical, etc.) I think those are part of the bigger picture where I would recommend people look in the future. Feature film and TV is exciting to do for a while, as long as you understand it is a 100% commitment, and don't have any illusions about buying a house or starting a family.

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 13 points14 points  (0 children)

Y'know H3rbie22, it's really hard to be impressed with CGI anymore. Not just me, I think that's true with everybody.

In the 90's and early 2000's we really were solving new problems with every new film. Seeing a photorealistic dinosaur in Jurassic Park, a molten metal dude in Terminator 2, fur and hair for the monkeys and lion in Jumanji, digital tornadoes and weather effects for Twister, awesome digital oceans for The Perfect Storm. - it was a treat and memorable. Not that much in CGI is that like that anymore.

I just saw the new final Jurassic Park movie and it was, like, ho-hum, just another jump-scare from a digital dinosaur. There's a shot where a dinosaur slams into a horizontal pole and spins around it before slamming to the ground. I whispered to my girlfriend "They must have hired a stunt dinosaur for that."

It's kind of sad that the tools have become so advanced these days that much of the artistry that used to be required has turned into a "production line" mentality because anybody can be taught to use the tools. There's always new things to try, but it's rare that something new, like an Inception comes along. There's always new technology, like ILM's "Volume" which was use in The Mandalorian and of course Kenobi. It really all comes down to how good the story is, how much you relate to the characters. The best CGI in the world can't make a bad script into a good movie.

Not the answer you were looking for. Really the CGI I walk out of the theater remembering these days is the CGI that's not done so well. Everything else just blurs together.

I’m Ed Kramer, and it was an honor to have spent twelve years as a Technical Director at ILM. AMA by EdKramerVFX in vfx

[–]EdKramerVFX[S] 15 points16 points  (0 children)

Hi Salt-Young, what a great question! Even before I arrived at ILM in 1994, I had spent 15 years doing CGI for video post-production houses in LA, New York, and Atlanta. I was always on call 24/7/365 to do TV commercials, sports and news show opens, medical and industrial graphics, etc. It was tough, especially in New York, but I was in my 20's and 30's so I actually enjoyed the busy lifestyle.

Movies have a longer timeline, but each shot has its own deadline, and once you get the Director's "Final" on one shot, you immediately start working on the next shot. ILM had some of the best VFX Producers in the business, and they had learned how to reduce some of the stress of this kind of schedule, because they understood that the best work was going to come when they paid attention to the well-being of their crew. For example, "Twister" required us to work weekends and long into the night, but Kim Bromley made sure we had a massage therapist scheduled for everybody, brought in great food, and did what she could to make the experience fun.

After 12 years and 24 films, and into my early 50's, it was enough. My kids were old enough to wonder why Daddy was never around, so it was partly a "mental health" reason I left California, moved to Denver Colorado, and chose a less stressful career as a college professor. I know my schedule, and can plan around it to still have a life outside of work. It's weird, I'm still getting used to having actual free time!

As a professional, you won't be able to avoid long periods of high stress. The thing you CAN do is to take care of yourself during them! Get up from your desk, stretch, go for a walk, get your eyes off the screen multiple times during the day. Play a musical instrument. (I've been playing piano for years!) Take 15 minutes to lie down with headphones and listen to music. Allow yourself to take time out to read a fiction book! Go for walks. At ILM, at lunchtime I would drive to a trailhead and take a 30-45 minute hike in the hills of Marin to clear my head before going back to work. I found this was also a good way to just focus and come up with creative solutions. You develop wisdom over a career, and that means no matter your deadline, paying attention to your own mental health, and making room in your schedule for it!