“Chris Townsend had some idea of what he wanted and they had some reference and ferrous fluid that they wanted it to relate back to somehow, but the directors wanted violent and very large… so it was a bit like, ‘something like this, but we don’t like this’,” recalls Hammack, who really enjoyed the creative process of exploring various options to find the solution that told the story, with the right sense of both angry power and technology. ILM developed the interface seen in the third act restricting Captain Marvel and the ferrous liquid aspects inside. Unlike Captain Marvel’s iconic look, in the comics the Supreme Intelligence had many forms, none relevant to the MCU, allowing the film’s designers to have a much wider brief. ILM also did parts of the Supreme Intelligence interior and the interface to access AI Supreme Intelligence. ILM did many of the spaceships and while these were creative projects, they had a tight brief. The rendering was done primarily in RenderMan, with some Mantra rendering of the Binary effects. ©Marvel Studios 2019īrie Larson wore LED wrist bands for many shots on set to provide contact lighting, which was then further enhanced and used as reference on to the digital sets. There was some facial replacement, and for those shots ILM just did a more standard photogrammetry based mesh generation. “We also knew that, with all this intense dynamic lighting, that we would have to replace her suit quite a bit.” Unlike prior films, ILM was not required to do much face work and didn’t do any Medusa scans or complex facial rigging. It’s all 3D simulation work based on matching her very closely,” Hammack explains. “Those various layers of dissolve away from around her and then come back in other areas. The look involved a complex particle simulation that build a kind of aura around Captain Marvel. These fields drive energy bolts or a kind of plasma. The ILM effect was all done in 3D with complex Houdini simulations that were designed to mimic gravitational fields or perhaps magnetic fields. It was a good look for us to try to match, though of course, it was not even close to a realistic representation, but it gave us the nature of it and a feeling that the directors wanted to maintain.” ©Marvel Studios 2019įor the look of the Binary effect, the effects teams obviously referenced the comic books, but also a video game representation of Captain Marvel. Hammack explains, “We got footage from the game, and the film makers liked some of the posing that she went through, and how the effect represented itself around her. So not only did this involve Captain Marvel and her various fights, in and out of the spaceships, but ILM also handled the building of the ships, the missile attack on earth and the re-entry sequence. ILM’s work built on and dovetailed with the work Trixter had started on the Binary effect. Much of ILM’s work was in the third act of the film. Beyond their work on the Binary powers, ILM also contributed to various other effects on Captain Marvel, such as helping develop the energy effect and producing a detailed digital double of Captain Marvel. The lead Visual Effects Supervisor at ILM was Craig Hammack. ILM built on work done by Trixter, who were also a key VFX contributor. After the Kree kill Mar-Vell, Danvers destroys the test engine, but incidentally absorbs its powerful energy-manipulation abilities. ILM was brought in to help with Captain Marvel/Carol Danver’s ‘Binary’ super hero powers. Captain Marvel Test shots ©Marvel Studios 2019 ILM The Marvel studio VFX supervisors were Chris Townsend and Janelle Croshaw. We are going to highlight some of their work in this second look at the Marvel-lous VFX in the 21st film in the Marvel Cinematic Universe. The film had many visual effects contributors, including, ILM, Trixter, Digital Domain, Framestore, Animal Logic, Scanline, Luma Pictures, Screen Scene, Rise, and others. Directed by Anna Boden and Ryan Fleck, Captain Marvel has been a huge international hit.
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