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Home » Community » Case Studies » Anonymous with Gregory Chalenko
Visit Gregory's website! Roland Emmerich is best known for his ability to make worlds blow up in fantastic fashions - destruction porn as it's called in the VFX industry. From Independence Day to 2012, the director has had a passion for disaster movies and always ensures a screen rocking explosion as he destroys the city's most famous buildings and landmarks. For his latest film project, Anonymous, the only thing he wishes to destroy is the myth surrounding William Shakespeare's writing skills.

While the topic of who wrote Shakespeare's many plays and poems has been pondered for quite a length of time, the movie is not a mystery. It is drama set amongst political and artistic intrigue. A tremendous shift from Roland Emmerich's usual genre.

We spoke with Gregory Chalenko, Digital Compositor and Compositing TD at Uncharted Territory, about his team's work on the project, the macros he created to work within their Fusion pipeline, and UT's partnership with eyeon Software.

Q. Uncharted Territory's entire postproduction pipeline for Anonymous was based on Fusion. What did you see as the main benefits?

First of all, Fusion's versatility. There is no other software available that offers such a comprehensive compositing toolset along with a powerful 3D suite, particle effects, Arcanoid, and other diverse creative tools.

We could let the 3D team concentrate on the most complicated 3D tasks, such as intense modeling, while 3D procedures such as 2D to 3D conversion, camera animations, generation of realistic smoke, fog, and bird flocks were done by the compositing department.

No one had to sacrifice his/her sleep and beer time, thanks to Fusion.

Q. Many customized tools and macros were developed. Which was your favourite? How does it work? How was it used? How did it simplify or improve your team's everyday work?

I developed a number of general purpose macro tools during the Anonymous project, among them were:

Alpha EdgeCCv
http://vfxpedia.com/index.php?title=Settings_and_Macros/AlphaEdgeCCv_Description

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The Alpha Edge CCv macro can create highly controllable masks for object edges. Its primary purpose is to adjust edges after keying but it can also be used for creative tasks if you want to make contours around objects.

Blurred Edges Restoration
http://vfxpedia.com/images/BlurredEdgesRestoration_v03.setting
Blurred Edges Restoration aids in the cases when you need to replace the background behind a motion blurred or defocused object. The issue would be that the blurred edges contain details from the background so you have to shrink the objects to get rid of the artifacts. Sometimes the shrunk objects get significantly thinner. This macro restores the blurred areas with the foreground object's colors.

Subtract BG Color
http://vfxpedia.com/images/SubtractBGColor_v01.setting

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Subtract BG Color is used in cases when a 3D object is rendered with the Alpha channel against a non-black background (colored or textured). Even if you post-multiply the image, some background texture will remain around the edges and in semi-transparent areas. Using the rendered object plate and the clean background plate, the macro completely removes unwanted background remains. This tool can also help in the previous case if you have a blurred object, a mask for it, and a clean background plate.

Primary Grade
The Primary Grade macro is my favourite. It streamlines the color correction process and makes the adjustments much easier to read.

There were also some special macros developed for the Anonymous pipeline:

World Pass Scene Positioner
Created to place ImagePlane3Ds into a 3D scene by merely picking values from a pre-rendered position pass. It really saved time when I had to populate the city wide shots with smoke from numerous chimneys. The smoke made with particles was pre-rendered to sequences and then placed into the planes. This macro was based on Robert Zeltsch's technique.

Center Cropped Texture
This macro is applied to the image planes to position a certain point of the texture to the world coordinate center. For example, we have smoke which rises upwards and to the side, it's reasonable to crop the image with smoke so that the emission point was in the corner and the empty area was excluded but then the emission point doesn't correspond to the ImagePlane3D’s center and when you automatically align the plane with a chimney, the smoke appears shifted. This is when this magic macro comes into play. It takes the emission point coordinates from metadata embedded to the texture and shifts the ImagePlane3D. So, you pick the smoke position with the World Pass Scene Positioner and the beginning of the smoke suddenly corresponds to the chimney.

PrepareTexture
Incorporates the functionality of Center Cropped Texture and decreases the image resolution depending on the distance between the image plane and the camera. Such optimization is important when you have hundreds of smoke stacks over the city and some of them are barely visible near the horizon, yet the smoke textures are 2K.

Some of my previously developed macros were also used and improved during the project. The most popular in the team were:

AdvancedCameraShake
http://vfxpedia.com/index.php?title=Settings_and_Macros/AdvancedCameraShake_Description

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Create natural looking camera shake effects.

AnimationGhosting3D
http://vfxpedia.com/index.php?title=Settings_and_Macros/AnimationGhosting3D_Description

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Used for 3D animation to see an object's trajectory in onion skin style.

ColorFill
http://vfxpedia.com/index.php?title=Settings_and_Macros/ColorFill_Description

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One of the simplest but most frequently used macros. Fills a selected area of the image with a flat color.

Q. There also was a collaboration between Uncharted and eyeon. How did you like the feedback and support supplied by eyeon software on the project? What special tasks where solved?

As we pushed the limits, the outstanding support eyeon happily provided us was really important. I did my best to make the new macros user-friendly and Stephen Horwat, who represented the eyeon team at the Uncharted office, showed some tricks which let me rise the interface usability to a new, higher level. And, there was some instant help with math, particles and spare chocolate.

We also discussed the most anticipated new features and tested them immediately in newly generated Fusion compositions. Sometimes it was about 10 minutes between an idea and its implementation.

It's a really great feeling when you participate in developing your favourite application and see how your ideas work.
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