Considered by many to be an enigma because of his reclusive nature and the long gaps between his films, American director Terrence Malick returns to the big screen with The Tree of Life (2011). Partly autobiographical, the story revolves around a boy growing up in the 1950s American Midwest whose relationship with his strict father and nurturing mother haunts him into adulthood. Featuring a cast of Brad Pitt (Se7en), Sean Penn (Mystic River), Jessica Chastain (Jolene), Joanna Going (Inventing the Abbotts), Jackson Hurst (The Mist), Fiona Shaw (Fracture), Crystal Mantecon (The Waiter), and Tamara Jolaine (Tough Love), the drama ignited worldwide curiosity when word came out that it included footage involving the formation of the universe. Could this be the resurrection of the mysterious project Q which was to explore the origins of life on earth? Given the responsibility of creating the nonexistent imagery was Visual Effects Supervisor Dan Glass, who has worked with the likes of Christopher Nolan (Batman Begins) and The Wachowski Brothers (The Matrix Reloaded, The Matrix Revolutions, Speed Racer). “My first discussions with Terry began about four and a half years ago and they were very vague and rather roundabout,” states Glass. “I remember one of the things that we talked about was trying to find a common language and approach. I asked, ‘Can you list the music that you imagine behind these sequences? Can we approach it from that angle?’ And he sent me a CD with a ton of music that was the type of stuff that he could imagine emotionally playing across these works.”Even though Dan Glass points out that each movie production has its own unique set of creative challenges, he readily admits that Terrence Malick “was like no one else I’ve ever worked with or imagine I will work with again.” The native of London explains, “If I sat down to write out what I thought would be ideal for a director of a visual effects film, especially a lot of complex visual effects, he would probably not tick any of the boxes. Whilst you can say that was the challenge it was also very much the best and the most exciting thing about the project.” One of the big differences was the source material. “The script, if you can call it that, was really more like a set of notes that he has written and built up over some 35 years. He has been working on this project since the 70s. And we actually have negatives that he shot in the 1970s that we incorporated into the movie. So it really becomes a lifting of notes and ideas.”
“The first person we brought on was a very versatile Digital FX Supervisor by the name of Brad Friedman,” states Glass. “Brad helped build a small team in Austin to work closely with the director, editorial and myself to interpret, previz and ultimately complete many shots for the production. This team was critical as an experiment lab right next to Terry at all times to evaluate, to try things out. Production also set up a Research department gathering tons of imagery and scientific data for reference, and included a garage workshop where they would shoot chemical experiments and various things from Petri dishes to fluids in tanks; that was in conjunction with the stuff we did on a bigger scale with Doug Trumbull.”
Of major importance for the VFX Supervisor was the selection of the visual effects companies. “The way we had to approach the film was really very piecemeal,” says Dan Glass. “Aside from bringing in many people I have worked with over the years, that I trusted greatly to be able to interpret what was needed, we also brought in some very fine artistic sensibilities from several companies from around the world that approach things in a particular non digital fashion.” A plan was implemented to distribute the visual effects workload. “The material was divided into four broad categories we termed Realms: Double Negative in London handled the majority of the Astrophysical Realm led by supervisor Paul Riddle, journalist Michael Benson consulted and provided extraordinary source imagery from actual probes and telescopes. He and a colleague initially selected and stitched the images together, cleaned them up, and created huge resolution images of 30,000 pixels which we then broke into layers and dimensionalized over very slow exploratory camera moves. For the Microbial Realm we hired a small London boutique company called One of Us headed by Tom Debenham and Dominic Parker that do beautiful work; they have their own little studio where they shoot practical pieces and elements and combine them with very photographic looking CG. We also commissioned work from Peter and Chris Parks [Image Quest 3-D] who are a father and son duo in England…They do these richly detailed visual flows of colour which are very hard to describe and can imply things at any scale. We then had a couple of things that arose later in the schedule that really needed a very fresh approach.” Glass brought on Method Studios to help. “I knew some of the people there who had worked at BUF many years ago, and I loved that company and the way they worked which is very creative and collaborative. Also, because of their commercial background, Method were a hive of ideas rather than anything that just came with a particular process or specification for how to work.” Evil Eye Pictures based in San Francisco handled material principally in the Contemporary Realm including the live action segments of the film.Regarding the topic which has garnered a lot of Internet attention, Dan Glass answers, “I can confirm that there are dinosaurs.” Given the responsibility of bringing the prehistoric animals back to life in the Natural (History) Realm was Frantic Films under the guidance of Mike Fink, which took on a new name after commencing work on the project. “I came onto it after it was already underway at Prime Focus,” states Bryan Hirota who served as a visual effects supervisor at the VFX facility. “The company worked on it for maybe eight months.” Hirota goes on to say, “Terrence Malick is notoriously secretive…I don’t know much about this movie. I don’t really know how the work fits in.” This is not surprising to Glass. “I would sometimes deliberately misguide the intention,” he admits. “An animator would want to know, ‘What’s the purpose here? What’s my motivation?’ So I would deliberately misguide a little and push in one direction and say, ‘Now adjust it and do this,’ just to try to get that zone where you have a little bit more of an ambiguity and something that’s more animal than human in its characteristics.”
“We used a tremendous amount of practical and scientific work,” reveals Dan Glass. “Terrence Malick would insist that every frame be attached to some amount of live action or practical content. It’s fantastic. I love that as an approach. Doug Trumbull, who is a good friend of Terry’s, came on board to help and consult in setting up a series of practical shoots that we did. We did three in all that we called the skunkworks and which were done over long weekends in Austin, some of the techniques dating back to 2001 [1968]. Techniques that Doug had used but then incorporating many of the things he has developed or worked with over his career, we would capture this terrific library of abstract, strange forms, and shapes. Those contributed to elements or in some cases the majority of an image within the movie; we would augment it with additional detail…mixing it up so it was never really clear what scale, or what was the origin of the material. Where it wasn’t possible we would include aspects of the ‘real.’”An important part of the production for The Tree of Life was the effort devoted to portraying science realistically. “We were always very respectful,” emphasizes Dan Glass. “For example, to do some of the cosmological simulations of very early space there’s obviously little that we could have shot practically for that. But we paired up with some of the leading scientists in their respective fields, like Volker Bromm who specializes in Population III stars, the first to theoretically form in the Universe. So there’s this very deep, rich science behind the imagery…we also had the help of Donna Cox and Robert Patterson of the NCSA [National Center for Supercomputing Applications], who would take a base simulation, and start to create visualizations which were then fed to Double Negative, guided visually by contributions from a concept artist called George Hull. We would craft the thing into…picturesque imagery based on literal science.”
Questioned on how a unified look was achieved, Glass remarks that was not something Terrence Malick desired. “He preferred the idea of a patchwork quilt. If he shot something on a Super 8 camera, then an IMAX camera, then on a digital camera or…in space you might have something based on magnetic resonance imaging or infrared photography from the Hubble, each would have its own character, and that in his mind would lend to authenticity because you weren’t trying to smooth it, shape it and make it conform.”Known for his stunning cinematography, Terrance Malick wanted to make the most of the imagery featured on the screen. “We had one shot we were working on for the longest time that was nearly two minutes long,” says Dan Glass. “It is there to give you time to take in what you’re looking at. Part of his focus is always rich, detailed images, generally keeping as much depth of field as possible so it gives your eyes plenty to wander around and take in.” After spending many months finessing a shot, Terrence Malick, Dan Glass and his visual effects team would view the end result in one of the theatres in Austin. “We’d reach a stage where we were happy with it,” says Glass. “Then sometimes weeks later he’d ask, ‘Can we put that back up again? Let’s think about this again.’ And he’d consider trying to experiment on another track. There was always this element of the piece continually evolving and developing, which was very different to what you normally have a chance to do in a lot of the bigger visual effects pictures where it can all too often be a case of ‘That’ll do. That’ll do. Move on. Move on.’”
Bryan Hirota observes, “Malick, it seems to me, needs to see stuff, and then brings his film to life in the editorial process; it’s not necessarily clear to him exactly where his film is going to take him. It’s like a process of discovery for him.” Informed of Hirota’s comment, Dan Glass responds, “With Terry… his vision is strong. He knows where he’s going but because his goal is much more esoteric, it’s less tied down to any literal representation. That’s why the editorial process is critical to him, even with his live action; he shoots a lot of footage that can play in many different contexts, and some of his favourite moments are things where they’ve yelled, ‘Cut!’ and the actors almost break character. Those are the pieces he’ll love. Similarly, in the visual effects…you’re working for days, weeks, sometimes months trying to make something so precise. And yet for Terry that could work against the very organic nature of the material so we had to spend more time to free it from itself.”“Each shot is unique and crafted as such; they’re really approached from every angle as an individual piece,” says Dan Glass. “At one point we were approaching 60 minutes of footage that we were completing, of which somewhere between 12 to 15 minutes was ultimately used.” The IMAX format was chosen because they wanted to retain an incredible level of detail. “All of the work in Tree of Life is done to 5 1/2 K resolution…There’s a genuineness to that; it’s really trying to more closely represent the photography of the real thing. And the music and sound I would say are tremendous. The sound design I was really bowled over by, in terms of how it helps emotionally taking you through the piece.” Summarizing the final cinematic experience, Glass states, “It’s a very powerful movie about memories, emotions, and our place in the world.” As to what he thought The Tree of Life was going to look like, he confesses, “I don’t know in some ways what I was expecting it to be...I think the thing that was constant throughout the experience of working with Terry was that you know not to expect anything. There’s always something mysterious to be found.”
Vision Quest: The Tree of Life & The Big Lie
Image Conscious: A conversation with visual effects supervisor Bryan Hirota
Image Conscious: A conversation with visual effects supervisor Dan Glass
Visit the official website for The Tree of Life.
Trevor Hogg is a freelance video editor and writer who currently resides in Canada.
BH: Snowtown feels like a scientific experiment, it creates/portrays the conditions that a serial killing troupe can exist. How much did the setting and local cast affect what your decisions during the shoot?
“2001: A Space Odyssey was my inspiration in 1968 when I was seven years old; it freaked me out even at such a young age because it seemed so real,” states Warner Bros. Visual Effects Supervisor John “DJ” DesJardin whose fascination with science fiction saw him attempt to translate his mental images into cinematic ones. The native of Wisconsin attended the University of Michigan with a particular career path in mind. “I actually went there with the intention of being a marine biologist of all things because they had really good science programs. During my freshmen orientation they started talking about the film program there and I immediately switched. It was like something went off inside me and said, ‘I could go to school, practice this thing I’ve been doing off to the side, and do it for real.’” With the school lacking such items as optical printers, the film student teamed with a friend who was well versed in electrical engineering to build the equipment he needed.
Technically, the first movie John DesJardin did anything for was 2010: The Year We Make Contact (1984), when he helped Greg McMurry shoot an insert on a computer screen for one of the spaceship control panels. DesJardin was pleased to see the end result in the sequel to 2001: A Space Odyssey. “It was a pretty big deal to get high resolution imagery done for a movie. That’s why you have these certain landmark films, I think because places were setup for them but it was still an expensive concern to get the right imagery into the movie and make it look very good.” DesJardin learned quickly that making a living in the small industry was going to be difficult. “There were more than a few times where if the job we were bidding on didn’t come in for VIFX, I was going to be out of a job.” A major turning point was the release of Jurassic Park (1993) when studio executives realized that digital visual effects could add production value to their movies. “They see it as a tool that can be used from pre-production all the way through post-production; it’s not just a post-production concern, which was certainly what it was a long time ago.” Digital visual effects can prevent a lot of potential problems. “If you can previz a lot of what you’re getting into, it’ll answer a lot of questions and give somebody a common frame of reference departmentally throughout the entire production so that everybody knows what we’re trying for.”
Contemplating what makes a great visual effect, John DesJardin remarks, “One that withstands the test of time maybe, I don’t know… I don’t even know if anybody can make those anymore. It seems like the shelf life is pretty short these days because we’re always doing them and then moving on.” Two recent movies stand out to DesJardin. “I went to see Scott Pilgrim vs. the World [2010] this year; I had so much fun with that movie. The visual effects, while they weren’t realistic and were never meant to be, were fun. They were such an intrinsic part of that movie and it got a visceral reaction from me; I loved that. Then there is the tsunami at the beginning of Hereafter [2010] and that is a really great opening. So what am I suppose to say is better? Am I suppose to say that the tsunami is better because it’s a real tsunami and Scott Pilgrim didn’t have it? Scott Pilgrim wasn’t made to have that tsunami effect, it was made to have sound effect words coming out of the drum kit or something like that. That was what it was made for and because of that, that is a successful visual effect that I think is great.”
DesJardin had a fateful encounter arranged for him by Anne Kolbe, the Vice President of Visual Effects at Warner Bros. “I was coming to the end of The Kingdom [2007] with Peter Berg and didn’t have much to go on,” remembers DesJardin. “Anne called me and said, ‘I’ve got this project that I want you to interview for but I can’t talk about it.’ And I said, ‘Alright, I’ll go to the meeting.’ She didn’t tell me who it was with or what it was for. It was that secret. I walked into Zack’s office not knowing it was Zack Snyder. His assistant Celeste told me, ‘Yeah, you’re going to be meeting with Zack.’ And I suddenly realized – Zack Snyder! He did Dawn of the Dead [2004] which I saw when I was in Texas shooting Friday Night Lights, and I really loved that movie. That remake was great. And then I realized that I had seen at another facility… some imagery from 300 [2006]. I’m a Frank Miller comic fan and I had the graphic novel 300 for years. The images that I was seeing at the facility were just like that graphic novel. And I thought, ‘If that’s the same Zack Snyder, that guy is cool.’ So there I was meeting with him for Watchmen [2009] which was amazing to me.” A couple of months later the filmmaker, who was also born in Wisconsin, contacted DesJardin again. “He liked me enough to give me a shot at doing Watchmen. What can I say? [We have] similar backgrounds in terms of parts of the U.S. where we grew up,” enthuses the visual effects supervisor. “Our pop culture references are all the same. I think every time we are on the set talking about something it is reduced to some kind of analogy with a line in Star Wars [1977] or something like that.”
As part of Method Studios’ plan to expand its involvement in making visual effects for movies, Dan Glass was hired to be its Senior Creative Director; the decision paid immediate dividends for the Los Angeles-based VFX facility as Glass was presented with the Visual Effects Society Award for Outstanding Visual Effects in a Live-Action Commercial. “It was a different challenge for me last year to try my hand at commercials,” says the British-born Glass who oversaw the production of the 2 minute 15 second television spot called
Venturing into the visual effects industry during the early 1990s was like exploring a new frontier for the architecture graduate. “It was a very small field,” recalls Dan Glass. “There was a certain amount of technology and software that existed within television and commercials but it dealt with broadcast video. Equipment that was dedicated to the resolution and level of quality that we needed for film was very scarce.” A lot of creative energy was spent crafting fundamental technical tools. “At the time I joined [the Computer Film Company] all of their machines were custom built; they had figured out how to scan film into the computer and record it back out, and all of the processes in-between. CFC [which became Framestore] had built and designed their equivalent to a Photoshop or a Paintbox. The way we had to work back then was more akin to a computer programmer.” Glass explains, “You had to key in and program every little detail including moving an image to another frame buffer and swapping colour channels – all sorts of the intricate details. Thankfully, now, computers take care of an enormous amount of that as we advance but it was great training. You really knew what was going on and how it was working.”
“I’ve always kept an open mind,” responds Dan Glass when asked what has enabled him to survive in an industry which is in constant flux. “The universal thing is that you are there to work with and for the director; you determine and translate what it is they’re after and manage that through the restrictions of budget and time.” Another major skill for a successful visual effects supervisor is the ability to corral the companies and the team of artists in a way that brings the project “to a place where you’re getting the best possible result. Every director and every production is a little different. I would doubt that there’s any individual who can fit perfectly into every situation. I think what’s really part of it is trying to find the right pairing.” As to how he would define a great visual effect, Glass states, “I think it’s a lack of self-consciousness to me. I’m trying to use that term to capture a broad range of things. Clearly there are visual effects that standout and could almost be used to sell a movie. I’m not saying that’s wrong if they fit within the context of the story and the film.” Key examples of this for Glass are Gollum in
“One of the biggest things that we’re likely to see in the next five years is in the increase in render speed,” states Dan Glass. “With the advent of GPU rendering we’ll have these incredibly near photo-real or even photo-real renderings that can be virtually interactive and that in itself will lift some of the artistry…You don’t want artists’ time to be spent waiting for things. The more that process speeds up the more you have time to actually design and develop ideas and push things visually.” Glass is not completely sold on a major visual effect currently sweeping Hollywood. “3D, while I’m not saying it’s only a fad, I think that the mechanism is a little bit more of a gimmick still. Ultimately, its presentation is a cheat on the eyes.” There is also the matter of the image quality. “It is dim because you effectively lose a lot of brightness because you’re wearing polarized lenses, so that cuts out half of the brightness of the image. And with the digital projectors that currently can’t reach the brightness of film projectors, you get even less brightness… There have been some great uses of 3D, but there’s unfortunately been quite a few films I think would have been better without it.” On the other hand, Glass views releasing movies in the IMAX format as being a more genuine pursuit as it is about preserving the visual detail.
One of the recent additions to the staff of Pixomondo is veteran visual effects supervisor Bryan Hirota; he has worked on over 50 films starting with
“I’m a visual effects supervisor on the facility side,” remarks Bryan Hirota. “You need to work with your client to fully understand the vision they want to achieve; then you have to pivot 180 degrees inside the facility and work with the team that you have there, whether it be the technicians and or the pure artists, to convey the message of what the director’s vision is and to also be able to construct a workflow and a work methodology that will enable that project to get done.” Keeping an open mind is critical for success. “When you start a new project you really have to evaluate it. I’m sure that the tools and the approaches that you have used before are applicable; if they’re not, quickly identify at the start of the job which ones aren’t. You need to make sure when you get underway that you have tackled all of the creative and technical issues which may come up.”
Past collaborations are a major factor in getting repeat assignments. One such person for Bryan Hirota is Warner Bros. VFX Supervisor John DJ DesJardin whom he met while starting out at Video Image MVFX; he most recently worked with DesJardin on
While in California producing some commercials for a New York ad agency, Michael Kahn was offered a job at Desilu, the production company owned and run by television stars Desi Arnaz and Lucille Ball. “I was the male secretary for a fellow named Dann Cahn,” comments the three-time Academy Award-winning film editor who assisted the editorial supervisor responsible for the celebrated comedy TV series
“When I’m through with a film I try to forget everything about it so when I go to the next film I’m not carrying any excess [mental] baggage with me,” reveals Michael Kahn who was lauded with two separate 1988 Oscar nominations for
The collaboration between Steven Spielberg and Michael Kahn continues to thrive; they will be releasing two pictures in 2011, the motion-capture animated tale
When it comes to impressive movies he has recently seen, Michael Kahn mentions
In my quest to learn more about
What the director did want to achieve was an authentic atmosphere for the picture. “Peter did a lot of research on the gulags,” explained Russell Boyd, “and he came across [information] that they were lit by one single light, like a domestic household bulb in the middle of these long barracks; he wanted me to try to emulate that. I couldn’t completely or otherwise it would have fallen off into complete blackness…but I tried to keep it as natural as possible.” One of the locations with which Russell was intrigued was a cave which proved to be so treacherous that Peter Weir injured his knee. “It was fairly late in Bulgaria and then we had the three or four weeks in Morocco and then India, so he did find it pretty difficult to get around. It certainly didn’t stop his drive or his ability to direct the film.” One particular example of Weir’s resolve occurred while in Morocco. “The characters that are still part of the story encounter this big sand storm and special effects had setup some huge airplane engine-like fans that can blow either wind or sand towards you. The day we were scheduled to do it…a real sand storm blew in and Peter was saying, ‘We must shoot! We must shoot in it! We’ve got the real thing happening.’ But it overcame us totally and we laid down our tools for a half an hour to let it pass through; it went through as quickly as it came. Once it was gone we continued with special effects blowing sand at us.”
“It was bearable but it was really hot,” remembers Russell Boyd when recalling the time spent conducting the principle photography in Morocco. “We were gone by the time high summer came along.” Russell adds, “I’d rather be hot than cold so I enjoyed it more than the snow.” A problematic situation for the cinematographer and his camera crew occurred during what was supposed to be a brief one day shoot in India. “It was a busy morning as I was shooting some atmospheric stuff, and then in the afternoon shooting the scene where the guys march into India to freedom. The following day we had a scheduled day off; it poured with rain to the extent that there were a lot of mudslides in Darjeeling and a number of people lost their lives. Also, at that time our entire unit base was washed out. The next day we started shooting and it rained by lunchtime and we had to go home. So we went back the following day to finish shooting, hopefully, and got rained out again and the third day we went on to complete it.”
Not being able to crosscut between different storylines during the picture resulted in a major creative challenge for Lee Smith. “I think it was nice to stay with them,” believes Lee. “Once you’re walking, there is nowhere else to go and I think that adds to the vibe of the film. You’re as isolated as they are, and cutting back to the camp or back home to the loved ones, I think, would have broken that spell.” The film editor adds, “The great thing with films is that you can go on a journey with the people that you are interested in watching. You almost feel part of them. I certainly felt pretty parched as I got through that desert.” Working with a large principle cast of seven actors was creatively challenging. “Not everyone can have every line and every reaction to every moment,” acknowledges Lee Smith. “It definitely adds a layer of complexity when you have an ensemble cast for a fair chunk of the film.” To help him get a better assessment of the footage, Lee Smith delays incorporating a particular cinematic element. “We run without music the first time just to get an understanding of the film.” He goes on to explain, “My theory is that the longer you can resist putting music on a movie, the more you analyze and the more brutal you are on the images. Music is the great glue that can stick sequences together.”
Although he had not made a film since the seafaring
The two pictures of which Russell Boyd is really proud are
“Peter likes to do a lot of research and loves to share it with the necessary people so usually six to eight months before, we start on the prep,” says Russell Boyd. “In fact with
“Peter is always incredibly conscious of his story and he does change it frequently,” reveals Russell Boyd. “One of his approaches when shooting a scene is not to do many takes but to do more different setups which gives him a lot more flexibility in the cutting room.” Lee Smith generally finds himself left alone in the edit suite while the principle photography is taking place. “Mainly Peter would only watch sequences if I had any concerns about them,” states Lee. “On