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Monday, April 04, 2011
Tron Legacy (2010)
jtnimoy: "I spent a half year writing software art to generate special effects for Tron Legacy, working at Digital Domain with Bradley 'GMUNK' Munkowitz, Jake Sargeant, and David 'dlew' Lewandowski. This page has taken a long time to be published because I've had to await clearance. A lot of my team's work was done using Adobe software and Cinema 4D. The rest of it got written in C++ using OpenFrameworks and wxWidgets, the way I've always done it with this team ;) Uniquely however, Digital Domain's CG artists were able to port my apps over to Houdini for further evolution and better rendering than OpenGL could ever provide. Special thanks to Andy King for showing me that what seasoned CG artists do at DD is actually not so far off from what's going on in the Processing community.
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This was fascinating to read, I wish I freaking understood more of it. I haven't seen Tron Legacy yet (stupid grad school...) but I can appreciate the computing accuracy the author (who's name I can't find in the article?) used in creating effects. Nothing hurts worse in theatre or film like seeing an inaccuracy used in depicting something else entirely; even if it's a minor effect. It may not seem like a big deal to some people, but seeing Explorer used in a film to simulate hacking software, seeing Valmont & Danceny fighting with the wrong swords, it ruins the effect of what might otherwise be a really great entertaining scene.
Though not a lot of the techno-speak in the article made sense to me, I love that someone took the time to put it into the film. If the movie suffers, it's not from computing inaccuracies.
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