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SIGGRAPH: Blue Sky’s Open Ocean System For ‘Ice Age: Continental’

In Blue Sky Studio’s presentation as part of the Wild Rides

presentation at SIGGRAPH 2012 they demonstrated several novel

approaches to creating their open ocean environment in Ice Age:

Continental Drift, for a sequence in which the characters sail a small

iceberg across the sea. Some challenges were technological and others

aesthetic but all served the goal of turning what can be the arduous

and expensive process of water animation into a manageable package.

At the base of their solution is a library of wave animation based on

mathematical descriptions of open ocean wave forms. These were

collected into look libraries that could be classified, for instance

calm or stormy, and easily called into the pre-vis artists Maya

sessions.

Once in Maya these libraries could be easily “scouted” by the PreVis

department for ideal locations and appropriate animation layout paths

could be derived and pushed out to the Animation department.

Even before handing the the scene data off to animation, Blue Sky made

sure that a lot of visual detail could be added that helped to set the

tone of the shots early on. They included environmental elements, sky,

sea foam, as well as hero wave splashes. These details allowed for

creative decisions and approvals to happen early on in the process

when changes are easier to accommodate.

Hero shot specific elements, like the giant tsunami wave, could be

added into the ocean look library and handled as though they were any

other shot, thereby limiting the costs that usually accompany large

hero moments.

On a technical note, because the FX Department used Houdini they were

able to leverage the point based water look libraries, and then blend

new library elements from existing ones, for instance to smoothly

transition from open ocean to calmer shoreline water. In addition the

encoding of all of that data allowed the FX Department to derive

visual details like foam and ripples on the water.

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