|
Interview with Scott
Billups
Roger Wyatt of THS caught up with Scott Billups in January 1997.
THS: Right. Exactly.
SB: So basically, we've got just essentially a change in the
way we're telling stories, brought about by technogogery, for
no other reason. More people have more access to communication
tools.
We have a radical reduction in the rate of literacy to the point
where people --- the masses --- really don't understand story
structure when it's presented to them. So why even create a good
story? That's the quandary in Hollywood: you don't need to tell
a good story any more to make money. Look at Twister. Look at
Jurassic Park. Look at Independence Day. These are not stories,
these are "event structures."
THS:
Do you think the remote control has anything to do with that?
Channel surfing?
SB: Oh, it just enhances the "couch potatoism." But,
you know, the thing it does is it really helps pound technology
into ubiquity. The more you go like this (click), the less you
think about the technology behind it. What's that remote running
now? Is it running your television? Is it running your web surfer?
Your web TV? It doesn't matter what it's running. Here it is,
people are comfortable...Whatever the machine or gizmo is, if
you can create a remote that's somewhat reminiscent of a phaser
gun, you've pretty much got a market. So I think that just about
any technology that comes down will be accepted. There's not
going to be any shock.
THS:
If you think about Western art, say the last hundred years, if
you were going to make any one general statement, one thing you
could say would bes. "It's been a hundred years in the demolition
of narrativity." So you look at Beethoven, beginning of
the nineteenth century, then you've got Debussey, very different,
at the beginning of the twentieth. Take any of those pictorial
painters ---- like David and then look at Picasso, modern art
is really 1903-1913. Anyway, the music would be Stockhausen...
This is all the classical world, not even thinking about Tangerine
Dream or synthesizers...German synth music of the seventies...
SB: Moog...
THS:
Moog. Right. And then you could go...you could look...
SB: Actually, there's some very hip Moog stuff online.
THS:
Is there?
SB: Oh, gosh, yeah.
THS:
Outstanding.
SB: It's being rediscovered!
THS:
Right. Right.
SB: A whole genre of...
THS:
'Cause I think there was a step backwards there for a while.
Because I think those German synthesists, in particular, but
others too, were using these analog synthesizers to create new
sounds.
SB: Right.
THS:
And then, you know with DX4 is it? And the sampling machines
were then kind of a move back to saying, "All right, here's
a way to do conventional music and conventional sound.
SB: But you know, there's only so many variations on a theme,
so many ways you can arrange a sine wave to create something
new. And there's only so many combinations of pixel dust to create
a new image. And so, you know, we really haven't had anything
new in a hundred years. Since the first motion on the screen.
It doesn't matter that they were silent, because there was noise
going on. You know, the old kinescopes were the first of the
new genre of storytelling methodology. And nothing's really changed
since then. Except now, with the availability of quasi-production
quality components, digital palmters 600 lines...You know, everyone
can participate in network feeds. And a lot of shows are built
around that: point of view/slice of life/reality-based programming
is basically that trend. So what it does is, we've gotten to
a point where there are not enugh people that understand a story
to spend the effort. So why make a story up? It just doesn't
matter if it's a good script. How many effects can we tie together
with some words, you know, and put it out there? And that's the
definition of a movie now. So I think the next big one will be
jagging in. We've gotten to the point where everyone's pretty
comfortable with interactivity. I mean, let's face it, a book's
interactive, front to back.
THS:
Random access, everything.
SB: So I think everyone's pretty comfortable with interactivity.
I don't think that's a big problem. I think that there's enough
people out there that have learned how to construct an interactive
story or an interactive entertainment piece that there's a great
talent base there to produce from. You know, learning how to
tell a compelling story in 650 megabytes is great training for
anyone that's ever tried to make a CD ROM. And so when that band
pass opens up, those people that learned, in that very constrictive
environment, are the ones that are really gonna jump to the front.
So the only market that I've seen that really hasn't been developed
is --- because people just don't see it coming --- this big wave
of interactivity is just about to crest. I mean, it's just a
big hokasia wave just about there.
The cable modems, the direct digital satellite modems, all this
stuff...As soon as it drops, there's huge bandpass, it goes two
ways, in and out, so you're a receiver or a broadcaster. And
the one thing that no one has taken into account is: all you
have is cold, sterile 3D worlds. Where are the characters that
go in there? How do you create a lifestyle in there? And everybody
who's ever tried to use live actors in an interactive piece has
only come up with multiple choice. That's as good as you can
get, is multiple choice, basically. It's multiple choice, it's
not interactivity.
To be interactive, you really have to use synthetic characters.
They have to be driven by synthetic protocol. It has to be prosodically
correct. Prosodically --- the gestures have to match, the intonations
have to match the mood and the meaning. This is all combining.
These are all branching event structures that drive the character
of the synthetic character along the timeline. And there's been
some great work done at that. The stuff at the University of
Pennsylvania: Provost and Prochard. Great work.
THS:
The Thalmans?
SB: The Thalmans; they've just been doing synthetic manequins
walking around. They've really not gotten into the psychology
behind it, the driving forces. They're just modelers. That's
all. I mean, they've done some great work, but they don't understand
where this is going. The physiology of these characters is not
the important thing; it's the motivation and drive of these characters.
You know, by the end of the century, some of our favorite people
won't be. You'll have dead people. [Synthetic people.] One can
carry on a more compelling conversation with you. You know, a
database that understands your interests, dislikes...you know?
And has the entire information of the world to fill it's conversation
with you. Or, somebody that's just walking along and you're just
having a conversation with, and they don't understand what you're
doing and you don't understand what they're doing. Where is the
more compelling conversation going to come from?
THS:
Yeah. So also in a certain sense, a synthespian has kind of passed
the Turing Test.
SB: Been here for a long time. I've made probably a thousand
of them for movies. They're just basically digital stand-ins.
There's no inherent intelligence there. That's pixels movin'
around. That's not what it's about. What it's about is the artificial
intelligence, the dynamic agent persona. You know, creating an
intelligent being. We are predisposed by our context to be...to
have a natural carbon bias. And this is very inappropriate to
our carbon bias. You know, "I'm a person and this is a box."
You know, that's very inappropriate. There's some things that
humans can do but as boxes develop, or actually the workings
within them, as they develop, we're actually becoming less and
less useful. I mean, really look at what a person does! And it's
a bunch of randomly associated movements and gestures, hopefully
culminating in a paycheck. (Laughter.) And who do you know that
really knows what they're doing? Very few people really know
what they're doing. Whereas with an intelligent agent as your
sidekick, your alternate persona, you know, mensch, whatever,
you could actually become a more powerful, more focused, a more
successful, more competent person.
THS:
Sure. And it's interesting because the kind of archetype for
that seems to me is deep in our literature --- Sancho Panza would
be that if we were thinking about him today.
SB: Go to Don Quixote! Or go back to Dante! Go to cave paintings,
where the spirit is painted on the wall.
THS:
Sure. There you are.
SB: There you are, and you go and you sit under all these pictures
and communicate with them.
THS:
What are the hard problems in moving that forward?
SB: You [currently] have a guild mentality: "This is my
whatever..." "This is my button, don't push it!"
You know, "This is my cable, don't plug it in." And
it's that professional specialization... that era has ended.
And unfortunately, in communications, that's the entertainment
environment, that entertainment production environment, is the
last bastion of that type of mentality, outside of the Teamsters,
or whatever. Take Teamsters, for instance. These guys are driving
enormous, massive vehicles on public thoroughfares...I like the
fact that they're driven by a guy that's qualified. You know,
I like that! I have no problems with that. I like that there's
that airline pilot's union. I like this stuff. But for a guy
to move a C stand or, "I'm the director. Nobody can play
unless we all agree that we can play." Well, you know, what
have you done that's truly notable? What have you done that's
gonna go down in history? Who are you to make that judgment call?
You know.
THS:
Too many people with names above the title.
SB: And there's so much...Look at any poster. Look at any movie
promotion. The ego just sprawled out there. It's just ego, ego,
ego. How many egos can you fit and whose ego is on top? And,
you know, screw this. This is just inappropriate. So that's gonna
go. The biggest block is for these people to understand that
they really aren't relevant to the future of communications.
They've already destroyed the storytelling structure, to the
point where...
The unions were formed, these guilds were formed. A guild is
a craft organization, from medieval times, and they had iconic
representation, because nobody could read. There was an icon
that represented them. Icons aren't new.
And they had a secret lingo. Now Lingo is an authoring text by
Macromedia. Now it's tech talk. But the thing is that the guilds
all [had their own lingo]. "Give me a bull frog on that
half apple..." And, you know, somebody knows what their
lingo is. And to make a movie, to be a director, you have to
know every little guild's full list of lingo.
And the thing is, when you get a computer, when you get into
computer production... Well, you know, I've probably done a hundred
digital mattes. Those are thousands and thousands of people who
didn't paint some stuff on canvas, that didn't make the canvas.
You know, I've made hundreds and hundreds of little digital extras
in the background. Those were hundreds and hundreds of people
that, we just don't need them. The storytelling process is so
devoid of content. It's just event, event, event, pieced together
with some drivel, so that there's no need for the guilds any
more. They've put themselves out of existence. They've said,
You know, we're just going to rape this industry," and that's
what they've done. I have no compassion for them. I don't feel
the least bit of compassion. Or guilt. I'm glad to see them go.
You know, I've been associated with all the major guilds and
I choose not to be. I think there's nothing there but decrepitude
and retrovision.
THS:
That's wonderful.
Usually the storytelling process is one person. Puccini...not
the Puccini Production Company. Maybe they implement it, yeah.
But there's Puccini. There's Walter Scott or Michael Crighton
or...something like that. It's ultimately one person, not a committtee,
that puts it together.
SB: Example: Congo --- great book. One of Michael's better books!
The movie sucked! Why? Well, because you've got Kennedy-Marshall.
They don't care. Event, event, event; we don't even care if they're
good events any more! They'll buy it --- it's got Crighton on
it! You know, it's total market opportunism. And it has nothing
to do with telling a quality story. Consequently, the moviegoing
public, their expectations have been so lowered...All you've
gotta do is slap them across the face a couple of times, give
them two or three good effects, they'll be happy as clams, send
them on their way.
THS:
Do you see any shift in that happening, either on the part of
the audience or the...
SB: Oh, no. It's going to get much worse. It's going to get much
worse. There is still a market for a good story well told. But
the trouble is, there's not a budget to tell that story. What
this does, what this whole art structure does, is it enables
people who actually enjoy the process of storytelling.
You know, my Dad was a Baptist preacher in West Virginia. I got
storytelling in my bones. You know, it's in my genetic code.
You know what I mean? Both my parents were teachers. Dad taught
college, Mom taught high school. You know? That's in my genetic
structure, that a good story well told is how you tell a story.
These are the elements that go into a good story: know what you're
talking about, and deliver; wrap it in a nice package and deliver
it. This is the oldest profession. It's older than prostitution.
You know? The two actually have a lot in common. Both must seize
your interest. And they both have to leave you with a profound
sense of fulfillment. As I see it, there's not that big a difference.
Very little.
So I think there is a market for a good story well told. I think
it's pretty much gonna be the same kind of niche market as opera.
Or a good orchestra. Or a day in the art museum.
THS:
Sure. But those are global businesses. You think of the Jasper
Johns show at MOMA. That's gonna go around the world for a couple
of years.
SB: You ever checked out any of his work?
THS:
Well, I saw the show a couple of weeks ago when I was in New
York, which is where I'm originally from, so I was visiting my
parents.
SB: The only guy I don't like...I don't like Pollock in that
genre. I can't see see a nine by twenty cobalt blue called cobalt
blue selling for a million five... I just don't see it. There's
a lot of splatter painting going on. I'm not into splatter painting.
But you know, irregardless of the components that you put together...And
I think Jasper Johns is a good example of that...Taking disparate
elements and putting it together to evoke an emotion. That's
genius. That's art. And I appreciate that. I think he's inspiring.
There's very little of that going on. There's a lot of splatter
paint going on.
Same thing in media. All the big movies are splatter paint. there's
very few Jasper Johns out there trying to tell an intricately
woven story, actually worrying about the context. It's basically,
you get a script. You go to page 128 to see if there's a plot
point there. Then you go to the end, to make sure there's a 142
pages. Then you go to 78...95...You look for character arc (if
ever). It's just so wierd. So formulaic.
THS:
It seems to me that sometimes things that are written in stone
tend to have a monopoly on things. You know, we were talking
about Hollywood as the storytelling capital of the world a little
earlier...And that sort of ozimandious effect that Shelley told.
Where a new technology has blindsided the old in huge ways. Do
you think the World Wide Web, the Internet, whatever that may
evolve into, as it develops (as bandwidth increases, as compression
improves) becomes another distribution format that then can support
the kind of tales you're talking about?
SB: Oh. yeah. There's just too many external events that are
transpiring against the conventional theatrical application of
motion pictures. First of all, the funny money, funny accounting
of today's studios. You can't make any money on domestic release.
And the conventional theater-going experience is one of the unhealthiest
things you can do (next to going to Disneyland)... For communicating
diseases. think about it: what's darker and danker and tighter.
Where can you go to breathe other people's spent air, more than
in a theater? It's a very unhealthful place to be.
It's all now digital. And now we've got people that can...There's
a lot more people in the storytelling process, consequently,
there's gonna be a lot more crap out there. But there's also
gonna be, in that crap, for people who search through it, a few
gems. And voices that might otherwise not have been heard, will
be heard. 'Cause everybody's got a great story. You know, it's
hard to meet somebody that doesn't have a good story. So now
people can tell that story.
It's going to be very interesting. But the monopoly's going to
die. That's the most important thing for communications.
THS:
How would you describe what it is that you do?
SB: I'm retired.
THS:
OK. Well, before you were retired, or on the side, what do you
do?
SB: I was a cinematographer for quite a few years. When I was
a kid, I was a photographer. And then in college, I was a stringer.
You know, 16mm...WNBC and a little National Geographic stuff
here. I was a stringer at Woodstock. Unfortunately, I was tripping
so hard, I walked away from my camera --- and lost it! Luckily,
another stringer from WNBC saw it and put it in their trunk.
But I never worked for them again!
But the day the draft ended, I majored out of Vietnam, which
was an eight and a half year major for me...and the day the draft
ended, I went to James von How's house and knocked on his door.
He was the best cinematographer at that time --- in the world.
And I was naive enough not to know that you didn't do that, lucky
enough that he had just fired his 400th apprentice for the year.
He was quite brutal, but I loved him after that, and worked for
him up until his death in '75. We were doing Funny Lady. He was
doing a lot of commercials on the side. He had cancer of the
larynx so I was shooting, I was doing all the camera operation.
After he died, all these agencies called up saying, "Hey,
where are you? We've gotta shoot." "Well Jimmy's dead."
"Well, come on down!" So, we were doing Levis and General
Motors and a lot of big stuff.
Next thing I knew, I had 85 employees and so that's basically
up until Apple. And I'd had enough supervision...Been there done
that...that I was done pretty much. I was at a level where I
could be comfortable forever. Call it quits and go play.
So now I only work 12 hours a day, seven days a week. I have
a nice one-bedroom, six office house. So this is what I do. I
develop CD ROMs. I do a lot of web design. I do a lot of network
IDs. I do network logos and IDs for CNBC and CBS. Or special
kinds of stuff. I do some Fox stuff. I do a bunch of European
broadcast logos. I do graphics and write for television shows.
And I do 3 to 5 movies a year. I do all the effects on them.
So I've decided to retire again. Now I'm only gonna direct.
What I really wanna do...Actually, I've been getting quite a
few scripts to direct. And, ah, somebody came up and made me
an offer I couldn't refuse. Pick my favorite book, pick my favorite
writer, and they'll go get 'em. And it took them 5 days!
THS:
Outstanding!
SB: A book that was already optioned ad infinitum and a writer
that was untouchable...They packaged them up in 5 days. I was
really impressed.
THS:
Wow. Will this new work incorporate some of these concepts of
synthetic actors?
SB: Pooh! You can count on it! It's basically an $80M movie that,
they're very hesitant, but they're letting me make it for $8M.
'Cause I promised I could make this for 8M dollars. And so, "Okay,
well, we'll see." But it's a huge movie. Unusually large.
THS:
So that's what you're on preproduction on now?
SB: Yeah. It outta be fun. I'd like to take the production experience
online. And this is another thing that the studios, even though
I've done web pages and set 'em all up, they all take a look
at them and go, "Eh...lawyers won't pass on this,"
and close them back down. Because everybody's created these post-event
hype factories and people are just...click here, click here...to
see Kevin Costner's latest hairpiece. Well that's NOT entertainment.
There's a lot of people out there that understand the technology
and they're trying to get a fix on how they fit into other lifestyles,
other ways of making a living. Is this a direction they want
to go? Is this going in a direction that they want to go in?
You Know?
So what I'd like to do, is make the whole movie online. All the
way from casting call to videotaps. You know directors always
look at a video that comes off the videotap. So, whenever the
film isn't being exposed --- by the image --- the film's only
exposed for a very short flash of a second. The rest of that
time, it's falling on a CCD, which goes to your little monitor.
And the CCDs have actually become quite sophisticated. Videotaps
are quite sophisticated now. And read aspect at 16-9s...You've
got some really nice image coming through. Well, you know that
tap just put a T junction B&C on that and ran it off to Videovision.
It can go into CU SEE ME and right onto the Web. And so somebody
that really has the motivation to sit there, with everybody else
that has to sit there, can actually see if this is for them.
THS:
Sure. I've come to a very similar conclusion. I started this
project, it's now in sort of it's third year, and it's called
"Songs of Steel." And "Songs of Steel" is
what I'd call a Roman noir kind of film set during the fall of
the Roman empire. Very esoteric stuff. And I figure there's probably
2,000 individuals and institutions in the world that might be
interested in that. But the way to connect with them is through
the Web. And I was thinking, everything becomes flattened; it's
no longer a linear preproduction, production, post, distribution
format; everything is happening at the same time. So, running
ambient video of the writer at work...Engaging your audience
at the earliest possible stage for something, building it right
through.
SB: There's not a huge market share. And it's not something you
do for profit. It's something you can do as an equity trade.
You know, you're giving something back to your market. That stuff
comes around.
So you have to do it in an independent environment. You can't
do it in a studio environment. And this was one of the largest
independent producers there is. He made me this offer, so they
love it.
THS:
What is the name of the project?
SB: It's called "Software." It's a Rudy Rucker book.
It's excellent.
THS:
Yes! He has this wonderful classification --- hardware, software,
wetware.
SB: You've got it! Software's the first of the series. And I
got Larry Wilson to write it. Larry wrote Beetlejuice, Addams
Family. He's a great writer and he understands the methodology
of telling a story with set pieces in it...Using set pieces in
a visual way that sequences the story. So, rather than stringing
a bunch of visual images, on a string and saying, here's the
big visual images...they're context to a well-told story. And
there's a big difference in that.
THS:
Oh. yeah.
SB: So that's basically the nine yards of it right there. We'll
see...We'll run it up the flagpole and see if anyone salutes
it. It might be a catastrophic failure to the press, but as long
as a couple of people get off on it...See that's the positive
aspect of the Web, is that there's no immediate financial remuneration.
Which makes it a really neat place to work, you know? Because
people are trying stuff out. People are doing things that are
actually for other people. I think it's the only real, true altruism
that exists in the industry.
THS:
Sure. And I think that on the Web, the real market is the after
market. And that's a very difficult way for people to think who
have been schooled in "the real market is the market."
SB: So...We'll see.
THS:
Was there anything that struck you about MacWorld? I know you
just came back from there.
SB: The unsensationalism...The unsensational aspect of it just
drove the point home that the computer has reached ubiguity.
Nobody really cares what box it is. You know, a box is a box.
Who cares? What I'm interested in is the process: what can it
do for me? What can it help me do? Now these are software statements.
Software-based questions. They have nothing to do with hardware.
The thing I am happy to see is that people are wising up to the
big SGI hype. You know, they've been running their hype for a
long time. They've really abused their marketplace. They've let
their developers run rampant; everybody's got their own interface,
their own design. Everybody thinks their design is the best design.
Then they have this licencing thing. You never buy the software,
you just license it. And, Heaven forbid, you're late on payment
in the middle of a production. You know, it's just: How can we
just abuse our market to the maximum? There's no need for that.
I mean, a Raptor NT, runs twin deck Alphas, five hundred mega
. I mean, gee! You need more speed than that --- you're in a
different league than I am! That's some definite crunching! It's
just nasty. You know, Soft Image has wonderful animation, and
just about everybody I know is trying to get out from under that
huge encumbrance of SGI. And then I see them pumping out this
oxygen system.
The thing is, there's a good platform for every purpose. Okay,
if you're scientific visualization, quantum physics, maybe something
like that on a high scholastic level...SGIs are great. Good.
That isn't my industry. My industry is the entertainment industry.
And this is basically a bunch of artists collaborating on something.
The SGI is not a collaborative environment. It never has been.
UNIX is a very uncollaborative environment, unless it's got a
nice shell to it --- like the NeXT system is a very nice shell.
You know, you have to conform to certain interface parameters.
That's what a Mac is.
What it comes down to is: where are the tools to tell stories?
That SGI environment has never been a storytelling environment.
It's been an 'event creation' environment. And now, other platforms
that are good for telling stories, that are good for collaborating,
have really passed it up. I mean, the 9500 in there, with the
twin Daystar processors outrenders an SGI five to one. And besides,
I can get pieces from all over the world. There's thousands of
people that can create for that. Now, if you want to be a monkey,
working in a construction line, assembly line mentality, well,
SGIs are good for that because they are a hubby, networky kind
of thing, and if you're working for ILM or Digital Domain, that
is a good place for them. And that's the only place for 'em in
this industry, is ILM or Digital Domain. Those are the only two
places that are big enough. They have a lot of people where this
person just does one thing. The age of specialization. Very retro-tech.
And fine, if that's your need. But the fact that they're selling
these poor, misguided people that this is a creative tool for
them, that they can actually go out and get a job with this...Yeah,
well they can get a job working on an assembly line. That's all
they can get.
There's no other collaborative environment you can work in: NT,
Mac ---that's about it. And that's where it's going. The next
jump --- the new computers --- are all going to be genetically
engineered. And this again echoes the commonality of interface
design, peripheral modalities (everything's going to become more
and more homogenous...again, we're ubiquitous. We're talking
about ubiquity here; we're not talking about somebody standing
up and saying: "We're different from everyone else. Everything
on our box is different." That point and time has passed.
That mentality has passed. And everybody that I know that has
SGIs, is trying like hell to sell them to somebody. But nobody
wants them! Everybody wants to get a nice little Raptor or the
Integraph machine or these four processor Daystars. There's some
great machines out there.
THS:
Do you think there's a life for the Harry, the Flame --- any
of the Kyron stuff --- in this world?
SB: Well, again, that's a studio...That's a studio mentality
that does post-online high-end broadcast production. And there's
always going to be a need for realtime. People that cannot previsualize.
People that need it full res at real time, to give a yes or no.
And there's always going to be those people. That is the definition
of a broadcast executive. That is the definition of an agency
account executive. They have no creative vision. And for those
people, they need it real time. And these are devices that are
very specialized; they're computers, they're just very specialized
computers that can give you very high-end real time, effect-based
stuff. As far as I'm concerned, After Effects has much better
compositing capabilities, has a much broader effects and production
bundle, has much better motion tracking. The motion tracking
on Adobe After Effects is far superior to a fling --- and look
at the price point difference! You know, you're missing three
zeroes! Not one, not two, but three zeroes in the price difference!
But you don't get real time, unless it's a little bitty 240.
And even that, it has to process.
Is real time important? Yeah, it is, to a certain select group
of people. But to people who are actually creating something,
that already have it in their mind's eye, it's irrelevant. In
fact, that Render Wander, when you get thick, you wonder: What
am I gonna do next? As you saw, I have computers side by side,
so boomph, boomph --- I'm just back and forth, and back and forth.
And when those computers are full, I have four other rooms that
are full of computers. I can keep them all humming, just by myself.
What would I do if it was real time? I'd go out of business!
Just sit down and burn out.
THS:
So what kind of advice would you give somebody who's entering
this stuff, maybe coming out of college or something like that,
and wants to achieve the same kind of level of retirement that
you are today? What do they need in their bag of tricks? What
should they be studying?
SB: Stay away from programming. Unless you want to write programs.
Unless that's your proclivity, you're a totally left-hemisphere
person. And then, find somebody who's a true craftsman, and get
to know them and why they do things, and that'll tell you what
kind of code to write.
Other than that, if you want to get into production, if you like
to make things move, you like tobuild things, you like to see
things through to completion, you like to tell stories; whatever
your motivation, there's just so many tools out there, and there's
so many ways you can go,...You need to learn some basic interactivity,
because that's going to be a communication structure that's going
to be with us for the rest of time. It's already been with us,
but now it's an interface modality. So they need to learn what
interactivity is and how it is. As far as graphics go, whether
it's 2-D or 3-D, all you really need to understand is the Alpha
channel. The difference between 24 bits --- red, green, blue
--- and 32 bits --- red, green, blue, and black --- or Alpha
or hold out. That's the difference between hacking around ---
playing with yourself --- and production, is that 8-bit Alpha
channel. So whatever package it's in, if it's 2-D in Photoshop,
or it's After Effects, or if it's 3-D packages like Strata, or
Electric Image, or you're in Soft Image on an NT, or Amazon Paint,
or whatever the package is, really learn how to manipulate and
handle an Alpha channel and all the things it can do for you,
because that's what determines the believability and compositing,
and it's what gives geometry its attributes, and judicial use
of it determines the quality, the inherent quality of an image.
So that, and actually learn the methodologies that go into production.
And this is something that a lot of people gloss over.
We tried to drive it. Mike Backus and Nick Demartino and myself,
cofounded the American Film Institute Media Lab. And we founded
that as a place where film industry and broadcast industry could
come and digitally retool. They were too busy. Or didn't see
the urgency of it. And this was back in the late 80s. It turned
into a place where people with computers could come and start
to learn the methodology of storytelling. Those people are out
there making history! They're doing some stuff! We've got some
great courses up there. It's something that we're all very proud
of. It's not what we intended it to be! It's something totally
different. But it's a great place to learn the legacy, the history
of storytelling. And, you know, knowing the difference between
a gaffer and a grip. You know, eventually, you're going to have
to get on the set. The sets are still --- even if it's shooting
people in blue screen or green screen --- and you really need
to know that terminology. You need to know why a 5K is not appropriate
for this or why kenaflow lights give a better falloff on a backdrop.
Because you want to get your backdrops as flat as you can. Certain
kinds of light do that better than other kinds of light. You
want to learn how to separate people. These are basic, inherent
methodologies that have been with us for a hundred years.
This is a very geriatric industry, the industry of production,
film production and television production, and the methodology
hasn't changed in a hundred years. The technology has just leapfrogged!
But unfortunately, you have a lot of people out there that really
don't understand lighting. And lighting, if you look at a lot
of stuff, lighting is the shortcoming. When filmmakers go to
composite people, and they didn't use the same lights, locations,
sets, strengths in the blue screen as they did to light their
sets and...there's something wrong. Nobody knows what it is,
but there's something wrong.
And the other thing is matching grain. The inherent grain of
a texture map...or a digital matte...or a background...has to
match the grain of a character. So if you're shooting people
with film, 16mm or whatever, and then compositing them into a
digital backlot, well, you know, zoom in and look at the edge
there. Is the grain structure on the person (because they were
shot in film)...You know, you have to echo that in the background.
And look out at the horizon. The farther away things are, the
grayer, the less contrast, the less saturation...Echo that in
your interface design. The last thing computer dweebs like to
hear is to step on their image! Look how crispy this is! But
crispy isn't life. Nothing in life is crispy.
So, learn integrations. The single biggest factor in selling
an image and making it work is integration. And that has to do
with matching the light direction, matching the lenses, shooting
a person with a 50 so that you can get him in the frame and then
shooting your scene with an 85 --- it's not going to match! There's
different focal lengths involved.
So do a little retro work. Go to a bookstore and get some basic
books on film production....the classic retro tech; low-tech
film production. That's the best thing you can do for a high
tech production career. Because then you know why you're doing
this. Then you know why something doesn't work, instead of sitting
there wondering: Is something wrong?
That would be my recommendation.
THS:
Thanks a lot.
SB: Hey, my pleasure.
|