WetaLogo3.jpg
mll_shots_ata_1730_302x1144clean.png

Avengers: Infinity Wars

Eddy was an important part of our workflow on Avengers: Infinity War. Atmospheric dust elements, Infinity stone effects, and meteor trails were all enhanced through the use of Eddy, helping us to create rich and realistic detail across the entire Titan sequence.
— Matt Aitken, Visual Effects Supervisor, Weta Digital
Avengers: Infinity War was our first project to adopt Eddy in production. We were initially cautious, but Eddy soon proved its worth to our FX, Lighting and Compositing departments. The most immediate benefit was that it enabled artists to present many more iterations of a shot within a day, compared to the standard pipeline approach. It also gave us the ability to tweak the look of volumetric effects directly in Comp, in the shot context, without having to going back upstream through the pipeline. On several occasions we used Eddy to do the full FX – from look-dev to the final result. Artists were impressed at how easily this could be achieved.
— Simone Riginelli Compositing FX domain director, Weta Digital

Simone Riginelli,  Weta Digital’s Compositing FX domain director created templates for compositors and lighters. These allowed artists to add dust across shots, add volumetric glow (including volumetric shadows), and create the ray-blasts from the power stones.

Dust on Titan

To efficiently produce 3D dust renders for shots on Titan, lighters were given a Nuke script containing a pre-cached dust simulation. Within Nuke, lighters were able adjust lighting and get correct shadowing from the Titan environment to create believable dust. This could be rendered using any shot camera. Lighters just had to move the dust 'donut' close to the shot camera and adjust the lighting. A simplified version of the Titan layout was created and imported into Nuke to create accurate shadowing and occlusion for the dust. Once a lighter was happy with a look, they could render a contact sheet for the Supervisor to review, allowing them to see the environment with and without dust, a diagnostic of the render and the render against black. 

Eddy was used to render the dusty atmosphere on Titan.

Eddy was used to render the dusty atmosphere on Titan.

Weta compositors rendered many of the more subtle FX elements (dust, wafting smoke, atmos) through Eddy, even if the effect was generated in another package. This let them interactively tweak lighting, density and shading in full context of the final composite. This simplified the process immensely where dust was interacting with highly emissive objects and FX elements. 

Power stone Effect

Eddy generated interactive dust caused by the Power stone effect.

Eddy generated interactive dust caused by the Power stone effect.

ate_3640_pubStill_v308.1040.jpg
For the powerstone effect in some shots, we used Eddy from look-dev to the final result. Allowing compositors to create the FX from scratch and giving them the ability to use Eddy’s AOV output to integrate the elements.
— Sean Walker – CG Supervisor, Weta Digital
The Powerstone effect look dev and final sim generated using Eddy

The Powerstone effect look dev and final sim generated using Eddy

Dr. Strange’s mandala shield


The shot that best demonstrates the benefits Weta saw from adopting Eddy is Dr. Strange’s mandala shield.  Weta had always planned to do most of the work in comp.  The shield itself was simple geometry with procedural textures created in Nuke, and all the sparks are Nuke particles driven by those textures. They originally planned to generate the volume separately in FX; however, Eddy allowed them to streamline this as a single process and deliver the entire FX from the Comp department.

mll_shots_ata_1730_220x1144.png
The entire mandala shield effect created using Eddy in Nuke.

The entire mandala shield effect created using Eddy in Nuke.

Eddy was used to create Dr. Strange’s time warp effect, providing the Time Stone simulation and rendering.

Eddy was used to create Dr. Strange’s time warp effect, providing the Time Stone simulation and rendering.