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  • These two scenes almost 20 years apart, both showed their digitally created main character

  • waking up.

  • They also served as the big reveal of a technical breakthrough.

  • Final Fantasy: The Spirits Within was one of the first movies with a realistic human

  • CGI characterat least in theory.

  • To our eyes today, the movement and textures make it look at best like a video game cutscene.

  • But focus on the skin.

  • How did we go from lifeless skin to skin that, on Alita, a stylized character with giant

  • eyes and a robot body, looks so much better?

  • How do we make fake skin look real?

  • That journey to realistic skin includes pore mapping, the appearance of light on apples

  • and chicken, and knowing the difference between a glass of whole and skim milk.

  • I'm finding it really hard not to feel like a total stoner thinking about my skin

  • I'm touching my face right now.

  • Honestly, when we go through looking at this stuff, we're all doing this and like

  • trying to look in the mirror.

  • My name is Nick Epstein.

  • I was a visual effects supervisor on Alita: Battle Angel.”

  • Alita: Battle Angel is a 2019 action movie based on the manga and it features a stylized

  • character that's perfectly believable.

  • She's come a long way from this guy, the Scorpion King from the Mummy Returns.

  • This shot is so infamous that the VFX YouTube channel Corridor Crew spent a whole video

  • trying to fix it.

  • There are a lot of problems, but a big one is the skin.

  • The Mummy Returns' Scorpion King is played by the Rock.

  • You wouldn't know it.

  • But Alita definitely resembles the actor who played her.

  • We needed to make sure that we were capturing Rosa's performance, like the heart of the

  • movie was really Rosa's performance as Alita.

  • So we actually built a fully digital version of Rosa.

  • And then we could apply sort of our sort of more, I guess, normal realism factors and

  • barometers to that.”

  • Getting that facial model right is a crucial first step for the skin's movement.

  • When the hard work begins.

  • “I have four factors I think.

  • Albedo, displacements, subsurface, and then dynamic changes and deformations and so on.”

  • Albedo is the base color map for your character.

  • Imagine the color of a face in a void.

  • No features, no wrinkles, no lights shining on it.

  • See how I make the cheeks a little red, the forehead a little lighter.

  • That base is crucial to realism, and it's incredibly dynamic.

  • Based on Rosa Salazar's real skin, they adjusted Alita's albedo map for different moods,

  • health, everything.

  • So we could then sort of compare the albedo map when she's like really angry, for example,

  • with a neutral pose, and then extract basically like a blood flow map from that.

  • And the shader could then, when she gets angry in her performance, dial in that extra blood

  • flow.”

  • Displacement maps push the scan up or down.

  • Imagine how this little guy is flat, but features or a wrinkle here might change the height of

  • his face.

  • Look at all the detail in the Scorpion King's face here versus Imhotep's face in the next

  • shot.

  • That's the detail you can see in the close ups in Alita.

  • It's way smaller than wrinkles.

  • We call it micro geometry, even pore level displacement that's what gives you your oiliness,

  • the specular response in your skin, which you can see even just looking at me in the

  • in the camera here, you know, my forehead is very different to my nose, very different

  • to my cheeks, and to my chin.

  • Unfortunately, my forehead is quite shiny, my nose also shiny, but my cheeks less so

  • and that they're fairly isotropic, without direction, I have a very clear flow direction

  • that way, a flow direction this way.

  • We have a sort of reverse flow direction around my chin.

  • So we actually draw curves on along these flow lines.

  • Some extreme close ups, we you know, we knew that the camera was going to basically fly

  • into Alita's eye.”

  • But the difference between this face and this one isn't just the skin.

  • It's what happens beneath it.

  • My name is Henrik Wann Jensen, and I'm the chief scientist of Luxion, makers of Keyshot.

  • And I specialize in computer graphics, in answering the question why do things look

  • the way they do and how can you simulate it on a computer?

  • See when we wrote the first paper as you may have noticed, we did some measurements in

  • it.

  • So we actually went to the local supermarket with a laser pointer.

  • I was shining on on the on the milk, we were shining on the meat.

  • And actually the guys who ran the supermarket came to us and what are you doing?

  • This is not good.”

  • The big idea of that breakthrough 2001 paper, work that got the team to the technical Oscars,

  • was that the way they'd seen light bounce through food was true of almost everything.

  • And if it could be simulated more quickly, that would make all computer graphics look

  • more real, including skin.

  • See how the laser bounces off the spoon?

  • But when I put my hand in front of it, the light passes through, and even bounces around

  • underneath?

  • This drawing breaks down as an illustration, because light passes through and bounces under

  • our skin.

  • Computers could simulate subsurface scattering, like they do with this marble.

  • But they did it by simulating every single bouncing light photon.

  • That took way too long.

  • So most of the time, computer animation couldn't bother with it.

  • It makes the Rock look wronglight is bouncing off him, not passing through the

  • skin.

  • It affected other shots, too.

  • In Shrek, they actually have a cookie guy and some milk.

  • And if you ever see that shot, it looks like white paint, which was exactly the example

  • we said if you don't do this properly, it's actually going to look like white paint.”

  • Jensen and his colleagues figured out how to simulate subsurface scattering more efficiently.

  • That changed animation.

  • Then in Shrek 2, they now knew about this technology.

  • And then they went all in on the milk.

  • So they had a ton of milk.

  • But they now did the full subsurface scattering.

  • And so it had a little bit of an impact on that as well.

  • it's funny because I went to talk to Sony and you never know what people are interested

  • in.

  • They say, oh, you're the milk guy.”

  • Subsurface scattering could efficiently simulate the different ways light passed through whole

  • versus skim milk, and also skin, or at least the beginning of it.

  • But when we created the initial subsurface scattering algorithm, you're set up based

  • on this assumption that you hit the skin and then everything is the same underneath.

  • And of course, real human skin is not like that.

  • We have different layers like epidermis, dermis.

  • And we looked at sort of the basic things that decide what humans can look like.

  • And it turns out melanin, you actually have different melanin types, we have one that's

  • lighter melanin type, one that's more on the brown side, on the dark side, you have to

  • have mixtures of those to get the correct skins.

  • You could actually do a very convincing, now, rendering of human skin.”

  • So, you know, I've talked about how we define regions for micro geometry, some of

  • the things we did also revolved around dynamic scans.

  • So we actually had footage of what scan data, so it's this 3d three dimensional data of

  • Rosa running through Harvard lines of sort of every expression we could we could ask

  • her to do.”

  • Harvard lines are a series of sentences that help hit all the phonemeschunks of speech

  • in a conversation.

  • It's for audio, but it can help artists see every possible way somebody's mouth can move

  • when they're talking.

  • I'm doing this video.

  • It includes these things called Harvard lines, and I was hoping you could read some of them.

  • [Reading overlapping Harvard lines]

  • Early reviews for Final Fantasy: The Spirits

  • Within focused on it as a treat for the eyeballs.

  • Since then, increasingly complex simulations of not just skin but light and movement have

  • made visual effects look even more real.

  • The only question is how much further is left to go.

  • Take the winding path to reach the lake, note closely the size of the gas tank.

  • It snowed rained and hailed the same morning the meal was cooked before the bell rang.

  • What joy there is in living.”

  • One of the immediate effects that that sort of the visual effects industry they jumped

  • on right away was if you also have someone who's lit from behind, you see light passing

  • through the ear.

  • If you look at movies like like Harry Potter with Dobby, the character, they were the first

  • to really adopt this technology.

  • They all had big ears so they were very excited about that, and you'll see a lot of glowing

  • light coming through the ears.”

These two scenes almost 20 years apart, both showed their digitally created main character

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