Latest / What's Your Problem? / Creative Technology at Pixar
Transcript
- 0:15Speaker 1: Pushkin. There's a bunch of stuff I want to ask you.
- 0:22Speaker 1: A lot of it is about the relationship between technology
- 0:26Speaker 1: and creativity, and especially given the fact that you've been
- 0:28Speaker 1: working at Pixar for a long time, respectfully, how that
- 0:33Speaker 1: changes over time?
- 0:34Speaker 2: Okay, so how creativity changes as technology changes?
- 0:37Speaker 1: Yeah? So, actually, can you just say your name and
- 0:39Speaker 1: your job?
- 0:40Speaker 2: Sure? My name is Danielle Feinberg, and I work at
- 0:43Speaker 2: Pixar Animation Studios and I am a visual effects supervisor.
- 0:48Speaker 1: So you're a visual effects supervisor. Now, if I understand correctly,
- 0:50Speaker 1: you spent a lot of your career there. You've been
- 0:52Speaker 1: at Pixar for more than what twenty five years at
- 0:55Speaker 1: this point?
- 0:56Speaker 2: So right, yeah, I hit twenty six.
- 0:58Speaker 1: Musseltov, you were director of photography for lighting for a
- 1:04Speaker 1: lot of your time there, right, And that's striking to
- 1:06Speaker 1: me because, if I understand correctly, there are in fact,
- 1:10Speaker 1: like no photographs and no actual lights in Pixar movies. Right,
- 1:14Speaker 1: So what does it mean to be the director of
- 1:17Speaker 1: photography for lighting on you know, movies like say Coco.
- 1:21Speaker 2: So picky of you, Jacob, I'm sorry, so curious, I'm curious.
- 1:30Speaker 1: I'm Jacob Goldstein. And this is What's Your Problem, the
- 1:32Speaker 1: show where I talk to people who are trying to
- 1:35Speaker 1: make technological progress. My guest today, as you've already heard,
- 1:39Speaker 1: is Danielle Feinberg, and as you will hear, we did
- 1:42Speaker 1: talk about creativity and technological change. Also we talked about
- 1:46Speaker 1: the problem she's trying to solve now, and we talked
- 1:49Speaker 1: about how we can often wind up following rules that
- 1:52Speaker 1: are not particularly useful and that in a lot of
- 1:55Speaker 1: cases we don't even know we are following.
- 2:01Speaker 2: So director of photography is in a live action movie,
- 2:05Speaker 2: is the same as a cinematographer, and so they're doing
- 2:07Speaker 2: camera and lighting together essentially. And so in our world
- 2:12Speaker 2: and animation, we split that what is traditionally one role
- 2:15Speaker 2: in live action to two roles, and so we have
- 2:18Speaker 2: a director of photography for camera and a director of
- 2:20Speaker 2: photography for lighting.
- 2:21Speaker 1: And just to be clear, I mean camera is a
- 2:23Speaker 1: metaphor in this instance, right, like just so I'm thinking
- 2:27Speaker 1: about it, right, there is a camera, right.
- 2:30Speaker 2: There is a virtual camera, and so we build a
- 2:33Speaker 2: virtual three dimensional world, and we actually have a chunk
- 2:36Speaker 2: of code that is our camera that mimics a lot
- 2:38Speaker 2: of things that a real life camera does. And as
- 2:44Speaker 2: time has gone by, in fact that that camera has
- 2:47Speaker 2: gotten more and more like real life. And we even
- 2:50Speaker 2: use specific sets of lenses, sometimes modeled after certain companies
- 2:55Speaker 2: lenses and stuff, and.
- 2:56Speaker 1: So the lenses are our code basically that generate images
- 2:59Speaker 1: that look like a picture you take with a certain.
- 3:02Speaker 2: Actual yes, exactly exactly.
- 3:05Speaker 1: So similarly than presumably the lighting is sort of similarly
- 3:09Speaker 1: virtual but modeled on actual lights.
- 3:12Speaker 2: Yeah, you know it's originally it was modeled on a
- 3:17Speaker 2: version of a light. It wasn't like, oh, this is
- 3:21Speaker 2: tungsten light, or this is a light bulb that I
- 3:24Speaker 2: would have in my lamp at home. It was like,
- 3:27Speaker 2: here's a light. You can do whatever you want with it.
- 3:29Speaker 2: You can make it as bright as you want, you
- 3:31Speaker 2: can make it as big as you want, you can
- 3:33Speaker 2: all kinds of things. And so in those sort of
- 3:35Speaker 2: early days, it was easy to do things that looked
- 3:39Speaker 2: sort of wrong visually because we weren't beholden too some
- 3:42Speaker 2: of the same physics in real life, huh.
- 3:46Speaker 1: And so it was almost like too much. You had
- 3:49Speaker 1: too much power, and you could just get crazy with
- 3:51Speaker 1: the light and was going on, Yeah.
- 3:54Speaker 2: We had all the power and you had to use
- 3:55Speaker 2: it wisely.
- 3:56Speaker 1: Yes, So, I mean, so there's different ways to talk
- 4:01Speaker 1: about to talk about this, and I want to try
- 4:04Speaker 1: a few. But one way that I thought might be
- 4:06Speaker 1: interesting to frame this is to talk to talk about
- 4:10Speaker 1: the way that the craft really of what you do
- 4:13Speaker 1: has changed. I know you worked on Turning Red, the
- 4:16Speaker 1: recent Pixar movie, which, like millions of other people, I
- 4:19Speaker 1: watched at home during the pandemic with my daughters. So
- 4:22Speaker 1: thank you for that. Excellent And then you also you
- 4:25Speaker 1: worked on A Bugs Life in the late nineties, right,
- 4:28Speaker 1: And so I thought it might be interesting to compare
- 4:32Speaker 1: A Bugs Life to Turning Red in terms of the
- 4:35Speaker 1: sort of technology and creativity, right, how you created in
- 4:38Speaker 1: those different really kind of technological erars. I mean, that's
- 4:41Speaker 1: a long time in the development of computer generated animation, right.
- 4:46Speaker 1: I mean one question in that context is what is
- 4:50Speaker 1: something that you wanted to do when you were making
- 4:53Speaker 1: A Bugs Life but that you couldn't that now would
- 4:56Speaker 1: be really easy to do.
- 4:58Speaker 2: Yeah, probably so many things. When you think about A
- 5:03Speaker 2: Bugs Life. That was my first film I worked on here,
- 5:07Speaker 2: and at that time in the world, there there was
- 5:09Speaker 2: one feature length computer animated film that had ever been released,
- 5:13Speaker 2: which was Toy Story. A lot of what was happening
- 5:16Speaker 2: was just being made up of how to make these
- 5:18Speaker 2: movies and so and it was a very tiny group
- 5:21Speaker 2: of people just kind of figuring out how to do
- 5:24Speaker 2: this computer animation thing as a movie. And so, you know,
- 5:26Speaker 2: back then Pixar was just this tiny little company that
- 5:30Speaker 2: like nobody knew Pixar made Toy Story, like they saw
- 5:34Speaker 2: the Disney on it, and like nobody. I used to
- 5:36Speaker 2: have to say, oh, I do computer animation. I work
- 5:38Speaker 2: out a place called Pixar. And then around the time
- 5:41Speaker 2: of maybe finding Nemo, I said that and someone was like,
- 5:43Speaker 2: we all know what Pixar is. You can stop saying,
- 5:48Speaker 2: and so it was very cool. But like on A
- 5:50Speaker 2: Bugs Life, part of the thing is it's this colony
- 5:53Speaker 2: of ants, and you know what we know of the
- 5:55Speaker 2: ants is there's a lot of them once you find
- 5:57Speaker 2: them and where they live. And doing a scene with
- 6:01Speaker 2: one hundred ants in it back on A Bug's Life
- 6:03Speaker 2: was a huge, huge deal. We had to write a
- 6:05Speaker 2: whole chunk of crowd software and figure out really how
- 6:09Speaker 2: to jam it into the system and get it to
- 6:11Speaker 2: render and meaning generate the final images, which is when
- 6:15Speaker 2: the computer is crunching all of the work you've done
- 6:19Speaker 2: and doing a million calculations to generate just one image,
- 6:25Speaker 2: and you need twenty four of those images to make
- 6:27Speaker 2: one second of film. So for a ninety minute film
- 6:29Speaker 2: you're doing, you can imagine the sort of scope of
- 6:31Speaker 2: the calculations you're doing. And doing a crowd of one
- 6:34Speaker 2: hundred was a really big deal. You know, we can
- 6:37Speaker 2: do crowds much bigger than that. Now we can give
- 6:40Speaker 2: them all kinds of sort of acting properties. Where on
- 6:43Speaker 2: a bug's life it really was someone was animating an
- 6:47Speaker 2: ant and then you could sprinkle that animation across things,
- 6:51Speaker 2: and then they'd animate another bit and you sprinkle in
- 6:53Speaker 2: some of the other ones. But like I was giving
- 6:57Speaker 2: a talk for I do a lot of talks for
- 6:58Speaker 2: girls to try and keep them interested in math and
- 7:01Speaker 2: science to get some better numbers in STEM, and I
- 7:04Speaker 2: pulled some clips from a bug's life, and I was
- 7:07Speaker 2: going through this whole thing of like, you know, what
- 7:09Speaker 2: you don't want is for some two ants to be
- 7:12Speaker 2: doing the same movement, and then you can see in
- 7:14Speaker 2: the clip I pulled, like three ants are moving their
- 7:16Speaker 2: arms like this or something. And it was very funny
- 7:18Speaker 2: because Back then it was really what we were doing
- 7:20Speaker 2: was very hard, and now it's much easier, and it
- 7:23Speaker 2: would have.
- 7:23Speaker 1: Just been too computationally intensive to have all the ants
- 7:28Speaker 1: doing different things basically, so you sort of cheated by
- 7:30Speaker 1: like having some of them do the same thing.
- 7:32Speaker 2: Yeah, and like you did ten little animated bits and
- 7:34Speaker 2: sprinkled at a crossing, and you thought that's probably enough,
- 7:37Speaker 2: and we were probably out of time, honestly, you know,
- 7:40Speaker 2: also and the next.
- 7:42Speaker 1: Certain level it was enough, right, Like I don't know
- 7:44Speaker 1: that people watched a Bug's Life and like, oh, that's
- 7:47Speaker 1: so cheesy. Those two ants are doing the same thing.
- 7:50Speaker 2: Right, And if we're doing our job right, you're actually
- 7:52Speaker 2: looking at the characters who are doing the acting, and
- 7:55Speaker 2: the crowd is the background in a lot of ways.
- 7:58Speaker 2: But you know, there's this whole thing of back then
- 8:00Speaker 2: you were you were much closer to some of the
- 8:02Speaker 2: sort of the guts and the code, and you'd write
- 8:04Speaker 2: a little code and you'd generate a picture and you'd
- 8:07Speaker 2: kind of a lot of back and forth. I think
- 8:09Speaker 2: a lot of the development that's happened over time has
- 8:11Speaker 2: been to abstract away from that code so that people
- 8:13Speaker 2: that really are coming from maybe a pure art background,
- 8:17Speaker 2: or they're somewhat technical but they're really artistically based, could
- 8:21Speaker 2: still thrive in this area. Now, Pixar is this really
- 8:24Speaker 2: wonderful place where we have all of these people that
- 8:26Speaker 2: are really like this wonderful combo of art and technology,
- 8:29Speaker 2: and some are very technical and some are very artistic,
- 8:32Speaker 2: and a lot of people are somewhere in between. So
- 8:35Speaker 2: it makes it kind of accessible to more people in
- 8:39Speaker 2: a great way, I think. But back in the old days,
- 8:42Speaker 2: it was definitely it was just a different thing, and
- 8:46Speaker 2: you were spending a lot of your time kind of
- 8:48Speaker 2: not in a creative space. Part of it was in
- 8:52Speaker 2: a just trying to get the computer to do what
- 8:54Speaker 2: you want to do in a kind of rudimentary way.
- 8:57Speaker 1: Yeah, I mean, clearly Pixar movies have gotten more beautiful, right,
- 9:05Speaker 1: and certainly complex, and so the benefits of technological improvements,
- 9:15Speaker 1: I mean both. I'm sure a lot of it is
- 9:17Speaker 1: just processing speed and more's law, but also I'm sure
- 9:19Speaker 1: also on the sort of software side that you all
- 9:22Speaker 1: have developed. So it's clear the ways in which it's
- 9:24Speaker 1: gotten better, right. I'm curious though, In fact, I heard
- 9:28Speaker 1: in one of the interviews I listened to in preparing
- 9:31Speaker 1: for this interview, one of your interviews, you mentioned this
- 9:34Speaker 1: idea that when you get new tools, obviously you gain things,
- 9:37Speaker 1: but sometimes there are things that you lose as well.
- 9:41Speaker 1: And so I'm curious when you look back, you know
- 9:44Speaker 1: too much earlier in your career, when you had fewer
- 9:47Speaker 1: tools and frankly worse technology, were there things that I
- 9:52Speaker 1: don't know that you could do better or differently? Are
- 9:54Speaker 1: there things you miss about that time from a creativity standpoint.
- 9:59Speaker 2: Yeah, definitely. So as an example of things, I'll start
- 10:03Speaker 2: with the things that we couldn't do and now can.
- 10:06Speaker 2: So bugs life, I mentioned the crowd, and then when
- 10:10Speaker 2: we got to Monsters Incorporated, we needed a monster that
- 10:13Speaker 2: had hair. We couldn't We had no idea how to
- 10:15Speaker 2: do hair. That was a huge R and D project.
- 10:19Speaker 2: The next was finding Nemo. We didn't know how to
- 10:20Speaker 2: do underwater, and so we had to figure out how
- 10:22Speaker 2: to do underwater and what the elements were, and then
- 10:25Speaker 2: sort of developed the technology so that instead of just
- 10:28Speaker 2: in a test shot, all the people across the show
- 10:31Speaker 2: could could do underwater in this sort of easy way,
- 10:35Speaker 2: from the most technical person down to the most junior
- 10:37Speaker 2: that they could still sort of API, so you.
- 10:39Speaker 1: Didn't just have to sort of render water, you had
- 10:41Speaker 1: to build kind of a toolkit so that people could
- 10:44Speaker 1: create in water.
- 10:45Speaker 2: Yeah, and so that's one of the really fun things
- 10:47Speaker 2: is you take some we took some live action footage
- 10:50Speaker 2: of water and tried to recreate it, and then you
- 10:53Speaker 2: start breaking down all of that messy looks development work
- 10:56Speaker 2: you did, and it turned out there were five or
- 10:58Speaker 2: six elements that when you put them together, we can
- 11:00Speaker 2: make it look like underwater. And then you take each
- 11:02Speaker 2: of those elements and turn it into a more pathge
- 11:04Speaker 2: that's right. Yeah, yeah, Yeah, it's really fun. It's kind
- 11:07Speaker 2: of scary while you're doing it because you don't know
- 11:08Speaker 2: if you're ever going to get anywhere good. But and
- 11:12Speaker 2: so then you go to a movie like The Incredibles
- 11:14Speaker 2: and the daughter Violet has long hair, and that was
- 11:17Speaker 2: a completely unsolved problem in computer graphics, and it was
- 11:20Speaker 2: all the way up kind of to the last minute
- 11:23Speaker 2: that it wasn't it got solved.
- 11:25Speaker 1: Uh, she might have had short hair if if somebody
- 11:27Speaker 1: had something out.
- 11:29Speaker 2: Yeah, but this is one of the fun things about
- 11:30Speaker 2: Pixar is sort of if a director says, well, that's
- 11:33Speaker 2: a story point which is what Bradbird, the director said.
- 11:35Speaker 2: He's said, well, this is how we're telling the audience
- 11:39Speaker 2: who Violet is. So she hides behind her long hair
- 11:42Speaker 2: and it's this big sort of story moment, and he says,
- 11:44Speaker 2: it's a story point and that is sort of good
- 11:47Speaker 2: as gold here, and it doesn't mean you spend a
- 11:48Speaker 2: lot of time talking about whether you're going to do it.
- 11:50Speaker 2: You just go figure out how to do it. And
- 11:52Speaker 2: so it's this creativity driving technology and I think this
- 11:55Speaker 2: really wonderful way and a very fun and scary way.
- 11:59Speaker 2: But it's like we're doing this. There was quite a
- 12:02Speaker 2: while where Violet's hair looked like kind of March Simpson's beehive,
- 12:07Speaker 2: because when the computer doesn't do it right, it does
- 12:09Speaker 2: something pretty spectacular with hair and cloth, so.
- 12:12Speaker 1: It goes way wrong.
- 12:13Speaker 2: Yeah yeah, yeah. So so those are all things. Those
- 12:16Speaker 2: are examples of sort of things we literally couldn't do
- 12:19Speaker 2: that then the movie and the story spirit so that
- 12:21Speaker 2: we then know how to do it. One of the
- 12:24Speaker 2: things is there was kind of a push to get
- 12:26Speaker 2: more and more real life mimicking real life more and more.
- 12:30Speaker 2: So as we push, say lighting and materials more towards
- 12:33Speaker 2: what sort of real life light responses. Say, suddenly, what
- 12:37Speaker 2: started to happen is that we could get to something
- 12:39Speaker 2: that looked better much faster. So you can start to
- 12:42Speaker 2: put the sun in. In the olden days, we'd put
- 12:45Speaker 2: the sun in and then you'd put another light that
- 12:47Speaker 2: was the light bouncing off the ground, and you put
- 12:48Speaker 2: another light in that the light coming from the sky,
- 12:50Speaker 2: a bounce light, a fill light, a key light. And
- 12:53Speaker 2: now what we could do is you put the sun
- 12:55Speaker 2: in and the computer is calculating how that light is
- 12:57Speaker 2: bouncing around, and then you can start aug.
- 12:59Speaker 1: The computer is just figuring out what the world would
- 13:02Speaker 1: look like if the sun were in that.
- 13:03Speaker 2: Spot in the stit if the sun were in that
- 13:04Speaker 2: spot and the light was bouncing off of things. And
- 13:07Speaker 2: these materials are more real life than they were before.
- 13:10Speaker 2: They have a better material response, and like, oh, doesn't
- 13:13Speaker 2: that look nice? It used to take me longer to
- 13:15Speaker 2: get to something that looked nice like that, And there's
- 13:17Speaker 2: complexity to it that we just couldn't get before. So
- 13:19Speaker 2: isn't that lovely? And so all of that is fantastic
- 13:25Speaker 2: until you want to do something that is maybe not
- 13:29Speaker 2: real life, say you want to stylize it, or even
- 13:32Speaker 2: say the director wants you to get the shadow off
- 13:35Speaker 2: the face. Suddenly that you can't do that anymore because
- 13:38Speaker 2: as you push more and more towards real life, those
- 13:41Speaker 2: are things you can't do very well in real life.
- 13:45Speaker 1: And so and you can't and because you've built essentially
- 13:50Speaker 1: a piece of software where you've said make it real life,
- 13:53Speaker 1: the software is like, no, you can't take the light
- 13:55Speaker 1: off the face because I'm making it real life and
- 13:57Speaker 1: there would be light on their face in real life.
- 13:59Speaker 2: Yeah. And so suddenly it was really funny. I'm talking
- 14:03Speaker 2: to one of the sort of scientific engineering people who's
- 14:06Speaker 2: who's engineering the system, and he's really brilliant guy, and
- 14:11Speaker 2: I said, well, what if the director asked me to
- 14:13Speaker 2: take a reflection off of something or move a shadow
- 14:15Speaker 2: like that stuff we do all the time for the
- 14:17Speaker 2: storytelling of it. And he said, oh, you just tell
- 14:20Speaker 2: the director they can't do that. And you know it
- 14:23Speaker 2: is I don't know what it's like anywhere else, but
- 14:26Speaker 2: you don't really usually tell the director they can't do something,
- 14:28Speaker 2: and especially not because we took that capability away, you know,
- 14:32Speaker 2: like it was really hard, and he was coming from
- 14:34Speaker 2: this purist he doesn't ever talk to the director. He's
- 14:36Speaker 2: coming from this purists, like this is what the real
- 14:38Speaker 2: world does. So there was sort of this time period
- 14:41Speaker 2: where as they're getting the system up and running, the
- 14:45Speaker 2: thing is they'd say, well, you could do that, but
- 14:47Speaker 2: like it's going to slow everything down, and there were
- 14:49Speaker 2: so many more calculations happening that slowing it down felt
- 14:51Speaker 2: really like the ideal world.
- 14:53Speaker 1: And people are like spending all days solving optimization problems, right,
- 14:57Speaker 1: trying to speed it up so that the ants aren't
- 14:59Speaker 1: all doing the same thing in the background or whatever.
- 15:01Speaker 2: Right, yeah, and they're like, why do you idiots need
- 15:03Speaker 2: to move a shadow that doesn't happen in real life,
- 15:05Speaker 2: you know sort of thing, and so yah. So the
- 15:07Speaker 2: interesting thing that's had that sort of an era, And
- 15:10Speaker 2: then the interesting thing that happened is now we're in
- 15:13Speaker 2: an era where we're getting some of both I think
- 15:15Speaker 2: where you get this sort of harness the power of
- 15:19Speaker 2: the computer in a lot of ways where it's mimicking
- 15:21Speaker 2: real life, but now we have more ability to kind
- 15:24Speaker 2: of break out into that. And I think that's.
- 15:27Speaker 1: Because in terms of realism versus kind of.
- 15:30Speaker 2: Just scilistic flavor and stylization and what a director wants
- 15:34Speaker 2: and sort of guiding the audience in lighting. We spent
- 15:36Speaker 2: a lot of time guiding the audience's eyes so that
- 15:39Speaker 2: they're looking at the right thing. You imagine a film
- 15:42Speaker 2: like Wally where there's no dialogue for the first thirty
- 15:44Speaker 2: minutes if you're distracted bold.
- 15:47Speaker 1: Old I couldn't believe it what I thought.
- 15:49Speaker 2: It was very scary. When we were working on it.
- 15:51Speaker 2: We're like, oh, it's going to go see this movie.
- 15:53Speaker 2: But you know, if we leave some shiny thing off
- 15:55Speaker 2: in the corner and you're looking over there, you might
- 15:57Speaker 2: miss an entire chunk of the setup of the movie
- 16:00Speaker 2: because that was all visual storytelling for thirty minutes and
- 16:02Speaker 2: so so so there's a lot of just compositional things
- 16:07Speaker 2: that we need to be able to do that aren't
- 16:08Speaker 2: necessary early real world things, but we still need to
- 16:12Speaker 2: do them. And you know, it also kind of invites
- 16:15Speaker 2: the like we have these conversations sometimes that are like, well,
- 16:19Speaker 2: why are we making this movie as an animated film,
- 16:22Speaker 2: Like you could just go make this a live action movie,
- 16:23Speaker 2: and like why we're not taking advantage of the medium,
- 16:26Speaker 2: Like they're just different art forms, and like how do
- 16:28Speaker 2: you make animations sing in an animation like you can
- 16:31Speaker 2: do anything and so take advantage of it sort of.
- 16:33Speaker 2: And so so I think we're in a better place
- 16:36Speaker 2: now in terms of like there's all this like visual
- 16:39Speaker 2: gain and speed gains by mimicking some of real life,
- 16:42Speaker 2: but we've started to roll back in a lot of
- 16:44Speaker 2: the ability to sort of maneuver it artistically too. We're
- 16:48Speaker 2: not I don't know that we're totally there. Sometimes it's
- 16:50Speaker 2: still really hard, but I think we're getting to a
- 16:53Speaker 2: place that at least makes me happy. It might not
- 16:55Speaker 2: make that engineer happy at all, but it makes me happy.
- 16:58Speaker 1: So well, well that's the like you're telling the sort
- 17:01Speaker 1: of Goldilocks story where like at first just you were
- 17:05Speaker 1: limited by computing power and the lack of sophistication of
- 17:08Speaker 1: the suffware because we're just figuring ou how to do this,
- 17:10Speaker 1: And then there was a moment when you had sort
- 17:11Speaker 1: of gone too far into just mimicking reality. And now
- 17:16Speaker 1: you're in this sort of just right phase.
- 17:18Speaker 2: Although you know it's never going to be just right, yeah,
- 17:20Speaker 2: because you're always I mean, I'm sitting on a movie
- 17:22Speaker 2: right now where it's like, how on earth are we
- 17:25Speaker 2: going to do that? Like it's not clear, and our
- 17:27Speaker 2: system isn't made to do that. So what are we
- 17:29Speaker 2: going to do? You know? And so well, let's talk
- 17:31Speaker 2: about this like this.
- 17:33Speaker 1: So the sort of frontier questions that you're bringing up,
- 17:36Speaker 1: First of all, can you talk about the movie that
- 17:37Speaker 1: you're working on?
- 17:38Speaker 2: I can't. It's totally secret.
- 17:40Speaker 1: I love secret. So you're working on a secret Pixar movie. Yeah, Like,
- 17:43Speaker 1: what's the thing that you're working on right now that
- 17:46Speaker 1: you haven't figured out.
- 17:48Speaker 2: In a general way? So there's this great thing happening
- 17:51Speaker 2: within computer animation right now, I would say, which is
- 17:54Speaker 2: the original Spider Verse came out.
- 17:58Speaker 1: The Spider Verse that came out a couple of years ago.
- 17:59Speaker 2: Yeah, and it was loved it, respectfully.
- 18:01Speaker 1: I know it's not a Pixar movie. Blew my mind.
- 18:04Speaker 1: I loved the New one. Went to the New One
- 18:06Speaker 1: a couple of years, a couple of weeks ago at
- 18:08Speaker 1: the theater in the old school style.
- 18:10Speaker 2: Awesome, like high art right, totally Yeah, incredible, incredible movie.
- 18:17Speaker 2: And I think both of those movies, the first one
- 18:19Speaker 2: and now the second one again really inspired almost the
- 18:24Speaker 2: entire industry.
- 18:25Speaker 1: Huh.
- 18:26Speaker 2: I mean, I don't even know if it's almost I
- 18:27Speaker 2: think inspired the entire industry because as you look at
- 18:29Speaker 2: the films that have come out since then, everybody, there's
- 18:34Speaker 2: so many instances of stylization that were not there before.
- 18:37Speaker 1: And yeah, I mean, let's be clear when you say
- 18:39Speaker 1: stylization for people who haven't seen the Spider Verse movies. Yeah,
- 18:42Speaker 1: like they don't look anything like real life. They're not
- 18:46Speaker 1: trying to look like real life. They look really interesting.
- 18:48Speaker 1: They look kind of like comic books. In the case
- 18:51Speaker 1: of the new movie, it's like pastiche. Sometimes there's like
- 18:53Speaker 1: six different styles on the screen and it sort of
- 18:56Speaker 1: goes to this thing you're talking about about moving away
- 18:58Speaker 1: from just trying to represent reality, so go on, sorry.
- 19:02Speaker 2: Yeah, no, no, no, So it's that first one, I think,
- 19:07Speaker 2: because it was like anything anyone had seen in the
- 19:12Speaker 2: same way. Maybe that Toy Story was when I went
- 19:15Speaker 2: and saw it when I was in college of just
- 19:17Speaker 2: like what is this and this is amazing? And then
- 19:19Speaker 2: Spider Verse did that, and I'm not sure any of
- 19:22Speaker 2: us at that point realized that we could do something
- 19:26Speaker 2: that was that different and that new, and so it
- 19:28Speaker 2: was really exciting because we're working in this art form
- 19:32Speaker 2: and suddenly it's like, uh, Oh, that's amazing, someone did that.
- 19:37Speaker 2: We want to do that, you know, and so and
- 19:39Speaker 2: was part.
- 19:39Speaker 1: Of it that like, oh, we're Pixar, and there's this
- 19:42Speaker 1: thing that a Pixar movie is, and it's a particular thing,
- 19:45Speaker 1: you know. I feel like, in a much smaller way,
- 19:50Speaker 1: I have felt that on smaller projects I've worked on,
- 19:52Speaker 1: where you sort of have this kind of internal grammar
- 19:55Speaker 1: you're like, oh, this is a whatever, this is a
- 19:57Speaker 1: plant money story, but nobody who's listening actually cares or
- 20:01Speaker 1: even knows. Right, It's like you're just creating these rules
- 20:03Speaker 1: that are binding yourself for no reason, right.
- 20:07Speaker 2: I think the thing is that when I got onto
- 20:10Speaker 2: Turning Read, the director was like the word in the
- 20:14Speaker 2: hallway before I got on, It was the director wanted
- 20:16Speaker 2: to do a different look, which was exciting to everyone
- 20:18Speaker 2: here because it's just doing different things is always exciting.
- 20:20Speaker 2: And she's at the time was twenty nine maybe, and
- 20:25Speaker 2: so younger than some of the sort of old school
- 20:27Speaker 2: directors that have been here, and so coming in with
- 20:29Speaker 2: just sort of different references, and she grew up with
- 20:32Speaker 2: anime and so was really inspired by anime and wanted
- 20:35Speaker 2: it to have some reference to that and so there's okay,
- 20:38Speaker 2: it's going to have a different look, and she said,
- 20:42Speaker 2: I don't want it to have the Pixar look. And
- 20:43Speaker 2: I had to ad this moment of like, what do
- 20:47Speaker 2: you mean the Pixar look. We try so hard on
- 20:49Speaker 2: every film to do whatever's right for the film, and
- 20:51Speaker 2: then you sort of go, well, yeah, I mean, I
- 20:53Speaker 2: guess we do sort of have a Pixar look, but
- 20:55Speaker 2: it's not intentional. It's sort of like we all just
- 20:57Speaker 2: grew up here figuring out how to make movies together
- 21:01Speaker 2: a lot in this sort of core group of folks,
- 21:04Speaker 2: and we use our own rendering system and half our
- 21:07Speaker 2: software is our own software, and so like there's something
- 21:10Speaker 2: that comes from that. And I think we were just
- 21:12Speaker 2: always pushing to be able to do sort of bigger
- 21:15Speaker 2: and better things depending on whatever the story was, and
- 21:18Speaker 2: not so much thinking about stylizing stuff. And so here's
- 21:23Speaker 2: this director saying I want to, I want to, I
- 21:25Speaker 2: don't want to do the Pixar look, and I'm like,
- 21:26Speaker 2: oh my god, I don't even know what the Pixar
- 21:28Speaker 2: look is. Let me think about this. I've been in
- 21:30Speaker 2: the middle of it for so long that I didn't
- 21:31Speaker 2: even realize it sort of and so kind of looking
- 21:35Speaker 2: at how that look comes about and then what do
- 21:39Speaker 2: you need to do to break out of that and
- 21:41Speaker 2: what It was this really interesting thing for me since
- 21:44Speaker 2: I've been here so long, of like what are the
- 21:46Speaker 2: rules that you're following that you don't even realize are
- 21:50Speaker 2: out of date because some of them were based on
- 21:53Speaker 2: old technology, Like, oh, we never do that, and then.
- 21:58Speaker 1: We never do that because you had because previously the
- 22:02Speaker 1: technology had not allowed that.
- 22:03Speaker 2: Yeah, it looked terrible, but maybe now with the technology
- 22:07Speaker 2: it wouldn't look terrible. Or I'll give example. So I
- 22:09Speaker 2: was doing some looks tests early on before a lot
- 22:12Speaker 2: of people were on, and we were trying to get
- 22:15Speaker 2: this this really this the lighting look in there, the
- 22:17Speaker 2: sort of if you think about light to dark, there's
- 22:21Speaker 2: not a lot of dark stuff in that movie. In
- 22:23Speaker 2: the first act of it or something. It's very the
- 22:26Speaker 2: mids are very lifted kind of. So I'm trying to
- 22:29Speaker 2: figure out how to do that without doing a lot
- 22:31Speaker 2: of like you know, photoshop type work on it.
- 22:36Speaker 1: And that was like a particular creative sort of storytelling
- 22:39Speaker 1: desire is to have the color palette be in a
- 22:41Speaker 1: certain way.
- 22:42Speaker 2: Yeah, to mimic sort of the main character May's sort
- 22:46Speaker 2: of world, and then it changing to be much more saturated,
- 22:50Speaker 2: much more contrasting, and getting kind of crazy when kind of.
- 22:53Speaker 1: Like Kansas being black and white, but in a more
- 22:56Speaker 1: subtle way. Yeah.
- 22:57Speaker 2: Yeah, And so I I did some stuff, but the
- 23:01Speaker 2: way I was doing it was like not working. I'm
- 23:03Speaker 2: doing ten other things while I'm doing it. And then
- 23:05Speaker 2: we got our director of photography for lighting. He comes
- 23:09Speaker 2: on and he sits down, he's doing some tests and
- 23:12Speaker 2: he shows something. I was like, that's awesome. What did
- 23:14Speaker 2: you do. He's like, oh, I put a light from
- 23:16Speaker 2: camera on everything. So a light blasting straight into camera,
- 23:20Speaker 2: which we would never do because it looks flat, it
- 23:24Speaker 2: flattens everything out, looks kind of stupid. But in this
- 23:26Speaker 2: world and in this way, he totally made it work.
- 23:29Speaker 2: And it isn't how we ended up doing it for
- 23:31Speaker 2: the movie, but it was that was the moment where
- 23:33Speaker 2: I was like, oh, I think I'm going to have
- 23:35Speaker 2: to let go much more than I thought I did
- 23:38Speaker 2: in order to like really find the ways that we
- 23:40Speaker 2: can push stuff to find a new look.
- 23:42Speaker 1: As you realize that in fact, there were a bunch
- 23:44Speaker 1: of things that you did the same without thinking about
- 23:46Speaker 1: and there were other ways to do it that didn't
- 23:48Speaker 1: even cross one hundred.
- 23:49Speaker 2: Percent, And so then it was that really was the
- 23:51Speaker 2: sort of pivotal moment where I then was like, Okay,
- 23:55Speaker 2: anytime your reaction is like, yeah, we don't do it
- 23:57Speaker 2: that way, or there's good reason, you have to reconsider
- 24:00Speaker 2: that and decide whether that's actually still relevant. Ory just
- 24:05Speaker 2: it's just sort of this long held thing.
- 24:09Speaker 1: In a minute, with video games getting better and movies
- 24:13Speaker 1: using more and more CGI, are we heading to a
- 24:15Speaker 1: world where more or less everything is computer animation? Now
- 24:27Speaker 1: back to the show. You know, you've talked about all
- 24:29Speaker 1: these ways over time in which you, Slash Pixar have
- 24:35Speaker 1: solved technological problems to allow you to do more things creatively.
- 24:40Speaker 1: And I'm curious now about that particular dynamic, whether it
- 24:44Speaker 1: is for purposes of stylization or for purposes of just
- 24:48Speaker 1: going into a world where computer animated films have not gone.
- 24:52Speaker 1: Are there things where you all you Pixar are trying
- 24:57Speaker 1: to figure out to solve technological problems so that you
- 25:00Speaker 1: can do new creative things.
- 25:04Speaker 2: You know, right now we have conversations about like, well,
- 25:07Speaker 2: that's a lot of hair, that's going to be hard
- 25:09Speaker 2: general final image, or oh glass is expensive, or that
- 25:12Speaker 2: translucent thing could be hard, or that animation is going
- 25:17Speaker 2: to be really tricky, like Hank the octopus in Finding
- 25:21Speaker 2: Dory very hard. Eight Tentacles turns out very hard doing
- 25:25Speaker 2: a room challenge. Yeah, and so so there's these things
- 25:29Speaker 2: where they're like, it's not like you couldn't do it,
- 25:32Speaker 2: but they're annoying to do, so you don't see them
- 25:34Speaker 2: very often, and so at a.
- 25:35Speaker 1: Certain and expensive basically.
- 25:38Speaker 2: And kind of tedious and like. And so at some
- 25:41Speaker 2: point a lot of that hopefully is not tedious anymore,
- 25:45Speaker 2: and so that opens up different stories in different worlds,
- 25:49Speaker 2: and maybe it opens up that, you know, like now
- 25:52Speaker 2: everyone has a camera, they could shoot anyone can shoot videos.
- 25:55Speaker 2: I mean TikTok is proof of that, right, maybe anyone
- 25:58Speaker 2: can make you know, animated films in a totally different way.
- 26:03Speaker 2: I don't know. You still have to tell great stories
- 26:06Speaker 2: and so that's that's still going to always be the
- 26:09Speaker 2: main building block of it. But faster and easier is
- 26:15Speaker 2: always the thing we are always sort of going after that.
- 26:19Speaker 1: So that's this sort of there's this sort of bottom
- 26:22Speaker 1: up convergence, right, I mean, there's another convergence that's interesting
- 26:27Speaker 1: to me when you're talking about, like, you know, this
- 26:31Speaker 1: sort of arc of first trying to make films that
- 26:34Speaker 1: look more like reality and saying, oh wait, wait, that's
- 26:36Speaker 1: not actually the business we're in. Let's make things that
- 26:39Speaker 1: are you know, beautiful and interesting and look like nothing
- 26:42Speaker 1: you've ever seen. I feel like, to some significant degree,
- 26:48Speaker 1: over the decades you've been working at Pixar, live action
- 26:50Speaker 1: films have started to look more like animated films, right Like,
- 26:54Speaker 1: I mean, if you think of Marvel, which is probably
- 26:56Speaker 1: the most important thing to happen in movies, at least
- 26:59Speaker 1: on a commercial level and in some ways on a
- 27:01Speaker 1: creative level over the last whatever ten years, Like you know,
- 27:05Speaker 1: there's like whatever, a talking raccoon and a person, right Like,
- 27:10Speaker 1: they are not going for reality and they are live
- 27:13Speaker 1: action films, but they are you know, CGI is basically
- 27:18Speaker 1: computer animation, and so right like, maybe there is some
- 27:21Speaker 1: convergence where it's everything's made with a computer. So whether
- 27:25Speaker 1: we're calling it animation or like live action, like Marvel
- 27:28Speaker 1: movies aren't exactly live action, right It's like a dude
- 27:31Speaker 1: doing motion capture in front of a green screen.
- 27:33Speaker 2: Yeah, yeah, it's everything is overlapping and that, you know,
- 27:38Speaker 2: and a lot of the live action stuff they're using
- 27:42Speaker 2: all of the same stuff we do. There is no
- 27:44Speaker 2: difference except that they're shooting some live action plates that
- 27:46Speaker 2: they're matching it to, you know, in a lot of ways,
- 27:48Speaker 2: or they're doing virtual production.
- 27:51Speaker 1: Avatar maybe even more so, right, Yeah, Avatar is kind
- 27:56Speaker 1: of a computer animation movie. Yeah.
- 27:58Speaker 2: Yeah. And so you think about things like the Academy Awards,
- 28:02Speaker 2: the animation category that's getting hazier and hazier, like what
- 28:07Speaker 2: is animation and what is live action? And you know,
- 28:11Speaker 2: especially with some of the things like live action Lion
- 28:15Speaker 2: King or Jungle Book or different things like that where
- 28:19Speaker 2: there is really a huge mix. And you talk about
- 28:22Speaker 2: games and that same thing and those the visual level
- 28:26Speaker 2: of games has increased coming towards us. It used to
- 28:30Speaker 2: always be that we were we would spend a lot
- 28:33Speaker 2: of time on our renders to make them look beautiful.
- 28:35Speaker 2: Games had to be so fast that there's no way
- 28:37Speaker 2: that they could approach sort of the look we had.
- 28:39Speaker 2: And that's coming together and live actions coming together, and
- 28:42Speaker 2: so everything's becoming much more possible, I think, on all
- 28:46Speaker 2: those fronts. And so maybe at some point it all
- 28:49Speaker 2: is just one one pie that everyone's pulling from.
- 28:54Speaker 1: Does it make you sad? Is that a sad ending
- 28:57Speaker 1: for you?
- 28:59Speaker 2: It's not sad to be able to think about being
- 29:02Speaker 2: able to work, being able to try anything and have
- 29:06Speaker 2: no cost to it, so that you could try this,
- 29:08Speaker 2: you could try that, and try this and throw it
- 29:09Speaker 2: out and do a different thing and not feel precious
- 29:13Speaker 2: or worried about it. That's very exciting.
- 29:17Speaker 1: Uh huh. Yeah, the cost constraint. I mean it's funny.
- 29:22Speaker 1: The editor of this show was like, yeah, ask about
- 29:24Speaker 1: cost constraints. I was like, no, let's not do cost coinstints.
- 29:26Speaker 1: So then you've brought it up, so points to her.
- 29:29Speaker 1: I mean it's interesting, right because there is one of
- 29:32Speaker 1: the simple and I think underrated things technology does. Maybe
- 29:37Speaker 1: the fundamental thing is make things cheaper, right, And you're
- 29:42Speaker 1: talking about that from the creative point of view, Right,
- 29:44Speaker 1: If it's cheaper to just try seven different things, or
- 29:47Speaker 1: cheaper to make an octopus or whatever, then you can
- 29:49Speaker 1: try more stuff and make more stuff.
- 29:51Speaker 2: Yeah. So on every movie you look at a thing
- 29:54Speaker 2: and you go, okay, am I going to build a
- 29:57Speaker 2: system for that that makes it easier to do in
- 29:59Speaker 2: a bunch of shots or are we just going to
- 30:01Speaker 2: like kind of force it through, right, and we'll just
- 30:04Speaker 2: hodgepodge it in every shot to get it through. And
- 30:06Speaker 2: so in something like if it's a little bit tricky
- 30:08Speaker 2: and it's intense shots, you're just going to kind of
- 30:11Speaker 2: make it happen and force it through, you know, kind of.
- 30:14Speaker 1: If it's water for finding Nemo, you're going to build
- 30:16Speaker 1: a water.
- 30:17Speaker 2: You're going to build something that is really usable that
- 30:20Speaker 2: people can make it look great. And so there's there's
- 30:23Speaker 2: sort of always that trade off and consideration of how
- 30:27Speaker 2: you're investing your sort of time and money.
- 30:29Speaker 1: And Pixar started as a tool company, right, basically a
- 30:33Speaker 1: hard company, and there's this software render Man that is
- 30:36Speaker 1: still like there's like a website and you can like
- 30:38Speaker 1: pay and use the software that picks our users to
- 30:42Speaker 1: make movies. Right, it is at some level a tools company.
- 30:44Speaker 2: It is. Yeah, it's we're a funny place in that
- 30:47Speaker 2: where where we have our own studio tools group that
- 30:51Speaker 2: write are a bunch of software that we use. We
- 30:53Speaker 2: have the RenderMan group that writes rendering software that's used
- 30:55Speaker 2: throughout the industry. We make movies, but we're not totally Hollywood.
- 31:01Speaker 2: We're not totally a tech company. We're some weird combination
- 31:04Speaker 2: in between. And then we're in the Bay Area, so
- 31:06Speaker 2: we're not even like down in Hollywood or down in
- 31:08Speaker 2: Silicon Valley. And so it's an interesting place that I
- 31:12Speaker 2: think has bread a lot of interesting things in terms
- 31:14Speaker 2: of the combination of sort of art and technology here,
- 31:17Speaker 2: and the interest in driving computer graphics to make our
- 31:20Speaker 2: movies to suit the story, and then being inspired by
- 31:24Speaker 2: technology to then change the story to take advantage of it.
- 31:27Speaker 2: And so there's this really cool kind of feeding back
- 31:30Speaker 2: and forth and advancement of technology because we don't put
- 31:34Speaker 2: limits on story in the way you might otherwise. So
- 31:38Speaker 2: when you know they storyboard a character with long hair
- 31:40Speaker 2: and we don't know how to do that, we still
- 31:43Speaker 2: go after it and do it. And that's that's an
- 31:47Speaker 2: amazing place to be, I think.
- 31:49Speaker 1: And then you not only have that character presumably in
- 31:52Speaker 1: that instance, you have now a way that, oh, great,
- 31:54Speaker 1: people in these worlds we create can now have long hair.
- 31:57Speaker 1: That's another thing we can do.
- 31:58Speaker 2: Yeah, totally, until we got to Brave, and then long
- 32:01Speaker 2: curly hair was its whole own problem. We have to
- 32:03Speaker 2: rewrite the simulator, So.
- 32:07Speaker 1: Does it have to be curly?
- 32:09Speaker 2: It's always something.
- 32:11Speaker 1: Yeah, we'll be back in a minute with a lighting
- 32:17Speaker 1: focused lightning ground. Back to the show. Okay, I'm gonna
- 32:31Speaker 1: ask you a bunch of questions. Edith said, you listened
- 32:33Speaker 1: to some episodes of the show, so I don't even
- 32:35Speaker 1: need to explain that this is the lightning round.
- 32:40Speaker 2: But I didn't prepare it.
- 32:41Speaker 1: Also, Okay, there's no way to prepare the best part
- 32:44Speaker 1: of the show. For that reason, I'll start with an
- 32:47Speaker 1: easy one that you were totally prepared for. I know
- 32:51Speaker 1: from listening to some other interviews you've done that you
- 32:55Speaker 1: have often been the only woman in a room full
- 32:57Speaker 1: of men at work. What is one tip you'd give
- 33:02Speaker 1: to somebody who is in that setting, you know, the
- 33:05Speaker 1: only woman in a room full of men at work.
- 33:12Speaker 2: I found when I became a director of photography for
- 33:15Speaker 2: lighting for Wally that I was I was generating my
- 33:22Speaker 2: own imposter syndrome. So I was getting quieter and quieter
- 33:25Speaker 2: because I was suddenly in a room with sort of
- 33:27Speaker 2: a new level of people, and I kept thinking, well,
- 33:30Speaker 2: would I have known that? Would I have been able
- 33:32Speaker 2: to answer that? And there was this moment where I
- 33:35Speaker 2: realized that my boss was particularly outspoken, and he suddenly
- 33:40Speaker 2: was talking about something about lighting, and I actually knew
- 33:43Speaker 2: he was wrong, but he was saying it as if
- 33:44Speaker 2: it was fact, and I sort of suddenly realized that
- 33:48Speaker 2: just because someone is presenting something as fact doesn't necessarily
- 33:52Speaker 2: mean that that's what that is, and that I was
- 33:55Speaker 2: sort of like sidelining myself over something that was completely false.
- 33:59Speaker 1: So what did you do? What did you do?
- 34:02Speaker 2: My jaw dropped, and then I spoke up because I
- 34:05Speaker 2: knew he was wrong, right, And so I was emboldened
- 34:08Speaker 2: in that way to say, wait, wait, wait, that's that's
- 34:11Speaker 2: not true, and or I'm sure I probably found some
- 34:14Speaker 2: nice way to say it, so I wasn't poking the bear.
- 34:16Speaker 1: But yes, and yeah, yeah, yeah yes. And what's your
- 34:20Speaker 1: favorite non Pixar movie? Mm hmm, I'm gonna do another one.
- 34:26Speaker 1: I got a better one. Okay, what's the best lighting
- 34:28Speaker 1: you've ever seen in a non Pixar movie?
- 34:30Speaker 2: Oh? Uh, you know what? The original Blade Runner I
- 34:40Speaker 2: love so so much for many reasons. Lighting is wonderful.
- 34:45Speaker 2: The newer Blade Runner is fabulous.
- 34:49Speaker 1: Yeah, it's interesting when you mentioned Blade Runner, I think
- 34:51Speaker 1: of the that relationship between live action and animation. And
- 34:57Speaker 1: I mean, if you want to like be warm and
- 34:59Speaker 1: fuzzy about it. This is the relationship between like what's
- 35:01Speaker 1: real and what's not real, what's made by a computer
- 35:03Speaker 1: and what's yeah, yeah, thematically nice. What's one tip for
- 35:09Speaker 1: my living room?
- 35:11Speaker 2: Oh? I like that? No bear bulbs?
- 35:16Speaker 1: Thank you?
- 35:17Speaker 2: Yeah?
- 35:19Speaker 1: Am I getting interrogated?
- 35:20Speaker 2: Yeah, you know, warm light to me always?
- 35:26Speaker 1: Yeah. You think you'll ever leave Pixar?
- 35:30Speaker 2: It's hard to imagine. It feels like it's my other family. Uh.
- 35:34Speaker 2: And I have so much sort of knowledge invested here,
- 35:37Speaker 2: and I love this place, and I love getting to
- 35:41Speaker 2: work on our films and I love what we do.
- 35:48Speaker 1: Danielle Feinberg is a visual effects supervisor at Pixar. Today's
- 35:53Speaker 1: show was produced by Gabriel Hunter Chang and Edith Russolo.
- 35:56Speaker 1: It was edited by Sarah Nix and engineered by Amanda K. Wong.
- 36:01Speaker 1: You can email us at problem at Pushkin dot fm.
- 36:05Speaker 1: You can find me on Twitter at Jacob Goldstein. I'm
- 36:08Speaker 1: Jacob Goldstein and we'll be back next week with another
- 36:10Speaker 1: episode of What's Your Problem? MHM.