Inspired 3D: Lighting and Compositing: An Interview with Jim Berney
DP: Do you have any bits of advice for those interested in lighting and compositing as a career?
JB: It seems like attitude is everything, and our industry is one where you cant just rest on your laurels. You cant just get settled in. Regardless of how long youve been at it, things are always changing and you have to keep your skills up to date. Thats the scary thing, since you can easily get left in the dust if you dont keep your skills current. There are new kids always coming out of school who are willing to do the hours and learn the new tools. I always like when the artists themselves will take the initiative to actually help improve the process. That helps a lot. Instead of just complaining about it, they ask how they can make it better. A lot of the tools and improvements we have here are because of people who have taken that initiative. Some of the lighting tools that you arent even aware of happened that way. There are artists whose job it was to get the shot out and they stopped and figured out they could be more efficient if they were able to create a new way. They did it, and we put it in the pipeline.
Were getting close. Its going to be incredibly different five, let alone 10 years from now. People could become less skilled because of what we want. We want faster, easier tools. OK, if its faster and easier then you probably dont need people who are as smart and experienced. There will probably be a shift, and there already has been, since ten years ago you needed programmers. Now were getting more of a true artist pool and thats a good thing. I think people are tired of banging their head on the box right now. When you look at a movie script and the required special effects, the technical hurdles are always in your head. You ask, Can we do that and can we do it for the money? When I talk to directors, I dont even want to hear that. At some point, the director will be able to tell us what he wants to see, and well have the tools to quickly figure out a way to do it. Therell be nothing we cant do and it wont cost a billion dollars. Well have the technology and the speed. Every show we figure one more thing out. Before Stuart, somebody figured out hair, and then on Stuart, we included hair and made it work with our pipeline. We made a lot of improvements to hair and different hair styles on Potter. With cloth, its the same thing. Five years ago, every CG character was in spandex and shaved. Skin is not perfect, but by the next project with a digital human, itll start to get perfect and itll start to get faster and cheaper. Fire is probably not perfect. Waters getting better. Nature is built-up of all these elements that were slowly nailing down one by one. Fifteen years ago it was marble or something simple. 20 years ago it was plastic and steel. As we start to add all of these to our list of accomplishments, well be able to make whatever we want. Then itll be completely creative. The question can simply be asked, What do you want to do? Maybe we want to go off in some weird galaxy and see some creatures and phenomena that only exist as a vision in a directors mind. People could do whatever they want and express themselves any way they want. They wouldnt have to worry about budgetary constraints, getting it done on time, or even being able to do it at all. Thats coming around the corner. Were getting there. On Stuart Little 2 we had to do a bird, so now there are feathers. Theres a whole different bag of problems. Not thats done and as long as we dont have fish or something, and the next film is the exact same thing, then that would be relatively cheap to do and we would be able to accurately schedule and budget it. Then you could potentially come down to a 40-hour workweek. Why not? When you sit there and try to figure out a show like Potter, its a huge challenge. We had to do 14 digital kids with flowing robes and hair and this and that. We had no way of doing flowing, moving, dynamic hair, specific hairstyles or 14 simulated robes at once. We had to budget time and money for all of these tools that we didnt even know how we were going to make. So, if you take all of that out of the way, it becomes so much easier. Each show you have less and less to figure out, hopefully, and eventually in ten years itll all be figured out. Well continue to optimize, and once it gets completely optimized, it gets less technical and more creative. Then itll be fun.
To learn more about lighting and compositing and other topics of interest to animators, check out Inspired 3D Lighting and Compositing by David Parrish; series edited by Kyle Clark and Michael Ford: Premier Press, 2002. 266 pages with illustrations. ISBN 1-931841-49-7. ($59.99) Read more about all four titles in the Inspired series and check back to VFXWorld frequently to read new excerpts.



David Parrish went straight to work for Industrial Light & Magic after earning his masters degree from Texas A&M University. During the five years that followed, he worked on several major films, including Dragonheart, Return of the Jedi: Special Edition, Jurassic Park: The Lost World, Star Wars: Episode I -- The Phantom Menace, Deep Blue Sea, Galaxy Quest and The Perfect Storm. After five years with ILM and a short stay with a startup company, he was hired by Sony Pictures Imageworks to work on Harry Potter and the Sorcerers Stone.
Series editor Kyle Clark is a lead animator at Microsofts Digital Anvil Studios and co-founder of Animation Foundation. He majored in film, video and computer animation at USC and has since worked on a number of feature, commercial and game projects. He has also taught at various schools, including San Francisco Academy of Art College, San Francisco State University, UCLA School of Design and Texas A&M University.
Michael Ford, series editor, is a senior technical animator at Sony Pictures Imageworks and co-founder of Animation Foundation. A graduate of UCLAs School of Design, he has since worked on numerous feature and commercial projects at ILM, Centropolis FX and Digital Magic. He has lectured at the UCLA School of Design, USC, DeAnza College and San Francisco Academy of Art College.























I knew Jim when he and my son were in high school together. I remember Jim's drafting and drawing skills and knew he would be a winner in the field of art someday. Great article and thank you Jim for all the great visual effects.
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