Technical

"Finding Nemo" is visually stunning both from an aesthetic standpoint and technical achievement. Production designer Ralph Eggleston (who directed “For the Birds“) set the look and style for the film. The film’s directors of photography, Sharon Calahan and Jeremy Lasky, added to the underwater setting with lighting that enhanced the underwater effect with soft backgrounds, vibrant colors and blooms. Lasky was also responsible for the camera moves and staging that gave viewers the impression of being underwater.

In order to portray the underwater world realistically, Pixar’s technical team had to research new ways of creating the scenes in CG. Extensive research and development studed water properties and created the proprietary tools to realize the script. Supervising technical director Oren Jacob and Michael Fong led the technical team that would produce these tools.

Pixar’s technical team identified five key components that suggest an underwater environment:

  • lighting (the caustics on the ocean floor and volumetric lighting streaming through from the surface)
  • particles (debris in the water)
  • surge and swell (constant movement that drives plant and aquatic life)
  • murk (how the color of light filters out over distance and the distance appears dark)
  • reflections and refractions.

Add in bubbles, ripples, drips and rings, and you have the makings of a very complex environment.

Oren Jacob: “This film is far more complicated than ‘Monsters, Inc.’ in that almost every shot involves some kind of simulation program or simulated movement. On average, there are more things going on per frame in this movie than we’ve done before by a pretty significant amount. There was more interdependency between the various departments than ever before and we often went back and forth to make sure the lighting and other components looked just right.“

Andrew Stanton: “Our starting point was to watch a lot of films with underwater scenes and analyze what made then seem like they were underwater. What made them not seem like they were in air? It was a bit like getting a great cake and trying to figure out how somebody baked it by breaking it down. We came up with a shopping list of five key components that suggest an underwater environment – lighting, particulate matter, surge and swell, murk, and reflections and refractions.“

Oren Jacob: “Even before we had a finished script, we knew we had a story about fish in a coral reef. That was enough for our global technology group to begin coming up with tools for making water move back and forth. Coral reefs are organic living things so it’s not a static set like the door vault in ‘Monsters, Inc.’ Early on, we took a diving trip to Hawaii with some of the film’s key players. Then we looked at every Jacques Cousteau, National Geographic and ‘Blue Planet’ video we could find. We also studied every underwater film from ‘Jaws’ and ‘The Abyss’ to ‘The Perfect Storm’ to understand what the filmmakers chose to caricature. We came up with our own idea of what audiences expect to see with water and developed our own ratios and proportions.“

Under Jacob’s supervision were six technical teams specializing in different components and environments seen in the film. Lisa Forsell and Danielle Feinberg were the CG supervisors responsible for the Ocean Unit. David Eisenmann and his team handled the models, shading, lighting, simulation, etc. for the Reef Unit.

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Steve May headed up the Sharks/Sydney Unit, which tackled the submarine scene, shots inside the whale and most of the above-water scenes in the Harbor. Jesse Hollander oversaw the Tank Unit, which created all the elements for the fish tank. Michael Lorenzen was in charge of the Schooling/Flocking team, which created hundreds of thousands of fish plus key elements for the turtle drive sequence. Brian Green led the Character Unit, which created the look and complex controls for nearly 120 aquatic, bird and human characters.

The Ocean Unit
The Ocean Unit was responsible for such scenes as the school of moon fish, which form different objects (an arrow, a lobster, a boat, etc.), the angler fish chase, and the turtle drive in the East Australian Current. The unit’s most challenging and impressive scene, however, was the jellyfish forest. This rich and colorful moment finds Marlin and Dory in an ever-expanding and increasingly dangerous sea of deadly pink jellyfish.

Lisa Forsell: “This scene involved several thousand jellyfish. Our unit built the model for a single jellyfish and put a lot of work into the build-up of jellyfish density. This involved creating a simulation for the group that controlled the movement of the tendrils, how quickly they swam and in what direction. We had some great reference footage and were particularly fixated on one species from Palau that we found at the Monterey Aquarium. David Batte wrote a whole shading system we called ‘transblurrency.’ Transparency is like a window and you can see right through it. Translucency is like a plastic curtain that lets light through but you can’t see through it. Transblurrency is like a bathroom glass; you can see through it but it’s all distorted and blurry.“

The Reef Unit
For David Eisenmann and his team on the Reef Unit, the challenge was to create a caricatured version of the coral reef that would suit the purposes of the story. They were responsible for the film’s rich and vibrant opening scenes and building the anemone home of Marlin and Nemo.

David Eisenmann: “Our group started with a realistic approach to the reef. We were able to do that relatively easily but Andrew and Ralph [Eggleston] felt it was way too busy and distracting. There was just an immense amount of stuff. In order to get the characters to read and act against the background, we began to simplify things. We figured out how many different things we should build and how much variation there should be. The director wanted about 30% of whatever you see on the screen to be moving to make it feel like it was underwater. For the reef scenes, this meant simulating movement for sponges, moss, grass and other kinds of vegetation.

“The reef is very stylized and almost dream-like. The color palette opens with purples and blues and jumps to vibrant reds and yellows. There is a real storybook, fantasy quality to it. As the story progresses to the drop-off, things become more real and less colorful. Because this is a journey film, our main characters travel quite a distance through the reef. Our modelers were able to keep the reef scenes interesting and exciting by mixing together different shapes and textures. We had a whole grab bag of vegetation we could use to populate a scene and, by putting different textures and shaders onto the catspaw and staghorn coral and the sponges, we could make it feel like completely different models from scene to scene. We spent about a year researching corals and sponges. In the end, we were able to take one basic form of sponge and shape, shift and mold it into more than twenty variations.“

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