The FX-heavy third act battle in The Marvels sees Monica, Carol, and Kamala fighting a Kree General who is attempting to open a portal to suck the sun’s energy toward the planet Hala.

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Feature Film VFX

The Marvels

Wētā FX

wetafx.co.nz

The FX-heavy third act battle in The Marvels sees Monica, Carol, and Kamala fighting a Kree General who is attempting to open a portal to suck the sun’s energy toward the planet Hala.

We developed a distinct visual storytelling language to ensure each character's power could easily be read by the audience. Creating a mix of particle simulations and procedural geometry rendered through Mantra. We altered the values in the particles sims to create a unique look and feel, emphasizing their strengths and laying the foundation for fusing of their powers.

The stunt performances of the close combat sequence were so acrobatic and complex that many scenes had to be fully digital to gain required control over camera, performance and FX interactions. We built a virtual version of the live action set and meticulously crafted CG doubles for shots where plate performances could not be used.

For Monica’s photon form we filmed experimental light refraction plates created with lasers, lenses and glass objects. We explored 3 dimensional flares by stacking 100's of layers in space with concatenated timewarps. This footage was mapped onto multi-layered geometries parented to her body motion.

For DarBenns death we created geometry of her internal organs and ran FX sims to rip away costume, flesh, muscles and bones. We used highly detailed subdermal maps combined with emissive shaders to show her internal combustion.

The collapsing jump point was enhanced by the flickering alternate universes being dynamically remapped onto funnel geometry in comp. The black hole’s accretion disc was created in nuke by mapping spinning stars onto a disc filmed through onion skinned spheres with increasing refraction index. We built reflection and refraction of the alternate universes in Nuke and added flowing breakup with deepnoise fields. Finally, we enhanced the space wind FX with point render simulations by creating emission geometry from FX renders with our deep-to-geo tool.

CREW

Wētā FX