In Other Words, Why Can’t Animated Movies Have $1,000 Budgets?

I suppose I should be glad for the publicity on my post about how Pixar is overdoing it. Unfortunately, the nature of the discussion was mostly skeptical; I think that was my fault for explaining it the wrong way. So, how about this:

Pixar has $180 million to spare, and doesn’t mind having hundreds of people manipulating 400 yottabytes to create one film. Good for them. But that shouldn’t scare off the rest of us.

The barrier to creating great looking animation doesn’t seem to be time, money, or resources; it’s the misconception that those, in fact, are an obstacle. Video game developers constantly show us that there is the potential for great looking visuals without an excessive amount of polygons. The reason video game graphics don’t yet rival Hollywood CGI isn’t because there isn’t enough processing power for detail, but that there isn’t enough processing power for implying detail.

Simple depth of field can dramatically improve a low-detail image. By simulating the focus of a camera lens, not only is a more photographic look achieved, but strategic use of it can remove most of the ugly portions of an image. This is possible in Valve’s Source engine, and can look great, but it’s not practical for video games; about two frames of it per second can be rendered in real time. But movies don’t need to be rendered in real time – a three minute high-definition sequence from Final Cut can take up to half an hour to render on my laptop, but after that it plays back smoothly; Pixar, by contrast, produces films that would take a single supercomputer several million hours to render (that’s why they have a ton of supercomputers), and they too can be contained within a smoothly-playable video file. But by taking graphics which could, theoretically, be rendered in real time, then rendering it with realistic looking blur and smoothing effects at two frames per second, an independent animator wouldn’t need to have access to supercomputers with enormous hard drives to make a film.

Perhaps I was too quick to call Meet the Scout on par with The Incredibles or WALL-E. Jenni Chasteen‘s comment about the lighting design was spot-on – Pixar has people who know cinematography, and Valve isn’t nearly as experienced. I disagree that it’s not even close, though; while it’s not great for photorealism, “cartoony” CGI is very possible to do with just a video game engine and blur effects.

Valve’s promotional movies may not be Pixar-quality, now that I think about it, but the technique and technology has the potential to be. In the hands of talented filmmakers, it’s wonderful for compositing onto live action. Is extending it to a full animated film that much of a stretch? I doubt it, myself.

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  • YOUR FACE! No I'm just kidding... I saw that on your about me and I totally say that too.

    Anyway I agree completely with what you're saying here... my pixar fandom hadn't really allowed me to see past what you were saying and read into the point you're making clear here that just because they do it doesn't mean EVERYONE has to. I agree that good animation doesn't have to cost a ton and that some of the most interesting work out there is interesting because of how the artists used what they had at their disposal. Photorealism shouldn't ever be the only goal of something artistic. And I especially agree that aspiring animators and game developers shouldn't be discouraged by over the top expensive work, but instead find their own way to create something worthwhile.
  • My face has more polygons than your face.
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