Europa

An LED Volume Virtual Production

(tldr - it was shot like the Mandalorian and I helped)

After leaving Apple and learning the ropes of Unreal Engine / Virtual Filmmaking at CG Pro, the school was kind enough to put me forward with two other former students to work in the VAD (Virtual Art Department) on a short film out of USC’s ETC (Entertainment Technology Center,) A VFX think tank started by some guy named George Lucas.

I worked as an Unreal Generalist, from previs to final pixel. Full project description at the end of this page.

(You can also find Sony’s “making of” here and some press here and here and the whitepaper here :)

A large theater or studio with a curved screen displaying an icy or snowy landscape, with people working and preparing for a production or presentation.
Screenshot of a virtual meeting with five participants and a shared screen showing a 3D modeling software interface. The shared screen displays a scene with snowy terrain and a humanoid character, along with various folders and tools related to 3D content creation.

Some stills from my scenes in final Previs

The film follows a group of astronauts sent to extract water from Europa, a moon of Jupiter thought to inhabit life.

To get things started we did Previs using Unreal Engine and Metahumans as stand-ins for the talent.

Full Project Breakdown

There were three key technical points the project was intended to explore:

  • Black - One of the reasons why Writer / Director Jacqueline Elyse Rosenthal’s script was chosen is because it was written to be extremely dark, as in like light-wise, and Sony wanted to test the black levels on their new LED stage in Culver City.

    • If you want to nerd out more on Black Levels - this next paragraph / bullet point(s) is(are) for you, but if you don’t care or have time, no worries, skip ahead, I get it.

      • Okay so the new panels at the Sony / Pixomondo stage could achieve very high brightness b/c they got rid of the “black masks” that separate the diodes (previously, each pixel was a red, blue, and green cluster of lights separated by non-reflective black stuff that helps make them actually look black when they’re not on, among other things, since there’s no such thing as black light.)

      • So by not having the black stuff, the panels are much sharper, and much, much brighter, but the blacks weren’t as great, and they needed to stress test these panels w/ dark scenes and make sure milkiness and banding problems didn’t ensue / how to fix them if they did, yadda yada.

  • Image Based Lighting (IBL) - Since the new panels were super bright, (if you read the deets above you’d know all about it,) Sony and DP Erik “Wolfie” Wolford had the chance to test actually using the LED wall as a key light (your primary / main lighting source,) to enhance the realism / reflections / bounce / etc, etc.

    • IMHO, this was the most exciting thing about the project, because to me, having a “wall of light” is basically like the whole point of shooting on an LED volume as opposed to a greenscreen, (besides giving talent a world to act in as opposed to the dead space / lobotomy vibes of a greenscreen,) and so moving from “reflections” as the innovation, (Mandalorian,) to using the LEDs as pretty much your main gaffing was really innovative and cool and gives me lots of ideas about other stuff, (like that means your key grip needs to be working from “inside out” of the VAD / LED wall which kinda hurts my brain when you really start to think about it, b/c then you’re using virtual lights which you then feed through real actual lights, which aren’t at all like real actual film lights but instead LED panels, and so the traditional gaffing math units of light, i.e. lux and foot-candles, should really be determined irl / on-set as extremely hard to do math like Nits / cd/m² which starts to break my brain, and doesn’t even begin to address things like emissive materials…)

  • Calibrated Virtual Camera & Cooke Anamorphics - Unreal uses “Physically Based Rendering,” which means light bounces and decays / falls off just like it does irl, and since modern cameras are now really just computers with switchable eyes, you can take your fancy camera and lenses, go shoot whatever with them, capture a bunch of metadata, and then recreate it all pretty much perfectly “in engine.” And so this is what the team did - the shoot was on the Sony Venice 2 which shoots in really, really low light, (I guess 3200 ISO according to google just now, which sounds right,) and used all new Cooke anamorphic lenses, so we were able to go ahead and start figuring out lens length, focal length, ISO settings, etc during Previs, (which is one of the reasons why I don’t think doing Previs “in engine” will be totally replaced by AI, or at least 2D AI, but that’d require a whole ‘nother page on my site to go into.) And of course, the metadata is a two-way street, so what’s captured “in engine” is all used irl, and so on.

Artist's illustration showing a volcanic eruption on a planet, with a large flame and ash plume, and three moons or planets above in space.
Three people sitting in airplane seats, two women and one man, all wearing gray hoodies. The woman on the left is looking to her right, the woman in the middle is looking down at a tablet, and the man on the right is looking straight ahead.
Person holding a tablet displaying a photo of a busy control room with multiple people in blue uniforms working at desks.
Close-up of a person's face with blue eyes, holding a glass slide with three black circular objects, possibly for a scientific experiment or art project.
Three people wearing space helmets and black clothing walking through a bright, minimalist doorway with dark surroundings.
Children wearing protective helmets walking through an open doorway from a dark room into bright light.

Stage Mapping / Calibration / Digital Twins

After we completed Previs, we moved to the part of the process where we imported an exact replica of the Sony / Pixomondo stage, LED wall and all, so we could start building the virtual sets so that when the Sony Venice 2 camera moved around on shoot day, Unreal could render the correct part of the environments w/ calibration / parallax, etc.

Here’s what it looks like in-engine - it’s the green thing below.

A 3D modeling software interface showing a landscape with rocks. Text in red indicating rebuilding lighting, and the scene includes a purple and blue axis tool, with a green selection area.

Grayboxing / Techvis

Once you have your digital twin in place, you can start roughing out the Virtual Set, w/ your virtual cameras from Previs, etc.

These are screenshots of us doing techvis (adding cameras) while working on the final cave scene - the hero set piece due to water reflections & complex lighting environment.

Virtual environment with forest background and a character standing on a platform surrounded by cameras and equipment. Text overlay indicates issues with unbuilt objects and lighting in the scene.
A 3D modeling scene in progress showing a figure of an astronaut on a platform surrounded by several cameras. The scene is set in a black-and-white environment with large, abstract structures in the background. A warning message in red text states that the lighting needs to be rebuilt due to unbuilt objects.
A 3D simulation scene showing a gray humanoid figure on a platform, surrounded by various virtual objects and icons, with a green semi-transparent surface and a field of black shadowed objects in the background. Red and white error messages are displayed at the top of the scene.
A digital 3D rendering of a landscape with water, dark rocky formations, and a computer-generated humanoid figure on a platform, with overlayed text indicating a scene in development or a game design interface.

Look Dev

After Grayboxing is approved, you move from techvis (cameras) to look dev, where the VAD starts really cooking to dial in the final pixel, adding materials, baking lights, etc.

Screenshot of a computer rendering or game editor with 3D objects, a character model on a platform, and a warning message in red text about unbuilt lighting objects
A computer-generated space scene showing planets, including a large gas giant, a smaller rocky planet, and a moon or satellite. The scene includes a virtual reality interface with various tools and controls on the right side.
Screenshot of a virtual meeting with three participants, a presentation slide displaying a space scene with a person looking at planets and moons, and a user interface with video controls and reactions at the bottom.

Final Pixel

When it’s all ready to shoot!

An astronaut exploring an icy, mountainous planet with two moons visible in the sky. Large ice formations and snow-covered terrain dominate the landscape.
A studio scene portraying an icy landscape with snow, icebergs, and a backdrop of outer space featuring planets and stars. A person in a spacesuit is present, along with filmmaking equipment.

Huge shout outs to Ian Hill, Tamara Abbas, and Daniel Daniel Langhjelm who I worked closely on this with - they are amazing, google them!

And of course the Director, Jacqueline, who was a dream to work with.

project artifacts & other fun stuff

Screenshot of a video conference call showing three participants, with shared screen displaying 3D modeling software, a color palette, and a spreadsheet.
Screen capture of a virtual meeting showing four participants and a computer screen with a game development software interface.
A screenshot of a text explaining the rotational velocity of a person standing on Jupiter's equator.
A photograph of the moon and Earth in the night sky with a dark background.
A 3D rendered metallic disk with a bluish hue, displayed in a 3D modeling software interface.
A 3D rendering of a metallic flying saucer with a circular body and a domed top, set outdoors on a grid-like surface with a building and trees in the background.
Screenshot of 3D modeling software displaying a futuristic, circular spacecraft model with a domed top and black exterior reflected with a grid pattern, alongside material and mesh details.
3D digital model of a person meditating, lying down in a circular design with concentric rings, in a virtual workspace.
A woman in a black uniform is floating horizontally in a spiral staircase with illuminated edges, extending her arm forward.
A 3D space simulation of an asteroid field with numerous rocks and debris, a moon or planet in the background, and various control icons on the top and bottom of the interface.
An illustration of two planets and a spacecraft in space. The planet on the left has a mottled, multicolored surface. The planet on the right appears smaller and also has a textured surface. A black spacecraft is near the right planet. The background is dark space with no stars visible.
Person wearing a helmet and safety harness, lying on the ground with orange leaves or textured surface around.
Two people wearing helmets and black clothing walking out of a bright white doorway, creating a silhouette effect.
Silhouettes of two astronauts in suits standing against a bright background.