Dreamt Futures - Dev Blog #03

Steady progress and some more shots checked off!

This time we will be looking at the Martian surface, where a number of shots for the film take place. Bonestell painted many artworks depicting the Martian surface, with hypothesised Mars landers, and domed habitats within craters.

Welcome to Mars

An astronaut returning to the Mars Lander.

The Landing

The above is a viewport render from Cinema 4D. The scene, for once, is actually a relatively simple one. The original painting (below) depicts the Mars Lander skimming across the Martian surface on skis. This was the initial idea of how a spacecraft would land on the Red Planet. Of course, now we know that a vertical landing, aided by either a parachute or thrusters, would be the most likely scenario.

My initial plan was to simulate the craft skimming across the surface. However, given that I’m a one-man band with many shots to get through, I made the decision to instead have the craft at a halt and introduce some movement into the shot with an explorer returning to the lander.

As for the craft itself, I created a hybrid between two concepts: the one seen in the painting below and another taken from the cover of The Exploration of Mars (1956). I was lucky enough to find a nearly pristine copy of this book in a charity/thrift shop—they are very hard to find and usually very expensive!

Bonestell’s painting of the Mars Lander.

Below is my reimagination of the painting. I wanted a more silhouetted look, as it helps the reveal in the next shot stand out more. The paintings are all quite similar in colour, and I wanted to ensure that, in the film, there is more distinction from shot to shot, as to steer away from monotony.

My reimagination of the painting

Some Sciencey Bits..

One significant change is the colour tone. While I want to preserve the essence of Bonestell’s paintings, I also aim to incorporate greater scientific accuracy where possible. The original painting portrays a scene with red tones reminiscent of Earth’s sunsets (though the sun’s angle isn’t entirely clear, as the lighting comes from behind the ‘camera’). On Mars, however, sunlight passing through its thin atmosphere interacts with fine dust particles, producing a blue sunset instead of the red and orange hues typical on Earth. This effect, known as forward scattering, occurs because the fine dust scatters blue light more effectively in the forward direction, creating the Martian sunset’s distinct blue glow. That said, I chose to introduce some more familiar sunset colours to help the audience better connect with the scene.

The Technical Bits…

The clouds and dust were simulated in Embergen, then brought into Cinema 4D as VDBs and rendered in Redshift 3D. There is a very subtle sandstorm in the background of the shot to bring some life to the desolate planet. I’ve been working with a fantastic character model, which I have altered slightly to better fit the retro-futuristic astronauts Bonestell drew while keeping them feeling modern enough to suit a scenario where this could actually take place.

 

The Domed Colony

Bonestell’s painting of a Domed colony on Mars, with Olympus Mons in the background.

This is one of the paintings I was most excited to recreate. The landscape itself was something I really looked forward to generating, as well as working on the composition.

One of the difficulties of moving from World Creator (where I generate the landscapes) into Redshift in Cinema 4D is matching the displacement map (which is calculated at render time) to a proxy geometry mesh in the viewport. The different scales and colour spaces mean getting a perfect match can be a bit of trial and error. I have worked out a reliable way to match the displacement map to the proxy, which I plan to make a short tutorial on—so watch this space!

I love the composition of this shot. There is a lovely separation between the foreground, middleground, and background elements, which I really wanted to capture. One thing, however, that I wanted to change was the sense of scale. Something about the size of the domes didn’t quite work for me, as it seemed to minimize the size of the crater wall around the colony. Below is what I came up with.

My recreation

Some other technical considerations for this shot included the atmospheric scattering of sunlight. The density changes from the surface of the planet, visible where Olympus Mons rises out of the atmosphere. This was created with a couple of techniques, which I’d be happy to make a short tutorial on.

In short, pulling the scene data out within a volume material using a Redshift ‘State’ node allowed me to clamp the volume and remap it with a gradient to control where the scattering took place (scene left, and below a certain value on the Y-axis). This allowed me to have some sun rays creeping over the crater’s rim to the left and occlude the bottom of the mountain (which was rendered separately and combined in post). I then used additional layers in After Effects to very slightly break up the volume.

 

Arrival, Life, Death

As always, I don’t want to share everything, so below is a teaser for the next shot on Mars. When the film releases, there will be a much more detailed write-up of each shot with much more concept material, technical breakdowns, and WIPs (including the ones we’ve already covered), which I can’t wait to share.

I hope you enjoyed reading this latest installment of my development diary.

DREAMT FUTURES: Bonestell

Rockets, rocks, planets, people and more. This will be a tribute film to Chesley Bonestell, re-imagining a number of his artworks in an immersive experience.

The film will be released in Cinemascope format, making the environments even more captivating. A number of shots will also be delivered as standalone experiences in full 360 VR. See you on Titan.

DREAMT FUTURES Poster

If you’re interested in keeping up with the project, it’s creation will be documented here on this Blog.

DREAMT FUTURES: Bonestell coming soon page.

~ James

The Making of 'The Interstellar Medium' #4 - Nebulae

Nebulae. Great word. This was by far the most challenging shot as fluid dynamics were something I was not that experienced with - specifically Turbulence FD (I had some previous experience with Maya's Fluid Effects). This shot was originally intended to be a matte painting, however I wanted to create something new instead of an already existing nebula, so instead opted for fluid effects. Not only was generating the Nebula a challenge, but compositing the shot was too difficult.

Now, before we get started, I am fully aware that if you were this close/inside a nebula you would not be able to see that you were inside one - but that's no fun, and I can change that with a computer! Alright, lets have a look at how this was done.

Above are the Cinema 4D scene files - in the top one you can see some of the settings I used. One of the most important settings for generating a nebula like simulation was the density dissipation. This meant the fluid would stay in dense clumps throughout the sim in certain areas based on a noise map that the fluid was emitted from. By using one light with soft shadows to save on render times, i was able to set it up in such a location that dark shadows would appear in the densest areas, emulating the effects seen in many emission nebulae, but more commonly in dark nebulae.

After colouring the nebula with a gradient in the density render settings, I was able to pick out dense areas and colour them differently, specifically darker alluding to their density. These image sequences were then sent into After Effects for post.

Both compositions had many adjustment layers and effects applied to them to tie the whole image together (The 'shy' button is your best friend in compositions like this!). For both compositions I rendered out a noise layer which was applied to a plane positioned within the nebula in 3D space. This plane was then screened onto the composition below and had its opacity reduced. This created the wispy plumes of dust/smoke seen around nebula - they rarely suddenly fall off straight into space - nor is the space directly behind them always pure black. To create a contrast from the rest of the film which features quite a similar colour palette, I wanted the film to go out with a super colourful image to surprise the audience. I was aiming for a similar effect with the close ups of the stars seen previously in the film a this point. (Remember to click the images above for a more detailed view!).

Above are two screenshots from the finished shot, and as usual, the final version will be available for viewing once the film is finished, and these images are subject to change!