Gameloft use of Clarisse on Siegefall trailer

Tutorials Press Center Join Isotropix Community Buy Clarisse iFX
Customer Stories
September 15th, 2015

We recently had the chance to discuss with Pascal Beeckmans and Thomas Didier from Gameloft Montreal.

They shared with us some special insights on how Gameloft recently used Clarisse iFX to realize the trailer of their latest strategy game: Siegefall

Learn more about how Clarisse powerful capabilities allowed Gameloft artists to manage complex fluid simulations and discover how Clarisse streamlined their workflow thanks to its intuitive referencing features.

 

 

 

Can you tell us a bit about you both and your work at Gameloft?

Thomas: I’m an environment and lighting artist. I studied 3D and specialized in video-games (Supinfogame Valenciennes). I’m currently working at Gameloft as a lighter, using Vray and other proprietary software in my day-to-day work.

Pascal: I’m a 3D generalist, with no specialization but I can work on everything! I have no coding or scripting skills!


On which project did you use Clarisse? How did you use Clarisse?

Thomas: We’ve used Clarisse to achieve the CG cinematic in one of our latest game SiegeFall (Released in June). Clarisse was the main software for scene assembly and rendering. The final compositing was done with Fusion. For SiegeFall trailer, I was personally in charge of shot assembly (scenes in which all elements are gathered and set up for final shot assembly). I also worked on the creation of most of the asset projects (reassembled afterwards), as well as on shading, lighting and most of texturing. Finally, I did some detailed rocks modeling and props to help out the rest of the team.

 

 

Why did you choose Clarisse? What did you look for in Clarisse?

Thomas: Last year, we conducted some R&D with Clarisse so we were fully convinced by its versatile capabilities and its colossal potential. We chose Clarisse for its speed and its amazing ability to handle an unlimited amount of polygons as we had a lot of fluids to render.

Pascal: What we needed for our production was a tool able to handle massive assets such as fluid simulations. I had heard about Clarisse for a long time! Being a Modo user, I’ve always been interested in real-time render system. Indeed, Clarisse iFX PLE, is installed on my workstation since the 1.5 release! All I was waiting for was the right project to show up that would justify its use!


What did Clarisse bring to your work on SiegeFall trailer?

Thomas: Clarisse has allowed us to iterate quickly so we got a trailer prototype at an early stage (less than a month). Based on this prototype, we’ve created the final video, by regularly updating scenes as the production was moving forward. We’ve also been able to render the sea and most of the FX (open VDB from VFX Simulation) directly in 3D using Clarisse.

Pascal: Clarisse has brought a lot of flexibility on layout and lighting, thanks to its incredible viewport performance. Team work has been drastically streamlined thanks to Clarisse referencing features (even if at the end we were only two concurrent Clarisse users.)

 

How complex or easy was to integrate Clarisse in your workflow?

Thomas: Clarisse integration was really easy and artists and animators were not disturbed at all in their work habits. As an international team, we had to face some scaling issues, and despite our great efforts to push artists to adopt the metric system, some of them still prefer to work with imperial units. Indeed, the most difficult part was the render network with Royal Render,which did not exactly interpreted images and layers as we were expecting . Nevertheless, we’ve ended up finding a functional workaround!

Pascal: The most complicated part was the water simulation export linked to the .abc. format. But thanks to Isotropix team, our major issues have been quickly solved! We did not have enough time to work on new export tools for 3DSMax (which is our main tool), so rebuilding materials, especially textures assignments, were a little bit more complicated than expected!


How long did it take you to get used to Clarisse? Do you find it intuitive? Did you face any difficulties at the beginning?   

Thomas: Clarisse is a very intuitive tool! I’ve quickly found all the features I was looking for exactly where I was expecting to find them!

Pascal: Once the context concept has been integrated and digested, Clarisse is really easy to use! The shading layer notion and its use can be tricky at first but Clarisse User Guide is well done and Clarisse videos tutorials are really helpful to discover and learn the logic of Clarisse workflow!

 

What do like about Clarisse? What are your favorite features in Clarisse?

Thomas: I’ve really enjoyed contexts as they are really helpful for team-work to quickly iterate! The lighting and objects work as well as the volumetric shaders were pleasant to use and fast to previz. The combiner feature is also really handy!


Pascal: What I’ve liked the most the volume rendering features, Clarisse huge viewport performances, and most of all the absence of lag we are used to face using other software available in this industry. I’ve also really liked the context system, and how easy it is in Clarisse to manage and organize a large amount of elements.