COVER
TOP TO BOTTOM: A 400-ton crane was used to fly the larger 13-ton ornithopters in the desert. For landings, separate concrete pads had to be poured for the 12-meter mockup and its somewhat smaller cousin. CG wings were added for takeoffs and landings.
full-scale vessels and CG craft were created. “Seen from a distance, the ornithopters look like insects,” says Lambert, “but as you get closer in, you can feel the power of these flapping wing aircraft. The Atreides’ dragonfly-like craft is a thing apart from the others. When the Harkonnens strike at Arrakeen, their ships come down looking like they have inflatable wings, and sport a very intricate and detailed look. For some of the shots of full-scale craft shot on location, we might add CG wings, but most of that was actually captured in-camera.” SFX Supervisor Gerd Nefzer had his teams begin prepping long before shooting in order to have time to transport huge containers holding the ornithopters and supporting equipment to Aqaba. “The containers for Jordan arrived slightly late, so that made it very tough to get everything ready for each shooting day,” Nefzer acknowledges. “It was a huge challenge to get the ornithopters ready. Altogether we had two large ornithopters and a smaller one on location in the desert. The big one weighed maybe 13 tons and was 10 or 12 meters long, so making it look as if it could maneuver took a lot of power. We had one scene with the big ornithopter landing in the desert and then taking off. That needed a 400-ton crane, so a special road had to be built to accommodate transport.” Nefzer used various gimbals, plus an overhead flying rig hung from a crane. “Our two computer-controlled motion bases had to function on location,” he says, “because our DP needed real sunlight and could not create that look on stage. That meant pouring a concrete pad for the thopter. Then we had to invent a drive file in order to maneuver the ship to follow the path of the sun in the sky for continuity. The large base was rated for 20 tons and the smaller thopter used a six-ton base for sandstorm scenes. We tented the smaller base with wind machines and tons of dust flying around in there, including soft stones, so that the view through the cockpit would really look like it was flying through a sandstorm. It could rotate 360 degrees so that the actors could be upside-down. We had four six-wheel drive trucks from the military so we could mount and drive our big wind machines around into position. As always, Denis tries to get as much as possible in-camera, but on some very wide shots, there just weren’t enough machines. But the part of the shot that we could handle practically – the area around the actors, because you get such a greater sense of believability with performers having to lean into the dust as they move instead of just pretending against greenscreen – was the basis for how VFX went about completing things, matching to the look and density of our sandstorm. Paul Lambert always asked for as much practical as possible to have something to match – ‘even if it is just a few meters’ he said one time – and then he filled out the rest of the shot beautifully. I think this is the right way to make movies these days, instead of just automatically.” To convey the sense that the mockup was really up in the air, the team used an idea also employed on The Rocketeer, choosing a high-up locale that allowed cameras to shoot down on the airborne object. “We found the tallest hill in Budapest and put a gimbal atop it,” says Lambert. “That gave us a horizon. We surrounded the gimbal with what we affectionately called the dog collar, a 360-degree ramp that went all the way around the gimbal, again
22 • VFXVOICE.COM FALL 2021
PG 20-25 DUNE.indd 22
8/29/21 2:34 PM