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Feathers for Mystical Creatures: Pegasus

James Leaning, Damien Fagnou, MPC

SIGGRAPH6 cites1 descendantCFX

For Clash of the Titans, MPC developed a sophisticated feather system used on several flying creatures across more than a hundred shots, delivering photo-realistic results over a wide range

Abstract

For Clash of the Titans, MPC developed a sophisticated feather system used on several flying creatures across more than a hundred shots, delivering photo-realistic results over a wide range of detail from distant background characters to ones passing just in front of the camera. The system integrated tightly with MPC's existing pipeline and gave artists efficient creative control with almost no technical background required. Each feather barb was procedurally created as fully unrestricted three-dimensional curves, with all feathers generated at render time in a custom multi-threaded PRMan DSO.

How to read this

Category
Production talk / feather system breakdown
Contributions
  • Demonstrates a feather system used on several flying creatures for Clash of the Titans across more than a hundred shots, from distant background to extreme foreground
  • Shows tight integration with MPC's existing pipeline and efficient artist control requiring almost no technical background
  • Describes feather barbs procedurally created as fully unrestricted 3D curves, with feathers generated at render time in a custom multi-threaded PRMan DSO
Context
A studio production system for photo-real feathers on mystical creatures, relating to procedural curve generation and render-time geometry instancing within a PRMan pipeline.
Correctness
Studio practice, not peer-reviewed; results are production-proven on shipped shots, so the emphasis is on robustness, artist usability, and scalability across detail levels rather than on quantitative evaluation.
Clarity
Accessible; a single pass conveys the system design and pipeline choices, with detail useful to TDs building comparable creature setups.
How to read it
Read for the architectural decisions (procedural barb curves, render-time generation via a multi-threaded DSO) and pipeline integration; one careful pass is usually enough unless you are designing a feather system yourself.

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