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1 CARS PRODUCTION INFORMATION After taking ... - Disney

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excited about as he was winding down on ‘<strong>CARS</strong>’ was creating a story<br />

community where the story artists were more tuned in to each other and better<br />

connected. He would show screenings of Pixar’s old story reels to remind us of<br />

the process that we went through to get to the finished story. His motto was<br />

‘You have to trust the process.’ If you stalled on a story point, you’ve got to<br />

work your way through it.”<br />

Dan Scanlon, another story artist on “<strong>CARS</strong>,” adds, “Joe’s told us not just<br />

to refer back to a completed film like ‘Toy Story.’ Instead, look back at the first<br />

reel of the film that was boarded. It was terrible. He encouraged us to analyze<br />

how problems were fixed, and how the process can work to make something<br />

good from something terrible. It can be very intimidating for a new story<br />

person at Pixar when you look at all the great things that have been done. Joe<br />

would show us how bad the early versions of some of the hit films were and<br />

explain what they did to fix it. He was a very humble guy who encouraged all of<br />

us to stay humble and inspired us all with his gift for storytelling.”<br />

PIXAR’S SHINING ACHIEVEMENTS:<br />

TECHNICAL INNOVATIONS AND ADVANCES ON “<strong>CARS</strong>”<br />

Over the past 20 years, Pixar Animation Studios has pushed the limits of<br />

computer-animation to exciting new heights, and continued to harness the<br />

medium to showcase their stories and characters in exciting new ways. From<br />

their earliest Oscar ® -winning and nominated short films to the industry’s first<br />

full-length CG feature, “Toy Story,” Pixar has never been content to rest on their<br />

laurels. Each film has challenged them in new ways whether it was the blades of<br />

grass and crowd scenes in “A Bug’s Life,” the caricatured-but-realistic humans in<br />

“Toy Story 2,” the hairy characters and simulated clothing of “Monsters, Inc.,”<br />

the vibrant underwater world of “Finding Nemo,” or the action-packed<br />

environments and human characters in “The Incredibles.” Their latest<br />

under<strong>taking</strong>, “<strong>CARS</strong>,” posed some of the greatest challenges to date.<br />

Under the supervision of associate producer Tom Porter, supervising<br />

technical director Eben Ostby, and Pixar’s resident group of technical wizards,<br />

“<strong>CARS</strong>” got off to a fast start and scored some impressive achievements along<br />

the way.<br />

Perhaps the biggest challenge for the “<strong>CARS</strong>” technical team was creating<br />

the metallic and painted surfaces of the car characters, and the reflections that<br />

those surfaces generate. An algorithmic rendering technique known as “ray<br />

tracing” was used for the first time at Pixar to give the filmmakers the look and<br />

effect that they wanted.<br />

Ostby explains, “Given that the stars of our film are made of metal, John<br />

had a real desire to see realistic reflections, and more beautiful lighting than<br />

we’ve seen in any of our previous films. In the past, we’ve mostly used<br />

environment maps and other matte-based technology to cheat reflections, but<br />

for ‘<strong>CARS</strong>’ we added a ray-tracing capability to our existing Renderman<br />

program to raise the bar for Pixar.”<br />

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