Cinematographer
Ich muss beim Drehen bereits an CGI denken. Die Beleuchtung und Farben der Live-Action müssen mit den Digital-Assets matchen. Ich fotografiere Lighting References und HDRI-Probes für später realistisches CGI-Compositing.
CGI (Computer-Generated Imagery) refers to digitally created images and animations made through 3D modeling, texturing, and rendering.
CGI (Computer Generated Imagery) refers to all images and animations that are created wholly or partially by a computer. This includes:
CGI is indispensable for modern film production today. Hardly any blockbuster gets made without digital characters, set extensions, or effects.
Definition: Digital humanoid or animal characters
Complexity:
Tools: Maya, MotionBuilder, Blender, ZBrush
Costs: 200K€ - 800K€ per character (including rigging, animation, texturing)
Definition: Completely digital landscapes, buildings, cities
Categories:
Tools: Houdini, Maya, Blender, ZBrush, Unreal Engine
Costs: 300K€ - 2M€ (depending on detail level and scope)
Types:
Tools: Houdini, Maya nCloth, RealFlow, Tyflow
Costs: 50K€ - 300K€ per effect sequence
Definition: Digital backgrounds, often combining photography and 3D
Techniques:
Tools: Nuke, Substance Painter, Photoshop, 3D paint tools
Costs: 10K€ - 100K€ per shot
1. Concept Art & Design
├── Character Design (2 weeks)
├── Environment Design (2-4 weeks)
└── Texture Concepts (1-2 weeks)
2. 3D Modeling
├── High-Poly Sculpt (3-6 weeks)
├── Low-Poly Optimization (2-3 weeks)
└── Asset Integration (1 week)
3. Texturing & Shading
├── Diffuse/Albedo Maps (2-3 weeks)
├── Normal Maps & Details (2 weeks)
├── Specular/Roughness (1-2 weeks)
└── Shader Development (1-2 weeks)
4. Rigging & Animation
├── Skeleton Setup (1-2 weeks)
├── IK/FK Setup (1 week)
├── Facial Rig (1-3 weeks)
├── Motion Capture Cleanup (2-4 weeks)
└── Hand Animation / Polishing (2-6 weeks)
5. Simulation & Effects
├── Hair/Cloth Setup (1-2 weeks)
├── Simulation Passes (1-3 weeks)
└── Simulation Optimization (1 week)
6. Lighting & Rendering
├── Light Rig Setup (1-2 weeks)
├── Material Tweaks (1-2 weeks)
├── Render Passes (1-3 weeks)
└── Render Optimization (1-2 weeks)
7. Compositing Integration
├── Plate Matching (1-2 weeks)
├── Color Grading (1 week)
└── Final Delivery (3-5 days)
Total Timeline: 6-12 months for complex charactersMaya:
Houdini:
RenderMan (Pixar):
V-Ray:
Arnold (Solidangle):
RenderWare/Real-Time Rendering:
ZBrush:
Blender (Sculpt Mode):
Problem: Skin is semi-transparent, scatters light beneath the surface
Solution:
Costs for correct skin rendering: +40% to standard texturing time
Problem: Millions of individual hairs, each with its own surface geometry
Solution:
Costs: +50-100% for photorealistic hair
Problem: People immediately notice when eyes look wrong (uncanny valley)
Solution:
Costs: +20% for correctly rendered eyes
Problem: Open mouth reveals geometry complexity (saliva, tooth surface)
Solution:
Problem: Digital characters look artificial when colors don't match exactly
Solution:
| Scene Type | Complexity | Costs/Shot | Duration |
|---|---|---|---|
| Hero Shot (close-up) | Very high | 15K-50K€ | 3-6 weeks |
| Medium Shot | High | 8K-15K€ | 2-4 weeks |
| Wide Shot | Medium | 3K-8K€ | 1-2 weeks |
| Crowd/Background | Low | 500€-2K€ | 3-7 days |
| Effects-only | Variable | 2K-20K€ | 1-3 weeks |
Trends 2026+:
Ich muss beim Drehen bereits an CGI denken. Die Beleuchtung und Farben der Live-Action müssen mit den Digital-Assets matchen. Ich fotografiere Lighting References und HDRI-Probes für später realistisches CGI-Compositing.
CGI-Heavy-Filme haben 300-500K€ allein für digitale Charaktere. Ein durchschnittlicher VFX-Shot kostet 8K-15K€. Ich verhandele Revisions-Limits streng, da unbegrenzte Änderungen Budget aufzehren können.
1. Was beschreibt „CGI / Digitale Bildgenerierung" am besten?
2. Zu welchem Department gehört „CGI / Digitale Bildgenerierung"?
3. Wie viele verschiedene Fachperspektiven bietet dieser Eintrag?
The Lexikon is part of the Filmfarm ecosystem — alongside budgeting (FilmBalance), an industry magazine (FilmCircus) and crew networking (FilmCall, CrewMesh). One shared vocabulary for the whole production.