Behind the Scenes of The Butterfly Effect
The main character was one of, if not the, most important aspects of the movie. For the character artists at Passion, we added a number of improvements to Unity including catmull-clark tessellation, an industry standard in film for smooth geometry.
Sub Surface Scattering shader replicated layers of human flesh and skin. This was done using 3 layers of texture space diffusion and 2 specular overlays and created a translucency that could also be used for plastic surfaces, like the balloons and the kettle.
Blend Shapes are used to deform the face and create extreme facial expressions like screaming and shouting.
Nvidia provided the character's hair and slippers! The variety of styles is defined by a set of Guide Hairs which are amplified by hardware tessellation on the GPU giving us the volume and flexibility you see in various scenes.
The movie also called for highly detailed multi-layered cloth motion which was pre-simulated for performance and full artistic control.
Explosive and visual effects
Fireballs were visualized using animated spheres while ray marching and pyroclastic noise techniques created dynamic surfaces resulting in an incredible explosion that goes beyond mere particle effects.
While there are already post effects found in Unity, work on The Butterfly Effect helped to improve many aspects of existing work. Depth of field, Bokeh, Look Up Tables, and Bloom all saw significant steps forward.
Mason B. Fisher, East Coast Game Audio
Head Of CG
Lead Character Modeller
Lead Environment Modeller
Eleanor (Ellie) Bond
Nicollette (Nikki) Newman
Additional Texture Artist
Marc Di Nocera
Lead Pipeline Developer
Sheikh Dawood Abdul Ajees
Hai Loc Lu