WEBVTT - Creative Technology at Pixar

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<v Speaker 1>Pushkin. There's a bunch of stuff I want to ask you.

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<v Speaker 1>A lot of it is about the relationship between technology

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<v Speaker 1>and creativity, and especially given the fact that you've been

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<v Speaker 1>working at Pixar for a long time, respectfully, how that

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<v Speaker 1>changes over time?

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<v Speaker 2>Okay, so how creativity changes as technology changes?

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<v Speaker 1>Yeah? So, actually, can you just say your name and

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<v Speaker 1>your job?

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<v Speaker 2>Sure? My name is Danielle Feinberg, and I work at

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<v Speaker 2>Pixar Animation Studios and I am a visual effects supervisor.

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<v Speaker 1>So you're a visual effects supervisor. Now, if I understand correctly,

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<v Speaker 1>you spent a lot of your career there. You've been

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<v Speaker 1>at Pixar for more than what twenty five years at

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<v Speaker 1>this point?

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<v Speaker 2>So right, yeah, I hit twenty six.

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<v Speaker 1>Musseltov, you were director of photography for lighting for a

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<v Speaker 1>lot of your time there, right, And that's striking to

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<v Speaker 1>me because, if I understand correctly, there are in fact,

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<v Speaker 1>like no photographs and no actual lights in Pixar movies. Right,

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<v Speaker 1>So what does it mean to be the director of

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<v Speaker 1>photography for lighting on you know, movies like say Coco.

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<v Speaker 2>So picky of you, Jacob, I'm sorry, so curious, I'm curious.

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<v Speaker 1>I'm Jacob Goldstein. And this is What's Your Problem, the

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<v Speaker 1>show where I talk to people who are trying to

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<v Speaker 1>make technological progress. My guest today, as you've already heard,

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<v Speaker 1>is Danielle Feinberg, and as you will hear, we did

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<v Speaker 1>talk about creativity and technological change. Also we talked about

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<v Speaker 1>the problem she's trying to solve now, and we talked

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<v Speaker 1>about how we can often wind up following rules that

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<v Speaker 1>are not particularly useful and that in a lot of

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<v Speaker 1>cases we don't even know we are following.

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<v Speaker 2>So director of photography is in a live action movie,

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<v Speaker 2>is the same as a cinematographer, and so they're doing

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<v Speaker 2>camera and lighting together essentially. And so in our world

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<v Speaker 2>and animation, we split that what is traditionally one role

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<v Speaker 2>in live action to two roles, and so we have

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<v Speaker 2>a director of photography for camera and a director of

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<v Speaker 2>photography for lighting.

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<v Speaker 1>And just to be clear, I mean camera is a

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<v Speaker 1>metaphor in this instance, right, like just so I'm thinking

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<v Speaker 1>about it, right, there is a camera, right.

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<v Speaker 2>There is a virtual camera, and so we build a

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<v Speaker 2>virtual three dimensional world, and we actually have a chunk

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<v Speaker 2>of code that is our camera that mimics a lot

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<v Speaker 2>of things that a real life camera does. And as

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<v Speaker 2>time has gone by, in fact that that camera has

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<v Speaker 2>gotten more and more like real life. And we even

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<v Speaker 2>use specific sets of lenses, sometimes modeled after certain companies

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<v Speaker 2>lenses and stuff, and.

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<v Speaker 1>So the lenses are our code basically that generate images

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<v Speaker 1>that look like a picture you take with a certain.

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<v Speaker 2>Actual yes, exactly exactly.

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<v Speaker 1>So similarly than presumably the lighting is sort of similarly

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<v Speaker 1>virtual but modeled on actual lights.

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<v Speaker 2>Yeah, you know it's originally it was modeled on a

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<v Speaker 2>version of a light. It wasn't like, oh, this is

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<v Speaker 2>tungsten light, or this is a light bulb that I

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<v Speaker 2>would have in my lamp at home. It was like,

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<v Speaker 2>here's a light. You can do whatever you want with it.

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<v Speaker 2>You can make it as bright as you want, you

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<v Speaker 2>can make it as big as you want, you can

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<v Speaker 2>all kinds of things. And so in those sort of

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<v Speaker 2>early days, it was easy to do things that looked

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<v Speaker 2>sort of wrong visually because we weren't beholden too some

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<v Speaker 2>of the same physics in real life, huh.

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<v Speaker 1>And so it was almost like too much. You had

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<v Speaker 1>too much power, and you could just get crazy with

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<v Speaker 1>the light and was going on, Yeah.

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<v Speaker 2>We had all the power and you had to use

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<v Speaker 2>it wisely.

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<v Speaker 1>Yes, So, I mean, so there's different ways to talk

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<v Speaker 1>about to talk about this, and I want to try

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<v Speaker 1>a few. But one way that I thought might be

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<v Speaker 1>interesting to frame this is to talk to talk about

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<v Speaker 1>the way that the craft really of what you do

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<v Speaker 1>has changed. I know you worked on Turning Red, the

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<v Speaker 1>recent Pixar movie, which, like millions of other people, I

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<v Speaker 1>watched at home during the pandemic with my daughters. So

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<v Speaker 1>thank you for that. Excellent And then you also you

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<v Speaker 1>worked on A Bugs Life in the late nineties, right,

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<v Speaker 1>And so I thought it might be interesting to compare

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<v Speaker 1>A Bugs Life to Turning Red in terms of the

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<v Speaker 1>sort of technology and creativity, right, how you created in

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<v Speaker 1>those different really kind of technological erars. I mean, that's

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<v Speaker 1>a long time in the development of computer generated animation, right.

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<v Speaker 1>I mean one question in that context is what is

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<v Speaker 1>something that you wanted to do when you were making

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<v Speaker 1>A Bugs Life but that you couldn't that now would

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<v Speaker 1>be really easy to do.

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<v Speaker 2>Yeah, probably so many things. When you think about A

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<v Speaker 2>Bugs Life. That was my first film I worked on here,

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<v Speaker 2>and at that time in the world, there there was

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<v Speaker 2>one feature length computer animated film that had ever been released,

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<v Speaker 2>which was Toy Story. A lot of what was happening

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<v Speaker 2>was just being made up of how to make these

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<v Speaker 2>movies and so and it was a very tiny group

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<v Speaker 2>of people just kind of figuring out how to do

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<v Speaker 2>this computer animation thing as a movie. And so, you know,

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<v Speaker 2>back then Pixar was just this tiny little company that

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<v Speaker 2>like nobody knew Pixar made Toy Story, like they saw

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<v Speaker 2>the Disney on it, and like nobody. I used to

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<v Speaker 2>have to say, oh, I do computer animation. I work

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<v Speaker 2>out a place called Pixar. And then around the time

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<v Speaker 2>of maybe finding Nemo, I said that and someone was like,

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<v Speaker 2>we all know what Pixar is. You can stop saying,

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<v Speaker 2>and so it was very cool. But like on A

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<v Speaker 2>Bugs Life, part of the thing is it's this colony

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<v Speaker 2>of ants, and you know what we know of the

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<v Speaker 2>ants is there's a lot of them once you find

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<v Speaker 2>them and where they live. And doing a scene with

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<v Speaker 2>one hundred ants in it back on A Bug's Life

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<v Speaker 2>was a huge, huge deal. We had to write a

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<v Speaker 2>whole chunk of crowd software and figure out really how

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<v Speaker 2>to jam it into the system and get it to

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<v Speaker 2>render and meaning generate the final images, which is when

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<v Speaker 2>the computer is crunching all of the work you've done

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<v Speaker 2>and doing a million calculations to generate just one image,

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<v Speaker 2>and you need twenty four of those images to make

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<v Speaker 2>one second of film. So for a ninety minute film

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<v Speaker 2>you're doing, you can imagine the sort of scope of

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<v Speaker 2>the calculations you're doing. And doing a crowd of one

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<v Speaker 2>hundred was a really big deal. You know, we can

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<v Speaker 2>do crowds much bigger than that. Now we can give

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<v Speaker 2>them all kinds of sort of acting properties. Where on

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<v Speaker 2>a bug's life it really was someone was animating an

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<v Speaker 2>ant and then you could sprinkle that animation across things,

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<v Speaker 2>and then they'd animate another bit and you sprinkle in

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<v Speaker 2>some of the other ones. But like I was giving

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<v Speaker 2>a talk for I do a lot of talks for

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<v Speaker 2>girls to try and keep them interested in math and

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<v Speaker 2>science to get some better numbers in STEM, and I

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<v Speaker 2>pulled some clips from a bug's life, and I was

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<v Speaker 2>going through this whole thing of like, you know, what

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<v Speaker 2>you don't want is for some two ants to be

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<v Speaker 2>doing the same movement, and then you can see in

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<v Speaker 2>the clip I pulled, like three ants are moving their

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<v Speaker 2>arms like this or something. And it was very funny

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<v Speaker 2>because Back then it was really what we were doing

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<v Speaker 2>was very hard, and now it's much easier, and it

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<v Speaker 2>would have.

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<v Speaker 1>Just been too computationally intensive to have all the ants

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<v Speaker 1>doing different things basically, so you sort of cheated by

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<v Speaker 1>like having some of them do the same thing.

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<v Speaker 2>Yeah, and like you did ten little animated bits and

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<v Speaker 2>sprinkled at a crossing, and you thought that's probably enough,

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<v Speaker 2>and we were probably out of time, honestly, you know,

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<v Speaker 2>also and the next.

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<v Speaker 1>Certain level it was enough, right, Like I don't know

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<v Speaker 1>that people watched a Bug's Life and like, oh, that's

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<v Speaker 1>so cheesy. Those two ants are doing the same thing.

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<v Speaker 2>Right, And if we're doing our job right, you're actually

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<v Speaker 2>looking at the characters who are doing the acting, and

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<v Speaker 2>the crowd is the background in a lot of ways.

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<v Speaker 2>But you know, there's this whole thing of back then

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<v Speaker 2>you were you were much closer to some of the

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<v Speaker 2>sort of the guts and the code, and you'd write

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<v Speaker 2>a little code and you'd generate a picture and you'd

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<v Speaker 2>kind of a lot of back and forth. I think

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<v Speaker 2>a lot of the development that's happened over time has

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<v Speaker 2>been to abstract away from that code so that people

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<v Speaker 2>that really are coming from maybe a pure art background,

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<v Speaker 2>or they're somewhat technical but they're really artistically based, could

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<v Speaker 2>still thrive in this area. Now, Pixar is this really

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<v Speaker 2>wonderful place where we have all of these people that

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<v Speaker 2>are really like this wonderful combo of art and technology,

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<v Speaker 2>and some are very technical and some are very artistic,

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<v Speaker 2>and a lot of people are somewhere in between. So

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<v Speaker 2>it makes it kind of accessible to more people in

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<v Speaker 2>a great way, I think. But back in the old days,

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<v Speaker 2>it was definitely it was just a different thing, and

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<v Speaker 2>you were spending a lot of your time kind of

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<v Speaker 2>not in a creative space. Part of it was in

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<v Speaker 2>a just trying to get the computer to do what

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<v Speaker 2>you want to do in a kind of rudimentary way.

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<v Speaker 1>Yeah, I mean, clearly Pixar movies have gotten more beautiful, right,

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<v Speaker 1>and certainly complex, and so the benefits of technological improvements,

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<v Speaker 1>I mean both. I'm sure a lot of it is

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<v Speaker 1>just processing speed and more's law, but also I'm sure

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<v Speaker 1>also on the sort of software side that you all

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<v Speaker 1>have developed. So it's clear the ways in which it's

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<v Speaker 1>gotten better, right. I'm curious though, In fact, I heard

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<v Speaker 1>in one of the interviews I listened to in preparing

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<v Speaker 1>for this interview, one of your interviews, you mentioned this

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<v Speaker 1>idea that when you get new tools, obviously you gain things,

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<v Speaker 1>but sometimes there are things that you lose as well.

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<v Speaker 1>And so I'm curious when you look back, you know

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<v Speaker 1>too much earlier in your career, when you had fewer

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<v Speaker 1>tools and frankly worse technology, were there things that I

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<v Speaker 1>don't know that you could do better or differently? Are

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<v Speaker 1>there things you miss about that time from a creativity standpoint.

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<v Speaker 2>Yeah, definitely. So as an example of things, I'll start

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<v Speaker 2>with the things that we couldn't do and now can.

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<v Speaker 2>So bugs life, I mentioned the crowd, and then when

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<v Speaker 2>we got to Monsters Incorporated, we needed a monster that

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<v Speaker 2>had hair. We couldn't We had no idea how to

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<v Speaker 2>do hair. That was a huge R and D project.

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<v Speaker 2>The next was finding Nemo. We didn't know how to

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<v Speaker 2>do underwater, and so we had to figure out how

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<v Speaker 2>to do underwater and what the elements were, and then

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<v Speaker 2>sort of developed the technology so that instead of just

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<v Speaker 2>in a test shot, all the people across the show

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<v Speaker 2>could could do underwater in this sort of easy way,

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<v Speaker 2>from the most technical person down to the most junior

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<v Speaker 2>that they could still sort of API, so you.

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<v Speaker 1>Didn't just have to sort of render water, you had

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<v Speaker 1>to build kind of a toolkit so that people could

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<v Speaker 1>create in water.

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<v Speaker 2>Yeah, and so that's one of the really fun things

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<v Speaker 2>is you take some we took some live action footage

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<v Speaker 2>of water and tried to recreate it, and then you

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<v Speaker 2>start breaking down all of that messy looks development work

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<v Speaker 2>you did, and it turned out there were five or

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<v Speaker 2>six elements that when you put them together, we can

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<v Speaker 2>make it look like underwater. And then you take each

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<v Speaker 2>of those elements and turn it into a more pathge

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<v Speaker 2>that's right. Yeah, yeah, Yeah, it's really fun. It's kind

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<v Speaker 2>of scary while you're doing it because you don't know

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<v Speaker 2>if you're ever going to get anywhere good. But and

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<v Speaker 2>so then you go to a movie like The Incredibles

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<v Speaker 2>and the daughter Violet has long hair, and that was

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<v Speaker 2>a completely unsolved problem in computer graphics, and it was

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<v Speaker 2>all the way up kind of to the last minute

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<v Speaker 2>that it wasn't it got solved.

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<v Speaker 1>Uh, she might have had short hair if if somebody

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<v Speaker 1>had something out.

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<v Speaker 2>Yeah, but this is one of the fun things about

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<v Speaker 2>Pixar is sort of if a director says, well, that's

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<v Speaker 2>a story point which is what Bradbird, the director said.

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<v Speaker 2>He's said, well, this is how we're telling the audience

0:11:39.596 --> 0:11:42.036
<v Speaker 2>who Violet is. So she hides behind her long hair

0:11:42.076 --> 0:11:44.916
<v Speaker 2>and it's this big sort of story moment, and he says,

0:11:44.956 --> 0:11:47.076
<v Speaker 2>it's a story point and that is sort of good

0:11:47.076 --> 0:11:48.756
<v Speaker 2>as gold here, and it doesn't mean you spend a

0:11:48.756 --> 0:11:50.556
<v Speaker 2>lot of time talking about whether you're going to do it.

0:11:50.556 --> 0:11:52.036
<v Speaker 2>You just go figure out how to do it. And

0:11:52.076 --> 0:11:54.876
<v Speaker 2>so it's this creativity driving technology and I think this

0:11:55.036 --> 0:11:59.716
<v Speaker 2>really wonderful way and a very fun and scary way.

0:11:59.796 --> 0:12:02.756
<v Speaker 2>But it's like we're doing this. There was quite a

0:12:02.756 --> 0:12:07.276
<v Speaker 2>while where Violet's hair looked like kind of March Simpson's beehive,

0:12:07.316 --> 0:12:09.716
<v Speaker 2>because when the computer doesn't do it right, it does

0:12:09.716 --> 0:12:11.956
<v Speaker 2>something pretty spectacular with hair and cloth, so.

0:12:12.036 --> 0:12:12.956
<v Speaker 1>It goes way wrong.

0:12:13.076 --> 0:12:16.156
<v Speaker 2>Yeah yeah, yeah. So so those are all things. Those

0:12:16.156 --> 0:12:19.196
<v Speaker 2>are examples of sort of things we literally couldn't do

0:12:19.276 --> 0:12:21.876
<v Speaker 2>that then the movie and the story spirit so that

0:12:21.916 --> 0:12:24.716
<v Speaker 2>we then know how to do it. One of the

0:12:24.756 --> 0:12:26.796
<v Speaker 2>things is there was kind of a push to get

0:12:26.836 --> 0:12:30.076
<v Speaker 2>more and more real life mimicking real life more and more.

0:12:30.876 --> 0:12:33.836
<v Speaker 2>So as we push, say lighting and materials more towards

0:12:33.836 --> 0:12:37.756
<v Speaker 2>what sort of real life light responses. Say, suddenly, what

0:12:37.876 --> 0:12:39.916
<v Speaker 2>started to happen is that we could get to something

0:12:39.956 --> 0:12:42.756
<v Speaker 2>that looked better much faster. So you can start to

0:12:42.756 --> 0:12:45.156
<v Speaker 2>put the sun in. In the olden days, we'd put

0:12:45.156 --> 0:12:46.916
<v Speaker 2>the sun in and then you'd put another light that

0:12:47.036 --> 0:12:48.876
<v Speaker 2>was the light bouncing off the ground, and you put

0:12:48.916 --> 0:12:50.876
<v Speaker 2>another light in that the light coming from the sky,

0:12:50.956 --> 0:12:53.596
<v Speaker 2>a bounce light, a fill light, a key light. And

0:12:53.636 --> 0:12:55.156
<v Speaker 2>now what we could do is you put the sun

0:12:55.196 --> 0:12:57.516
<v Speaker 2>in and the computer is calculating how that light is

0:12:57.556 --> 0:12:59.436
<v Speaker 2>bouncing around, and then you can start aug.

0:12:59.596 --> 0:13:02.196
<v Speaker 1>The computer is just figuring out what the world would

0:13:02.196 --> 0:13:03.636
<v Speaker 1>look like if the sun were in that.

0:13:03.556 --> 0:13:04.956
<v Speaker 2>Spot in the stit if the sun were in that

0:13:04.996 --> 0:13:07.596
<v Speaker 2>spot and the light was bouncing off of things. And

0:13:07.676 --> 0:13:10.196
<v Speaker 2>these materials are more real life than they were before.

0:13:10.196 --> 0:13:13.276
<v Speaker 2>They have a better material response, and like, oh, doesn't

0:13:13.316 --> 0:13:15.156
<v Speaker 2>that look nice? It used to take me longer to

0:13:15.236 --> 0:13:17.476
<v Speaker 2>get to something that looked nice like that, And there's

0:13:17.516 --> 0:13:19.756
<v Speaker 2>complexity to it that we just couldn't get before. So

0:13:19.916 --> 0:13:24.076
<v Speaker 2>isn't that lovely? And so all of that is fantastic

0:13:25.036 --> 0:13:29.316
<v Speaker 2>until you want to do something that is maybe not

0:13:29.396 --> 0:13:32.316
<v Speaker 2>real life, say you want to stylize it, or even

0:13:32.396 --> 0:13:35.036
<v Speaker 2>say the director wants you to get the shadow off

0:13:35.036 --> 0:13:38.836
<v Speaker 2>the face. Suddenly that you can't do that anymore because

0:13:38.876 --> 0:13:41.436
<v Speaker 2>as you push more and more towards real life, those

0:13:41.476 --> 0:13:43.916
<v Speaker 2>are things you can't do very well in real life.

0:13:45.236 --> 0:13:49.196
<v Speaker 1>And so and you can't and because you've built essentially

0:13:50.116 --> 0:13:53.036
<v Speaker 1>a piece of software where you've said make it real life,

0:13:53.676 --> 0:13:55.396
<v Speaker 1>the software is like, no, you can't take the light

0:13:55.436 --> 0:13:57.436
<v Speaker 1>off the face because I'm making it real life and

0:13:57.476 --> 0:13:59.316
<v Speaker 1>there would be light on their face in real life.

0:13:59.516 --> 0:14:03.076
<v Speaker 2>Yeah. And so suddenly it was really funny. I'm talking

0:14:03.116 --> 0:14:06.676
<v Speaker 2>to one of the sort of scientific engineering people who's

0:14:06.796 --> 0:14:11.236
<v Speaker 2>who's engineering the system, and he's really brilliant guy, and

0:14:11.276 --> 0:14:13.156
<v Speaker 2>I said, well, what if the director asked me to

0:14:13.196 --> 0:14:15.236
<v Speaker 2>take a reflection off of something or move a shadow

0:14:15.276 --> 0:14:17.156
<v Speaker 2>like that stuff we do all the time for the

0:14:17.196 --> 0:14:20.476
<v Speaker 2>storytelling of it. And he said, oh, you just tell

0:14:20.476 --> 0:14:23.396
<v Speaker 2>the director they can't do that. And you know it

0:14:23.596 --> 0:14:26.156
<v Speaker 2>is I don't know what it's like anywhere else, but

0:14:26.196 --> 0:14:28.916
<v Speaker 2>you don't really usually tell the director they can't do something,

0:14:28.956 --> 0:14:32.116
<v Speaker 2>and especially not because we took that capability away, you know,

0:14:32.196 --> 0:14:34.156
<v Speaker 2>like it was really hard, and he was coming from

0:14:34.156 --> 0:14:36.876
<v Speaker 2>this purist he doesn't ever talk to the director. He's

0:14:36.916 --> 0:14:38.956
<v Speaker 2>coming from this purists, like this is what the real

0:14:38.996 --> 0:14:41.956
<v Speaker 2>world does. So there was sort of this time period

0:14:41.956 --> 0:14:45.076
<v Speaker 2>where as they're getting the system up and running, the

0:14:45.076 --> 0:14:47.036
<v Speaker 2>thing is they'd say, well, you could do that, but

0:14:47.116 --> 0:14:49.276
<v Speaker 2>like it's going to slow everything down, and there were

0:14:49.276 --> 0:14:51.916
<v Speaker 2>so many more calculations happening that slowing it down felt

0:14:51.916 --> 0:14:53.516
<v Speaker 2>really like the ideal world.

0:14:53.596 --> 0:14:57.036
<v Speaker 1>And people are like spending all days solving optimization problems, right,

0:14:57.076 --> 0:14:59.476
<v Speaker 1>trying to speed it up so that the ants aren't

0:14:59.516 --> 0:15:01.636
<v Speaker 1>all doing the same thing in the background or whatever.

0:15:01.716 --> 0:15:03.636
<v Speaker 2>Right, yeah, and they're like, why do you idiots need

0:15:03.636 --> 0:15:05.436
<v Speaker 2>to move a shadow that doesn't happen in real life,

0:15:05.476 --> 0:15:07.756
<v Speaker 2>you know sort of thing, and so yah. So the

0:15:07.876 --> 0:15:10.276
<v Speaker 2>interesting thing that's had that sort of an era, And

0:15:10.316 --> 0:15:13.196
<v Speaker 2>then the interesting thing that happened is now we're in

0:15:13.196 --> 0:15:15.916
<v Speaker 2>an era where we're getting some of both I think

0:15:15.956 --> 0:15:19.876
<v Speaker 2>where you get this sort of harness the power of

0:15:19.916 --> 0:15:21.836
<v Speaker 2>the computer in a lot of ways where it's mimicking

0:15:21.876 --> 0:15:24.836
<v Speaker 2>real life, but now we have more ability to kind

0:15:24.836 --> 0:15:27.596
<v Speaker 2>of break out into that. And I think that's.

0:15:27.316 --> 0:15:29.996
<v Speaker 1>Because in terms of realism versus kind of.

0:15:30.156 --> 0:15:34.516
<v Speaker 2>Just scilistic flavor and stylization and what a director wants

0:15:34.636 --> 0:15:36.796
<v Speaker 2>and sort of guiding the audience in lighting. We spent

0:15:36.876 --> 0:15:38.716
<v Speaker 2>a lot of time guiding the audience's eyes so that

0:15:39.476 --> 0:15:42.036
<v Speaker 2>they're looking at the right thing. You imagine a film

0:15:42.116 --> 0:15:44.556
<v Speaker 2>like Wally where there's no dialogue for the first thirty

0:15:44.596 --> 0:15:47.316
<v Speaker 2>minutes if you're distracted bold.

0:15:47.716 --> 0:15:49.756
<v Speaker 1>Old I couldn't believe it what I thought.

0:15:49.956 --> 0:15:51.476
<v Speaker 2>It was very scary. When we were working on it.

0:15:51.516 --> 0:15:53.796
<v Speaker 2>We're like, oh, it's going to go see this movie.

0:15:53.996 --> 0:15:55.636
<v Speaker 2>But you know, if we leave some shiny thing off

0:15:55.676 --> 0:15:57.276
<v Speaker 2>in the corner and you're looking over there, you might

0:15:57.316 --> 0:16:00.116
<v Speaker 2>miss an entire chunk of the setup of the movie

0:16:00.156 --> 0:16:02.876
<v Speaker 2>because that was all visual storytelling for thirty minutes and

0:16:02.956 --> 0:16:07.276
<v Speaker 2>so so so there's a lot of just compositional things

0:16:07.276 --> 0:16:08.676
<v Speaker 2>that we need to be able to do that aren't

0:16:08.716 --> 0:16:12.036
<v Speaker 2>necessary early real world things, but we still need to

0:16:12.076 --> 0:16:15.396
<v Speaker 2>do them. And you know, it also kind of invites

0:16:15.436 --> 0:16:19.316
<v Speaker 2>the like we have these conversations sometimes that are like, well,

0:16:19.676 --> 0:16:22.036
<v Speaker 2>why are we making this movie as an animated film,

0:16:22.116 --> 0:16:23.836
<v Speaker 2>Like you could just go make this a live action movie,

0:16:23.916 --> 0:16:26.556
<v Speaker 2>and like why we're not taking advantage of the medium,

0:16:26.596 --> 0:16:28.836
<v Speaker 2>Like they're just different art forms, and like how do

0:16:28.876 --> 0:16:31.516
<v Speaker 2>you make animations sing in an animation like you can

0:16:31.596 --> 0:16:33.836
<v Speaker 2>do anything and so take advantage of it sort of.

0:16:33.876 --> 0:16:36.196
<v Speaker 2>And so so I think we're in a better place

0:16:36.236 --> 0:16:39.636
<v Speaker 2>now in terms of like there's all this like visual

0:16:39.676 --> 0:16:42.276
<v Speaker 2>gain and speed gains by mimicking some of real life,

0:16:42.276 --> 0:16:44.836
<v Speaker 2>but we've started to roll back in a lot of

0:16:44.876 --> 0:16:48.796
<v Speaker 2>the ability to sort of maneuver it artistically too. We're

0:16:48.796 --> 0:16:50.916
<v Speaker 2>not I don't know that we're totally there. Sometimes it's

0:16:50.916 --> 0:16:53.316
<v Speaker 2>still really hard, but I think we're getting to a

0:16:53.316 --> 0:16:55.116
<v Speaker 2>place that at least makes me happy. It might not

0:16:55.156 --> 0:16:58.956
<v Speaker 2>make that engineer happy at all, but it makes me happy.

0:16:58.996 --> 0:17:01.596
<v Speaker 1>So well, well that's the like you're telling the sort

0:17:01.636 --> 0:17:05.436
<v Speaker 1>of Goldilocks story where like at first just you were

0:17:05.476 --> 0:17:08.516
<v Speaker 1>limited by computing power and the lack of sophistication of

0:17:08.516 --> 0:17:10.156
<v Speaker 1>the suffware because we're just figuring ou how to do this,

0:17:10.196 --> 0:17:11.636
<v Speaker 1>And then there was a moment when you had sort

0:17:11.676 --> 0:17:15.996
<v Speaker 1>of gone too far into just mimicking reality. And now

0:17:16.036 --> 0:17:18.156
<v Speaker 1>you're in this sort of just right phase.

0:17:18.076 --> 0:17:20.556
<v Speaker 2>Although you know it's never going to be just right, yeah,

0:17:20.556 --> 0:17:22.796
<v Speaker 2>because you're always I mean, I'm sitting on a movie

0:17:22.836 --> 0:17:25.036
<v Speaker 2>right now where it's like, how on earth are we

0:17:25.116 --> 0:17:27.916
<v Speaker 2>going to do that? Like it's not clear, and our

0:17:27.956 --> 0:17:29.676
<v Speaker 2>system isn't made to do that. So what are we

0:17:29.756 --> 0:17:31.756
<v Speaker 2>going to do? You know? And so well, let's talk

0:17:31.756 --> 0:17:32.876
<v Speaker 2>about this like this.

0:17:33.036 --> 0:17:36.036
<v Speaker 1>So the sort of frontier questions that you're bringing up,

0:17:36.196 --> 0:17:37.716
<v Speaker 1>First of all, can you talk about the movie that

0:17:37.716 --> 0:17:38.276
<v Speaker 1>you're working on?

0:17:38.476 --> 0:17:40.036
<v Speaker 2>I can't. It's totally secret.

0:17:40.236 --> 0:17:43.956
<v Speaker 1>I love secret. So you're working on a secret Pixar movie. Yeah, Like,

0:17:43.996 --> 0:17:46.556
<v Speaker 1>what's the thing that you're working on right now that

0:17:46.596 --> 0:17:47.756
<v Speaker 1>you haven't figured out.

0:17:48.236 --> 0:17:51.116
<v Speaker 2>In a general way? So there's this great thing happening

0:17:51.796 --> 0:17:54.276
<v Speaker 2>within computer animation right now, I would say, which is

0:17:54.356 --> 0:17:57.196
<v Speaker 2>the original Spider Verse came out.

0:17:58.156 --> 0:17:59.796
<v Speaker 1>The Spider Verse that came out a couple of years ago.

0:17:59.916 --> 0:18:01.876
<v Speaker 2>Yeah, and it was loved it, respectfully.

0:18:01.876 --> 0:18:04.036
<v Speaker 1>I know it's not a Pixar movie. Blew my mind.

0:18:04.356 --> 0:18:06.356
<v Speaker 1>I loved the New one. Went to the New One

0:18:06.396 --> 0:18:08.716
<v Speaker 1>a couple of years, a couple of weeks ago at

0:18:08.716 --> 0:18:10.276
<v Speaker 1>the theater in the old school style.

0:18:10.916 --> 0:18:17.116
<v Speaker 2>Awesome, like high art right, totally Yeah, incredible, incredible movie.

0:18:17.276 --> 0:18:19.556
<v Speaker 2>And I think both of those movies, the first one

0:18:19.556 --> 0:18:24.356
<v Speaker 2>and now the second one again really inspired almost the

0:18:24.516 --> 0:18:25.356
<v Speaker 2>entire industry.

0:18:25.716 --> 0:18:26.036
<v Speaker 1>Huh.

0:18:26.076 --> 0:18:27.396
<v Speaker 2>I mean, I don't even know if it's almost I

0:18:27.436 --> 0:18:29.716
<v Speaker 2>think inspired the entire industry because as you look at

0:18:29.716 --> 0:18:34.036
<v Speaker 2>the films that have come out since then, everybody, there's

0:18:34.156 --> 0:18:37.516
<v Speaker 2>so many instances of stylization that were not there before.

0:18:37.836 --> 0:18:39.436
<v Speaker 1>And yeah, I mean, let's be clear when you say

0:18:39.476 --> 0:18:42.276
<v Speaker 1>stylization for people who haven't seen the Spider Verse movies. Yeah,

0:18:42.316 --> 0:18:46.276
<v Speaker 1>like they don't look anything like real life. They're not

0:18:46.316 --> 0:18:48.716
<v Speaker 1>trying to look like real life. They look really interesting.

0:18:48.756 --> 0:18:51.036
<v Speaker 1>They look kind of like comic books. In the case

0:18:51.076 --> 0:18:53.636
<v Speaker 1>of the new movie, it's like pastiche. Sometimes there's like

0:18:53.676 --> 0:18:56.396
<v Speaker 1>six different styles on the screen and it sort of

0:18:56.436 --> 0:18:58.636
<v Speaker 1>goes to this thing you're talking about about moving away

0:18:58.676 --> 0:19:02.996
<v Speaker 1>from just trying to represent reality, so go on, sorry.

0:19:02.876 --> 0:19:07.236
<v Speaker 2>Yeah, no, no, no, So it's that first one, I think,

0:19:07.316 --> 0:19:12.796
<v Speaker 2>because it was like anything anyone had seen in the

0:19:12.876 --> 0:19:15.436
<v Speaker 2>same way. Maybe that Toy Story was when I went

0:19:15.476 --> 0:19:17.076
<v Speaker 2>and saw it when I was in college of just

0:19:17.116 --> 0:19:19.556
<v Speaker 2>like what is this and this is amazing? And then

0:19:19.636 --> 0:19:22.236
<v Speaker 2>Spider Verse did that, and I'm not sure any of

0:19:22.316 --> 0:19:26.196
<v Speaker 2>us at that point realized that we could do something

0:19:26.236 --> 0:19:28.356
<v Speaker 2>that was that different and that new, and so it

0:19:28.436 --> 0:19:31.476
<v Speaker 2>was really exciting because we're working in this art form

0:19:32.036 --> 0:19:36.916
<v Speaker 2>and suddenly it's like, uh, Oh, that's amazing, someone did that.

0:19:37.116 --> 0:19:39.196
<v Speaker 2>We want to do that, you know, and so and

0:19:39.356 --> 0:19:39.996
<v Speaker 2>was part.

0:19:39.796 --> 0:19:41.996
<v Speaker 1>Of it that like, oh, we're Pixar, and there's this

0:19:42.076 --> 0:19:45.276
<v Speaker 1>thing that a Pixar movie is, and it's a particular thing,

0:19:45.596 --> 0:19:50.196
<v Speaker 1>you know. I feel like, in a much smaller way,

0:19:50.276 --> 0:19:52.716
<v Speaker 1>I have felt that on smaller projects I've worked on,

0:19:52.716 --> 0:19:55.156
<v Speaker 1>where you sort of have this kind of internal grammar

0:19:55.196 --> 0:19:57.556
<v Speaker 1>you're like, oh, this is a whatever, this is a

0:19:57.596 --> 0:20:01.116
<v Speaker 1>plant money story, but nobody who's listening actually cares or

0:20:01.156 --> 0:20:03.676
<v Speaker 1>even knows. Right, It's like you're just creating these rules

0:20:03.956 --> 0:20:06.316
<v Speaker 1>that are binding yourself for no reason, right.

0:20:07.196 --> 0:20:10.156
<v Speaker 2>I think the thing is that when I got onto

0:20:10.236 --> 0:20:14.156
<v Speaker 2>Turning Read, the director was like the word in the

0:20:14.156 --> 0:20:16.116
<v Speaker 2>hallway before I got on, It was the director wanted

0:20:16.116 --> 0:20:18.036
<v Speaker 2>to do a different look, which was exciting to everyone

0:20:18.076 --> 0:20:20.836
<v Speaker 2>here because it's just doing different things is always exciting.

0:20:20.956 --> 0:20:24.956
<v Speaker 2>And she's at the time was twenty nine maybe, and

0:20:25.036 --> 0:20:27.756
<v Speaker 2>so younger than some of the sort of old school

0:20:27.756 --> 0:20:29.836
<v Speaker 2>directors that have been here, and so coming in with

0:20:29.916 --> 0:20:32.396
<v Speaker 2>just sort of different references, and she grew up with

0:20:32.476 --> 0:20:35.036
<v Speaker 2>anime and so was really inspired by anime and wanted

0:20:35.076 --> 0:20:38.436
<v Speaker 2>it to have some reference to that and so there's okay,

0:20:38.436 --> 0:20:41.876
<v Speaker 2>it's going to have a different look, and she said,

0:20:42.076 --> 0:20:43.716
<v Speaker 2>I don't want it to have the Pixar look. And

0:20:43.796 --> 0:20:47.076
<v Speaker 2>I had to ad this moment of like, what do

0:20:47.076 --> 0:20:48.996
<v Speaker 2>you mean the Pixar look. We try so hard on

0:20:49.036 --> 0:20:50.996
<v Speaker 2>every film to do whatever's right for the film, and

0:20:51.036 --> 0:20:53.276
<v Speaker 2>then you sort of go, well, yeah, I mean, I

0:20:53.316 --> 0:20:55.076
<v Speaker 2>guess we do sort of have a Pixar look, but

0:20:55.076 --> 0:20:57.436
<v Speaker 2>it's not intentional. It's sort of like we all just

0:20:57.516 --> 0:21:00.636
<v Speaker 2>grew up here figuring out how to make movies together

0:21:01.076 --> 0:21:03.996
<v Speaker 2>a lot in this sort of core group of folks,

0:21:04.036 --> 0:21:07.236
<v Speaker 2>and we use our own rendering system and half our

0:21:07.356 --> 0:21:10.316
<v Speaker 2>software is our own software, and so like there's something

0:21:10.356 --> 0:21:12.556
<v Speaker 2>that comes from that. And I think we were just

0:21:12.636 --> 0:21:15.956
<v Speaker 2>always pushing to be able to do sort of bigger

0:21:15.996 --> 0:21:18.756
<v Speaker 2>and better things depending on whatever the story was, and

0:21:18.836 --> 0:21:23.676
<v Speaker 2>not so much thinking about stylizing stuff. And so here's

0:21:23.676 --> 0:21:25.396
<v Speaker 2>this director saying I want to, I want to, I

0:21:25.396 --> 0:21:26.916
<v Speaker 2>don't want to do the Pixar look, and I'm like,

0:21:26.996 --> 0:21:28.596
<v Speaker 2>oh my god, I don't even know what the Pixar

0:21:28.636 --> 0:21:30.236
<v Speaker 2>look is. Let me think about this. I've been in

0:21:30.276 --> 0:21:31.596
<v Speaker 2>the middle of it for so long that I didn't

0:21:31.596 --> 0:21:35.596
<v Speaker 2>even realize it sort of and so kind of looking

0:21:35.636 --> 0:21:39.796
<v Speaker 2>at how that look comes about and then what do

0:21:39.876 --> 0:21:41.836
<v Speaker 2>you need to do to break out of that and

0:21:41.876 --> 0:21:44.556
<v Speaker 2>what It was this really interesting thing for me since

0:21:44.556 --> 0:21:46.796
<v Speaker 2>I've been here so long, of like what are the

0:21:46.916 --> 0:21:50.716
<v Speaker 2>rules that you're following that you don't even realize are

0:21:50.756 --> 0:21:52.956
<v Speaker 2>out of date because some of them were based on

0:21:53.396 --> 0:21:57.156
<v Speaker 2>old technology, Like, oh, we never do that, and then.

0:21:58.316 --> 0:22:01.956
<v Speaker 1>We never do that because you had because previously the

0:22:02.036 --> 0:22:03.916
<v Speaker 1>technology had not allowed that.

0:22:03.996 --> 0:22:07.156
<v Speaker 2>Yeah, it looked terrible, but maybe now with the technology

0:22:07.156 --> 0:22:09.836
<v Speaker 2>it wouldn't look terrible. Or I'll give example. So I

0:22:09.876 --> 0:22:12.036
<v Speaker 2>was doing some looks tests early on before a lot

0:22:12.076 --> 0:22:14.396
<v Speaker 2>of people were on, and we were trying to get

0:22:15.076 --> 0:22:17.756
<v Speaker 2>this this really this the lighting look in there, the

0:22:17.916 --> 0:22:20.996
<v Speaker 2>sort of if you think about light to dark, there's

0:22:21.076 --> 0:22:23.116
<v Speaker 2>not a lot of dark stuff in that movie. In

0:22:23.156 --> 0:22:26.596
<v Speaker 2>the first act of it or something. It's very the

0:22:26.676 --> 0:22:29.236
<v Speaker 2>mids are very lifted kind of. So I'm trying to

0:22:29.236 --> 0:22:31.076
<v Speaker 2>figure out how to do that without doing a lot

0:22:31.076 --> 0:22:35.196
<v Speaker 2>of like you know, photoshop type work on it.

0:22:36.156 --> 0:22:39.116
<v Speaker 1>And that was like a particular creative sort of storytelling

0:22:39.196 --> 0:22:41.276
<v Speaker 1>desire is to have the color palette be in a

0:22:41.276 --> 0:22:41.836
<v Speaker 1>certain way.

0:22:42.316 --> 0:22:45.996
<v Speaker 2>Yeah, to mimic sort of the main character May's sort

0:22:46.036 --> 0:22:49.996
<v Speaker 2>of world, and then it changing to be much more saturated,

0:22:50.116 --> 0:22:53.196
<v Speaker 2>much more contrasting, and getting kind of crazy when kind of.

0:22:53.276 --> 0:22:56.716
<v Speaker 1>Like Kansas being black and white, but in a more

0:22:56.756 --> 0:22:57.556
<v Speaker 1>subtle way. Yeah.

0:22:57.676 --> 0:23:01.996
<v Speaker 2>Yeah, And so I I did some stuff, but the

0:23:01.996 --> 0:23:03.956
<v Speaker 2>way I was doing it was like not working. I'm

0:23:03.956 --> 0:23:05.756
<v Speaker 2>doing ten other things while I'm doing it. And then

0:23:05.836 --> 0:23:09.636
<v Speaker 2>we got our director of photography for lighting. He comes

0:23:09.636 --> 0:23:12.636
<v Speaker 2>on and he sits down, he's doing some tests and

0:23:12.636 --> 0:23:14.716
<v Speaker 2>he shows something. I was like, that's awesome. What did

0:23:14.756 --> 0:23:16.556
<v Speaker 2>you do. He's like, oh, I put a light from

0:23:16.636 --> 0:23:20.516
<v Speaker 2>camera on everything. So a light blasting straight into camera,

0:23:20.556 --> 0:23:24.276
<v Speaker 2>which we would never do because it looks flat, it

0:23:24.316 --> 0:23:26.596
<v Speaker 2>flattens everything out, looks kind of stupid. But in this

0:23:26.676 --> 0:23:29.836
<v Speaker 2>world and in this way, he totally made it work.

0:23:29.876 --> 0:23:31.636
<v Speaker 2>And it isn't how we ended up doing it for

0:23:31.676 --> 0:23:33.556
<v Speaker 2>the movie, but it was that was the moment where

0:23:33.596 --> 0:23:35.756
<v Speaker 2>I was like, oh, I think I'm going to have

0:23:35.756 --> 0:23:38.036
<v Speaker 2>to let go much more than I thought I did

0:23:38.156 --> 0:23:40.436
<v Speaker 2>in order to like really find the ways that we

0:23:40.436 --> 0:23:41.996
<v Speaker 2>can push stuff to find a new look.

0:23:42.876 --> 0:23:44.836
<v Speaker 1>As you realize that in fact, there were a bunch

0:23:44.876 --> 0:23:46.876
<v Speaker 1>of things that you did the same without thinking about

0:23:46.916 --> 0:23:48.316
<v Speaker 1>and there were other ways to do it that didn't

0:23:48.316 --> 0:23:49.556
<v Speaker 1>even cross one hundred.

0:23:49.276 --> 0:23:51.836
<v Speaker 2>Percent, And so then it was that really was the

0:23:51.876 --> 0:23:54.996
<v Speaker 2>sort of pivotal moment where I then was like, Okay,

0:23:55.276 --> 0:23:57.476
<v Speaker 2>anytime your reaction is like, yeah, we don't do it

0:23:57.476 --> 0:24:00.716
<v Speaker 2>that way, or there's good reason, you have to reconsider

0:24:00.796 --> 0:24:04.916
<v Speaker 2>that and decide whether that's actually still relevant. Ory just

0:24:05.076 --> 0:24:06.676
<v Speaker 2>it's just sort of this long held thing.

0:24:09.716 --> 0:24:12.996
<v Speaker 1>In a minute, with video games getting better and movies

0:24:13.116 --> 0:24:15.556
<v Speaker 1>using more and more CGI, are we heading to a

0:24:15.596 --> 0:24:27.276
<v Speaker 1>world where more or less everything is computer animation? Now

0:24:27.436 --> 0:24:29.916
<v Speaker 1>back to the show. You know, you've talked about all

0:24:29.956 --> 0:24:35.516
<v Speaker 1>these ways over time in which you, Slash Pixar have

0:24:35.676 --> 0:24:39.596
<v Speaker 1>solved technological problems to allow you to do more things creatively.

0:24:40.076 --> 0:24:44.596
<v Speaker 1>And I'm curious now about that particular dynamic, whether it

0:24:44.676 --> 0:24:47.516
<v Speaker 1>is for purposes of stylization or for purposes of just

0:24:48.276 --> 0:24:52.276
<v Speaker 1>going into a world where computer animated films have not gone.

0:24:52.436 --> 0:24:57.476
<v Speaker 1>Are there things where you all you Pixar are trying

0:24:57.516 --> 0:25:00.716
<v Speaker 1>to figure out to solve technological problems so that you

0:25:00.796 --> 0:25:03.116
<v Speaker 1>can do new creative things.

0:25:04.316 --> 0:25:06.596
<v Speaker 2>You know, right now we have conversations about like, well,

0:25:07.356 --> 0:25:09.076
<v Speaker 2>that's a lot of hair, that's going to be hard

0:25:09.236 --> 0:25:12.636
<v Speaker 2>general final image, or oh glass is expensive, or that

0:25:12.756 --> 0:25:17.036
<v Speaker 2>translucent thing could be hard, or that animation is going

0:25:17.116 --> 0:25:21.556
<v Speaker 2>to be really tricky, like Hank the octopus in Finding

0:25:21.556 --> 0:25:24.836
<v Speaker 2>Dory very hard. Eight Tentacles turns out very hard doing

0:25:25.596 --> 0:25:29.836
<v Speaker 2>a room challenge. Yeah, and so so there's these things

0:25:29.836 --> 0:25:32.196
<v Speaker 2>where they're like, it's not like you couldn't do it,

0:25:32.236 --> 0:25:34.476
<v Speaker 2>but they're annoying to do, so you don't see them

0:25:34.556 --> 0:25:35.756
<v Speaker 2>very often, and so at a.

0:25:35.676 --> 0:25:38.316
<v Speaker 1>Certain and expensive basically.

0:25:38.316 --> 0:25:41.036
<v Speaker 2>And kind of tedious and like. And so at some

0:25:41.116 --> 0:25:44.956
<v Speaker 2>point a lot of that hopefully is not tedious anymore,

0:25:45.036 --> 0:25:49.036
<v Speaker 2>and so that opens up different stories in different worlds,

0:25:49.316 --> 0:25:52.476
<v Speaker 2>and maybe it opens up that, you know, like now

0:25:52.556 --> 0:25:55.116
<v Speaker 2>everyone has a camera, they could shoot anyone can shoot videos.

0:25:55.156 --> 0:25:58.596
<v Speaker 2>I mean TikTok is proof of that, right, maybe anyone

0:25:58.596 --> 0:26:02.396
<v Speaker 2>can make you know, animated films in a totally different way.

0:26:03.516 --> 0:26:06.116
<v Speaker 2>I don't know. You still have to tell great stories

0:26:06.156 --> 0:26:09.716
<v Speaker 2>and so that's that's still going to always be the

0:26:09.756 --> 0:26:14.956
<v Speaker 2>main building block of it. But faster and easier is

0:26:15.036 --> 0:26:18.156
<v Speaker 2>always the thing we are always sort of going after that.

0:26:19.636 --> 0:26:21.956
<v Speaker 1>So that's this sort of there's this sort of bottom

0:26:22.076 --> 0:26:27.676
<v Speaker 1>up convergence, right, I mean, there's another convergence that's interesting

0:26:27.716 --> 0:26:31.236
<v Speaker 1>to me when you're talking about, like, you know, this

0:26:31.316 --> 0:26:34.956
<v Speaker 1>sort of arc of first trying to make films that

0:26:34.996 --> 0:26:36.916
<v Speaker 1>look more like reality and saying, oh wait, wait, that's

0:26:36.956 --> 0:26:39.516
<v Speaker 1>not actually the business we're in. Let's make things that

0:26:39.556 --> 0:26:42.076
<v Speaker 1>are you know, beautiful and interesting and look like nothing

0:26:42.116 --> 0:26:47.356
<v Speaker 1>you've ever seen. I feel like, to some significant degree,

0:26:48.076 --> 0:26:50.716
<v Speaker 1>over the decades you've been working at Pixar, live action

0:26:50.876 --> 0:26:54.436
<v Speaker 1>films have started to look more like animated films, right Like,

0:26:54.716 --> 0:26:56.876
<v Speaker 1>I mean, if you think of Marvel, which is probably

0:26:56.876 --> 0:26:59.356
<v Speaker 1>the most important thing to happen in movies, at least

0:26:59.356 --> 0:27:01.836
<v Speaker 1>on a commercial level and in some ways on a

0:27:01.836 --> 0:27:05.316
<v Speaker 1>creative level over the last whatever ten years, Like you know,

0:27:05.796 --> 0:27:10.436
<v Speaker 1>there's like whatever, a talking raccoon and a person, right Like,

0:27:10.796 --> 0:27:13.676
<v Speaker 1>they are not going for reality and they are live

0:27:13.716 --> 0:27:18.596
<v Speaker 1>action films, but they are you know, CGI is basically

0:27:18.596 --> 0:27:21.716
<v Speaker 1>computer animation, and so right like, maybe there is some

0:27:21.756 --> 0:27:25.276
<v Speaker 1>convergence where it's everything's made with a computer. So whether

0:27:25.316 --> 0:27:28.836
<v Speaker 1>we're calling it animation or like live action, like Marvel

0:27:28.836 --> 0:27:31.396
<v Speaker 1>movies aren't exactly live action, right It's like a dude

0:27:31.436 --> 0:27:33.476
<v Speaker 1>doing motion capture in front of a green screen.

0:27:33.836 --> 0:27:38.876
<v Speaker 2>Yeah, yeah, it's everything is overlapping and that, you know,

0:27:38.916 --> 0:27:41.036
<v Speaker 2>and a lot of the live action stuff they're using

0:27:42.316 --> 0:27:43.996
<v Speaker 2>all of the same stuff we do. There is no

0:27:44.076 --> 0:27:46.836
<v Speaker 2>difference except that they're shooting some live action plates that

0:27:46.876 --> 0:27:48.756
<v Speaker 2>they're matching it to, you know, in a lot of ways,

0:27:48.836 --> 0:27:50.716
<v Speaker 2>or they're doing virtual production.

0:27:51.076 --> 0:27:56.116
<v Speaker 1>Avatar maybe even more so, right, Yeah, Avatar is kind

0:27:56.116 --> 0:27:58.236
<v Speaker 1>of a computer animation movie. Yeah.

0:27:58.356 --> 0:28:02.396
<v Speaker 2>Yeah. And so you think about things like the Academy Awards,

0:28:02.396 --> 0:28:07.636
<v Speaker 2>the animation category that's getting hazier and hazier, like what

0:28:07.756 --> 0:28:11.636
<v Speaker 2>is animation and what is live action? And you know,

0:28:11.756 --> 0:28:15.156
<v Speaker 2>especially with some of the things like live action Lion

0:28:15.236 --> 0:28:19.596
<v Speaker 2>King or Jungle Book or different things like that where

0:28:19.596 --> 0:28:22.876
<v Speaker 2>there is really a huge mix. And you talk about

0:28:22.876 --> 0:28:26.756
<v Speaker 2>games and that same thing and those the visual level

0:28:26.796 --> 0:28:30.836
<v Speaker 2>of games has increased coming towards us. It used to

0:28:30.876 --> 0:28:33.596
<v Speaker 2>always be that we were we would spend a lot

0:28:33.636 --> 0:28:35.756
<v Speaker 2>of time on our renders to make them look beautiful.

0:28:35.796 --> 0:28:37.876
<v Speaker 2>Games had to be so fast that there's no way

0:28:37.916 --> 0:28:39.796
<v Speaker 2>that they could approach sort of the look we had.

0:28:39.836 --> 0:28:42.476
<v Speaker 2>And that's coming together and live actions coming together, and

0:28:42.516 --> 0:28:46.396
<v Speaker 2>so everything's becoming much more possible, I think, on all

0:28:46.436 --> 0:28:49.676
<v Speaker 2>those fronts. And so maybe at some point it all

0:28:49.756 --> 0:28:53.516
<v Speaker 2>is just one one pie that everyone's pulling from.

0:28:54.916 --> 0:28:57.196
<v Speaker 1>Does it make you sad? Is that a sad ending

0:28:57.276 --> 0:28:57.516
<v Speaker 1>for you?

0:28:59.276 --> 0:29:02.796
<v Speaker 2>It's not sad to be able to think about being

0:29:02.836 --> 0:29:06.396
<v Speaker 2>able to work, being able to try anything and have

0:29:06.516 --> 0:29:08.276
<v Speaker 2>no cost to it, so that you could try this,

0:29:08.356 --> 0:29:09.996
<v Speaker 2>you could try that, and try this and throw it

0:29:09.996 --> 0:29:12.956
<v Speaker 2>out and do a different thing and not feel precious

0:29:13.036 --> 0:29:15.676
<v Speaker 2>or worried about it. That's very exciting.

0:29:17.756 --> 0:29:21.876
<v Speaker 1>Uh huh. Yeah, the cost constraint. I mean it's funny.

0:29:22.036 --> 0:29:24.396
<v Speaker 1>The editor of this show was like, yeah, ask about

0:29:24.436 --> 0:29:26.476
<v Speaker 1>cost constraints. I was like, no, let's not do cost coinstints.

0:29:26.476 --> 0:29:28.356
<v Speaker 1>So then you've brought it up, so points to her.

0:29:29.516 --> 0:29:32.596
<v Speaker 1>I mean it's interesting, right because there is one of

0:29:32.636 --> 0:29:37.196
<v Speaker 1>the simple and I think underrated things technology does. Maybe

0:29:37.236 --> 0:29:41.676
<v Speaker 1>the fundamental thing is make things cheaper, right, And you're

0:29:42.036 --> 0:29:44.236
<v Speaker 1>talking about that from the creative point of view, Right,

0:29:44.276 --> 0:29:47.436
<v Speaker 1>If it's cheaper to just try seven different things, or

0:29:47.516 --> 0:29:49.836
<v Speaker 1>cheaper to make an octopus or whatever, then you can

0:29:49.836 --> 0:29:51.476
<v Speaker 1>try more stuff and make more stuff.

0:29:51.836 --> 0:29:54.236
<v Speaker 2>Yeah. So on every movie you look at a thing

0:29:54.276 --> 0:29:57.396
<v Speaker 2>and you go, okay, am I going to build a

0:29:57.516 --> 0:29:59.916
<v Speaker 2>system for that that makes it easier to do in

0:29:59.956 --> 0:30:01.836
<v Speaker 2>a bunch of shots or are we just going to

0:30:01.956 --> 0:30:03.956
<v Speaker 2>like kind of force it through, right, and we'll just

0:30:04.036 --> 0:30:06.236
<v Speaker 2>hodgepodge it in every shot to get it through. And

0:30:06.316 --> 0:30:08.556
<v Speaker 2>so in something like if it's a little bit tricky

0:30:08.556 --> 0:30:11.276
<v Speaker 2>and it's intense shots, you're just going to kind of

0:30:11.276 --> 0:30:14.476
<v Speaker 2>make it happen and force it through, you know, kind of.

0:30:14.476 --> 0:30:16.876
<v Speaker 1>If it's water for finding Nemo, you're going to build

0:30:16.876 --> 0:30:17.196
<v Speaker 1>a water.

0:30:17.396 --> 0:30:20.156
<v Speaker 2>You're going to build something that is really usable that

0:30:20.196 --> 0:30:23.076
<v Speaker 2>people can make it look great. And so there's there's

0:30:23.156 --> 0:30:27.276
<v Speaker 2>sort of always that trade off and consideration of how

0:30:27.276 --> 0:30:29.836
<v Speaker 2>you're investing your sort of time and money.

0:30:29.876 --> 0:30:33.396
<v Speaker 1>And Pixar started as a tool company, right, basically a

0:30:33.436 --> 0:30:36.396
<v Speaker 1>hard company, and there's this software render Man that is

0:30:36.436 --> 0:30:38.836
<v Speaker 1>still like there's like a website and you can like

0:30:38.916 --> 0:30:41.996
<v Speaker 1>pay and use the software that picks our users to

0:30:42.036 --> 0:30:44.916
<v Speaker 1>make movies. Right, it is at some level a tools company.

0:30:44.836 --> 0:30:46.996
<v Speaker 2>It is. Yeah, it's we're a funny place in that

0:30:47.036 --> 0:30:51.036
<v Speaker 2>where where we have our own studio tools group that

0:30:51.076 --> 0:30:52.996
<v Speaker 2>write are a bunch of software that we use. We

0:30:53.076 --> 0:30:55.556
<v Speaker 2>have the RenderMan group that writes rendering software that's used

0:30:55.556 --> 0:31:01.596
<v Speaker 2>throughout the industry. We make movies, but we're not totally Hollywood.

0:31:01.596 --> 0:31:04.436
<v Speaker 2>We're not totally a tech company. We're some weird combination

0:31:04.516 --> 0:31:06.156
<v Speaker 2>in between. And then we're in the Bay Area, so

0:31:06.196 --> 0:31:08.356
<v Speaker 2>we're not even like down in Hollywood or down in

0:31:08.396 --> 0:31:12.116
<v Speaker 2>Silicon Valley. And so it's an interesting place that I

0:31:12.196 --> 0:31:14.596
<v Speaker 2>think has bread a lot of interesting things in terms

0:31:14.596 --> 0:31:16.956
<v Speaker 2>of the combination of sort of art and technology here,

0:31:17.276 --> 0:31:20.676
<v Speaker 2>and the interest in driving computer graphics to make our

0:31:20.716 --> 0:31:23.996
<v Speaker 2>movies to suit the story, and then being inspired by

0:31:24.156 --> 0:31:27.236
<v Speaker 2>technology to then change the story to take advantage of it.

0:31:27.316 --> 0:31:30.476
<v Speaker 2>And so there's this really cool kind of feeding back

0:31:30.516 --> 0:31:34.116
<v Speaker 2>and forth and advancement of technology because we don't put

0:31:34.156 --> 0:31:37.916
<v Speaker 2>limits on story in the way you might otherwise. So

0:31:38.036 --> 0:31:40.676
<v Speaker 2>when you know they storyboard a character with long hair

0:31:40.716 --> 0:31:42.916
<v Speaker 2>and we don't know how to do that, we still

0:31:43.076 --> 0:31:47.356
<v Speaker 2>go after it and do it. And that's that's an

0:31:47.396 --> 0:31:49.116
<v Speaker 2>amazing place to be, I think.

0:31:49.756 --> 0:31:52.236
<v Speaker 1>And then you not only have that character presumably in

0:31:52.276 --> 0:31:54.756
<v Speaker 1>that instance, you have now a way that, oh, great,

0:31:54.796 --> 0:31:57.036
<v Speaker 1>people in these worlds we create can now have long hair.

0:31:57.076 --> 0:31:58.116
<v Speaker 1>That's another thing we can do.

0:31:58.236 --> 0:32:01.236
<v Speaker 2>Yeah, totally, until we got to Brave, and then long

0:32:01.316 --> 0:32:03.636
<v Speaker 2>curly hair was its whole own problem. We have to

0:32:03.636 --> 0:32:05.116
<v Speaker 2>rewrite the simulator, So.

0:32:07.396 --> 0:32:08.956
<v Speaker 1>Does it have to be curly?

0:32:09.236 --> 0:32:10.156
<v Speaker 2>It's always something.

0:32:11.036 --> 0:32:16.996
<v Speaker 1>Yeah, we'll be back in a minute with a lighting

0:32:17.116 --> 0:32:31.636
<v Speaker 1>focused lightning ground. Back to the show. Okay, I'm gonna

0:32:31.636 --> 0:32:33.636
<v Speaker 1>ask you a bunch of questions. Edith said, you listened

0:32:33.676 --> 0:32:35.196
<v Speaker 1>to some episodes of the show, so I don't even

0:32:35.196 --> 0:32:38.996
<v Speaker 1>need to explain that this is the lightning round.

0:32:40.196 --> 0:32:40.956
<v Speaker 2>But I didn't prepare it.

0:32:41.036 --> 0:32:44.476
<v Speaker 1>Also, Okay, there's no way to prepare the best part

0:32:44.516 --> 0:32:47.156
<v Speaker 1>of the show. For that reason, I'll start with an

0:32:47.196 --> 0:32:51.516
<v Speaker 1>easy one that you were totally prepared for. I know

0:32:51.596 --> 0:32:54.956
<v Speaker 1>from listening to some other interviews you've done that you

0:32:55.076 --> 0:32:57.876
<v Speaker 1>have often been the only woman in a room full

0:32:57.876 --> 0:33:02.076
<v Speaker 1>of men at work. What is one tip you'd give

0:33:02.116 --> 0:33:05.356
<v Speaker 1>to somebody who is in that setting, you know, the

0:33:05.396 --> 0:33:07.796
<v Speaker 1>only woman in a room full of men at work.

0:33:12.396 --> 0:33:15.796
<v Speaker 2>I found when I became a director of photography for

0:33:15.916 --> 0:33:22.756
<v Speaker 2>lighting for Wally that I was I was generating my

0:33:22.876 --> 0:33:25.676
<v Speaker 2>own imposter syndrome. So I was getting quieter and quieter

0:33:25.676 --> 0:33:27.636
<v Speaker 2>because I was suddenly in a room with sort of

0:33:27.636 --> 0:33:30.036
<v Speaker 2>a new level of people, and I kept thinking, well,

0:33:30.356 --> 0:33:32.556
<v Speaker 2>would I have known that? Would I have been able

0:33:32.556 --> 0:33:35.436
<v Speaker 2>to answer that? And there was this moment where I

0:33:35.516 --> 0:33:40.476
<v Speaker 2>realized that my boss was particularly outspoken, and he suddenly

0:33:40.556 --> 0:33:43.196
<v Speaker 2>was talking about something about lighting, and I actually knew

0:33:43.196 --> 0:33:44.956
<v Speaker 2>he was wrong, but he was saying it as if

0:33:44.996 --> 0:33:47.836
<v Speaker 2>it was fact, and I sort of suddenly realized that

0:33:48.116 --> 0:33:52.836
<v Speaker 2>just because someone is presenting something as fact doesn't necessarily

0:33:52.916 --> 0:33:55.036
<v Speaker 2>mean that that's what that is, and that I was

0:33:55.076 --> 0:33:58.916
<v Speaker 2>sort of like sidelining myself over something that was completely false.

0:33:59.796 --> 0:34:01.476
<v Speaker 1>So what did you do? What did you do?

0:34:02.276 --> 0:34:05.316
<v Speaker 2>My jaw dropped, and then I spoke up because I

0:34:05.356 --> 0:34:08.276
<v Speaker 2>knew he was wrong, right, And so I was emboldened

0:34:08.436 --> 0:34:11.516
<v Speaker 2>in that way to say, wait, wait, wait, that's that's

0:34:11.556 --> 0:34:14.236
<v Speaker 2>not true, and or I'm sure I probably found some

0:34:14.396 --> 0:34:16.716
<v Speaker 2>nice way to say it, so I wasn't poking the bear.

0:34:16.796 --> 0:34:20.556
<v Speaker 1>But yes, and yeah, yeah, yeah yes. And what's your

0:34:20.556 --> 0:34:26.276
<v Speaker 1>favorite non Pixar movie? Mm hmm, I'm gonna do another one.

0:34:26.276 --> 0:34:28.276
<v Speaker 1>I got a better one. Okay, what's the best lighting

0:34:28.316 --> 0:34:30.236
<v Speaker 1>you've ever seen in a non Pixar movie?

0:34:30.676 --> 0:34:40.876
<v Speaker 2>Oh? Uh, you know what? The original Blade Runner I

0:34:40.916 --> 0:34:45.476
<v Speaker 2>love so so much for many reasons. Lighting is wonderful.

0:34:45.876 --> 0:34:48.836
<v Speaker 2>The newer Blade Runner is fabulous.

0:34:49.196 --> 0:34:51.956
<v Speaker 1>Yeah, it's interesting when you mentioned Blade Runner, I think

0:34:51.996 --> 0:34:57.556
<v Speaker 1>of the that relationship between live action and animation. And

0:34:57.596 --> 0:34:59.756
<v Speaker 1>I mean, if you want to like be warm and

0:34:59.796 --> 0:35:01.716
<v Speaker 1>fuzzy about it. This is the relationship between like what's

0:35:01.716 --> 0:35:03.516
<v Speaker 1>real and what's not real, what's made by a computer

0:35:03.636 --> 0:35:08.956
<v Speaker 1>and what's yeah, yeah, thematically nice. What's one tip for

0:35:09.436 --> 0:35:10.036
<v Speaker 1>my living room?

0:35:11.396 --> 0:35:15.316
<v Speaker 2>Oh? I like that? No bear bulbs?

0:35:16.996 --> 0:35:17.396
<v Speaker 1>Thank you?

0:35:17.676 --> 0:35:18.796
<v Speaker 2>Yeah?

0:35:19.036 --> 0:35:20.236
<v Speaker 1>Am I getting interrogated?

0:35:20.356 --> 0:35:26.436
<v Speaker 2>Yeah, you know, warm light to me always?

0:35:26.876 --> 0:35:29.396
<v Speaker 1>Yeah. You think you'll ever leave Pixar?

0:35:30.596 --> 0:35:33.996
<v Speaker 2>It's hard to imagine. It feels like it's my other family. Uh.

0:35:34.036 --> 0:35:37.876
<v Speaker 2>And I have so much sort of knowledge invested here,

0:35:37.916 --> 0:35:41.436
<v Speaker 2>and I love this place, and I love getting to

0:35:41.436 --> 0:35:42.996
<v Speaker 2>work on our films and I love what we do.

0:35:48.596 --> 0:35:53.316
<v Speaker 1>Danielle Feinberg is a visual effects supervisor at Pixar. Today's

0:35:53.316 --> 0:35:56.796
<v Speaker 1>show was produced by Gabriel Hunter Chang and Edith Russolo.

0:35:56.996 --> 0:36:01.156
<v Speaker 1>It was edited by Sarah Nix and engineered by Amanda K. Wong.

0:36:01.636 --> 0:36:05.156
<v Speaker 1>You can email us at problem at Pushkin dot fm.

0:36:05.516 --> 0:36:08.276
<v Speaker 1>You can find me on Twitter at Jacob Goldstein. I'm

0:36:08.356 --> 0:36:10.796
<v Speaker 1>Jacob Goldstein and we'll be back next week with another

0:36:10.836 --> 0:36:18.116
<v Speaker 1>episode of What's Your Problem? MHM.