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Tracer Fire

Many World War 2 machine guns included “tracer fire” - an illuminated bullet that fired after every few rounds to allow soldiers to see their trajectory when battling at night. To replicate the exact effect of this rapid fire movement, a 2D particle tool created the wriggle of the spinning bullets and the right speed of the “glow” from the movement that acted appropriately within the 3D space of the shot. 

Tracer fire is seen throughout the season with the speed of fire appropriately to the machine being used. 

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Rogue Heroes | Case Study

Explosions
Set Extensions
Crowds
Environments
Water

The true story of three British Lieutenants who have an idea to create a special forces unit that will operate behind enemy lines during the height of World War 2.

Series 2 of this acclaimed series follows their operations in mainland Europe and fight to prove their unit remains essential to the war effort.

Season 2 of "Rogue Heroes" is available now on BBC One and MGM+

Scope

Ingenuity Studios delivered 629 shots across 6 episodes for season two of this series.

The work ultimately included explosions, air, land, and sea battles, set extensions, and endless historical details such as battleships, airplanes, towns, and weaponry.

 

Technology used: 

Nuke, Houdini, RenderMan, Substance Painter, Maya, VAST Storage

The Ulster Monarch

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To replicate the original World War 2 ship, the Ulster Monarch for this sequence in episode 1, a ferry approximately the same size as the original was hired on location, set sail and  shot via drone to capture realistic motion and water displacement. The ferry was replaced with our high-res model and digital matte paintings (DMP) of the Monarch. 

On set, a drone was used for camera movement and timing for this sequence, with practical squibs creating small explosions for the bullet hits.  

In post, 2 German “Stuka” fighter planes were modelled in CG for close camera work as they fly across the town square. Our animators gave the planes weight and speed, while lighting and FX created smoke and tracer fire timed to the hits.  

Stuka Planes

In post, 2 German “Stuka” fighter planes were modelled in CG for close camera work as they fly across the town square. Our animators gave the planes weight and speed, while lighting and FX created smoke and tracer fire timed to the hits.  

Dakota Planes - "A Bridge too Far"

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This sequence paid homage to the famous scene from “A Bridge Too Far”. Highly detailed models of “Dakota” planes were built to match the originals, then animated to match the weight and balance of the planes. FX simulated clouds were made so the planes could intersect with them in light. DMP of a cloudy night sky extended the distance to effectively create the desired image. 

Field Guns

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These field guns were created with both visual accuracy and accuracy of motion. Once modelled, our rigging team matched the recoil and movement of the original guns when firing and simulation not only the flash and explosion from firing, but also the pressure wave rippling through the grass. 

The Ulster Monarch

129533845_1505364549661769_5491087092904018482_n (1).jpg

To replicate the original World War 2 ship, the Ulster Monarch for this sequence in episode 1, a ferry approximately the same size as the original was hired on location, set sail and  shot via drone to capture realistic motion and water displacement. The ferry was replaced with our high-res model and digital matte paintings (DMP) of the Monarch. 

Historial Accuracy

The show takes place during World War 2 and historical accuracy was extremely important to our clients, as well as our team. We were focused on creating period accurate environments with battle fields, bombed out buildings and towns to any vehicles; trucks, ships, planes. Everything down to the correct muzzle flashes on weaponry was carefully studied. Hundreds of photos and videos were collated and used as reference. 

Field Guns

sFH 18 004 in firing position.jpg

These field guns were created with both visual accuracy and accuracy of motion. Once modelled, our rigging team matched the recoil and movement of the original guns when firing and simulation not only the flash and explosion from firing, but also the pressure wave rippling through the grass. 

Dakota Planes - "A Bridge Too Far"

Screenshot 2025-03-06 141624.png

This sequence paid homage to the famous scene from “A Bridge Too Far”. Highly detailed models of “Dakota” planes were built to match the originals, then animated to match the weight and balance of the planes. FX simulated clouds were made so the planes could intersect with them in light. DMP of a cloudy night sky extended the distance to effectively create the desired image. 

Stuka Planes

On set, a drone was used for camera movement and timing for this sequence, with practical squibs creating small explosions for the bullet hits.  

In post, 2 German “Stuka” fighter planes were modelled in CG for close camera work as they fly across the town square. Our animators gave the planes weight and speed, while lighting and FX created smoke and tracer fire timed to the hits.  

Historial Accuracy

The show takes place during World War 2, so historical accuracy was extremely important to us, as well as our clients. We were focused on creating period accurate environments with battle fields, bombed out buildings and towns to any vehicles; trucks, ships, planes. Everything down to the correct muzzle flashes on weaponry was carefully studied. Hundreds of photos and videos were collated and used as reference. 

Glider Crash

A drone team captured ocean shots that ultimately created a reference for camera movement and lighting for this sequence. The final shot is full CG, complete with water simulations, sky replacement, and our airplane gliders – one of which clips a wing and cartwheels into the sea before breaking apart.   

Landing Craft

This shot was originally done at the famous Warner Bros Leavesden Studios in a 75’ square foot water tank. To accommodate desired changes in the lighting and camera movement of the original, it evolved to become completely CG. Matte paintings of the sky and cliffs, as well as the 3 CG models of the rescue boats, completed the look.  

Bridge Detonation

The CG model of this bridge was recreated from a simple shot over the railway track. The model and surrounding foliage had to be photoreal and match the original bridge but were also built to work with the FX. The bricks, plants, and explosions each had their own separate simulation to reflect accurate movement and work together in the final composited shot. 

On-Set Supervision

By having Ingenuity Studios handle overall visual effects supervision, we remained involved in the process from the early stages of script development and shoot planning, to on-set presence for the actual filming, and then on to post-production through final delivery - defying the traditional 'on-set supervision' role that typically ends after shoot wrap . The autonomy was a huge advantage, allowing us to control exactly how shots were designed and to play to our strengths as a studio. For "Rogue Heroes" the success of this strategy can be seen through the CG FX work with the water simulations in the glider crash, the field guns, and many more across the whole of the season. 

During pre-production, the Ingenuity team conducted great research; offered thorough examination and discussion of different strategies, techniques, and budgets; and established a realistic understanding and agreement of what we could all achieve.

 

Throughout the post-production process, weekly VFX reviews with Ingenuity were a joy. They were dynamic, fun, creative, and kept the show on schedule through great detail and organization. Changes and tweaks were handled quickly and with understanding. Research paid off and it felt like sequences were evolving, growing, and punching high above their budget.”

-Director Stephen Woolfenden

Credits

David Sewell, VFX Supervisor
Patrick Dean, Executive Producer
Mary Margaret Cimino, VFX Producer

Grant Miller, VFX Supervisor
Eoin O Sullivan, Assistant VFX Supervisor
Rich Fry, CG Supervisor

Darryl White, Animation Supervisor

Alaric Holberton, FX Lead
Tom Marcus Walker, Production Coordinator

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