around the worms to get that feeling of, yes, this is the desert, and it is being shifted around, and those sand grains are tiny. and from those simulations we had dust coming off of that which helped with the scale as well, and shifting sands, for some of the dunes a little further out from where the worm is, because as the worm moves through the ground it is sending out vibrations and shifting sands to the left and right and in front of it as it moves. they actually built a lot of the sets, or partial sets, and so we had real ornithopters on the set which were pulled up by cranes, and we had helicopters landing to kick up the dust so we could use it as reference to replicate. there was a lot of blood, sweat and tears and love in that movie, you know it was a very special project that everybody wanted to be there and do their best, and then some, and so you see that on the screen, a lot of that love for dune is up there. the test is simple. remove your hand from the box.
the deserts of arrakis there is no vegetation, no scale reference for the eye to look at and know how big things were. which is good and bad means that we had to have almost a full simulation of all the different grains of sand in their, to make that work. so early testing we did with the sand grains were just too big, the worm didn t feel as imposing and as massive as it needed to be. so the effect team had to come up with different ways of working with that, obviously you can t simulate every single grain of sand in the desert, that is not possible. so they came up with systems where you can have a representation of what it is likely to look like, and you had to have several systems that would call from a library of different setups that we had to then populate some of the areas around the worms to get that feeling of yes, this is the desert, and those sand grains are tiny. and from those simulations we had dust coming
one of the biggest challenges we had, sticking with sand for a minute, was the issue of scale. in the deserts of arrakis, there s no vegetation, so we didn t have bushes, no scale references for the eye to look at and know how big things were. which is good and bad it meant that we had to have almost a full simulation of all the different grains of sand in there to make that work. so early tests we did with the sand grains were just too big, the worm suddenly looked really small, it didn t feel as imposing and as massive as it needed to be. so the effects team had to come up with different ways of working with that obviously you can t simulate every single grain of sand in the desert, that is just not possible. so they came up with systems where you can have a representation of what it s likely to look like, and they had several systems that would call from a library of different setups that they had, to then populate some of the areas
systems desert so they came up with systems where you can have a representation of what it is likely representation of what it is likely to representation of what it is likely to look like in several from likely to look like in several from a likely to look like in several from a library of different setups from a library of different setups that they have so then populate some areas around the worms populate some areas around the worms to populate some areas around the worms to get that feeling of this is worms to get that feeling of this is the desert. it is being shifted this is the desert. it is being shifted around in the sand grains shifted around in the sand grains are tiny. from their simulations we have dust which helped simulations we have dust which helped with the scale, too. and shifting helped with the scale, too. and shifting sand dunes further out from shifting sand dunes further out from where the worm is. it is shifting from where the worm is