[HN Gopher] Personal thoughts/notes from working on Zootopia 2
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       Personal thoughts/notes from working on Zootopia 2
        
       Author : pantalaimon
       Score  : 274 points
       Date   : 2026-01-07 12:29 UTC (5 days ago)
        
 (HTM) web link (blog.yiningkarlli.com)
 (TXT) w3m dump (blog.yiningkarlli.com)
        
       | xfour wrote:
       | This is so cool, I'm glad the company allowed the author to
       | release this to the public. People like myself with knowledge of
       | some of the art and technology involved but that stand outside
       | the industry can get a little bit of a sense how the SOTA of
       | animation evolves.
       | 
       | Secondly the bit about the evolution catching the unnamed studio,
       | likely Pixar in production capability as of the first Zootopia
       | certainly shows up on screen.
        
         | WorldMaker wrote:
         | Yeah, I often cite Big Hero 6 (from 2014) as the place where as
         | an animation fan I felt Hyperion (Disney's renderer) very
         | _visibly_ in the end product out-paced Renderman (Pixar 's more
         | mature renderer). Big Hero 6's wide shots get truly wide and
         | the scale of its San Fransokyo is almost palpable in many
         | sequences, showing off especially Hyperion's focus on being
         | able to do dynamic crowd work and large crowd scenes and plenty
         | of architecture surrounding that. (Zootopia in 2016 further
         | cemented that Hyperion was great at crowd work.) It was one of
         | my complaints with Pixar's Soul in 2020 that its New Orleans
         | felt almost claustrophobic and isolated, no truly wide
         | establishing shots, no real crowds to speak of, mostly just
         | shots of one or two characters in close up on city streets that
         | in the real world New Orleans would be bustling and busy. Real
         | New Orleans has a different kind of claustrophia from big
         | crowds and never feels isolating or as lonely. Some of that may
         | have been the intended vibe for that particular movie, but some
         | of that seems technical at this point from the different
         | focuses Hyperion and Renderman have been given and how much I
         | think Hyperion shows technical improvement and mastery of
         | somethings that Renderman cannot seem to do.
         | 
         | It somewhat suggests that Disney is correct in having the two
         | studios compete in renderers rather than share one (even as
         | they unify other parts of the process, such as this article
         | mentions moving to Pixar's Presto tool as one of the things
         | that happened in Zootopia 2's production).
        
           | ykl wrote:
           | Hi! Original post author here.
           | 
           | When I first started at Disney Animation, at one point I
           | asked Ed Catmull what the rationale was for staffing two
           | separate rendering teams, and he had an interesting answer.
           | His answer was that it turns out that even when Disney
           | Animation was using RenderMan, the high end needs of the
           | studio still required enough rendering developers/TDs that in
           | terms of cost it was essentially no different than staffing a
           | team to build an in-house renderer, and from that perspective
           | he liked the idea of having two separate teams with different
           | focuses/perspectives so that for hard problems the wider
           | company got two attempts at coming up with good solutions
           | instead of one.
           | 
           | To this day the Hyperion and RenderMan teams work pretty
           | closely together and share a lot of learnings/tech/R&D. The
           | focuses are pretty different between the two renderers, and
           | that's actually been pretty beneficial to both.
           | 
           | The story with Presto is both a bit different and kind of
           | similar. The two studios are now unified in using Presto, but
           | Disney Animation now has an in-house Presto development team
           | that co-develops Presto with Pixar. The two dev teams focus
           | on the needs of their respective studios but move Presto
           | forward together.
        
       | dswalter wrote:
       | What I like about this piece is how it shows the technical
       | prowess underpinning the visual outputs in a film like what
       | Disney puts out.
       | 
       | I only wish it went further! There are a ton of lessons those of
       | us outside films/games could learn from working in that kind of
       | deadline-consttrained innovative landscape. Tell about how you
       | fought against the rendering deadlines and sped up the snowscape
       | frames by 30% to get it in under the wire!
        
         | bzzzt wrote:
         | There have been quite a few publications about Disney's
         | renderer called 'Hyperion', for instance
         | https://dl.acm.org/doi/epdf/10.1145/3182159
        
         | ykl wrote:
         | Hi! Author of the original post here. Please see:
         | 
         | https://disneyanimation.com/publications/
         | 
         | Or, for a continuously updated list of publications
         | specifically about Disney's Hyperion Renderer:
         | 
         | https://blog.yiningkarlli.com/2019/07/hyperion-papers.html
        
         | Scaevolus wrote:
         | Most companies doing CGI work, both in games and movies, are
         | quite open about their technical details. The whole industry
         | relies on pooled research and development. While the actual
         | code is typically confidential, publishing information serves
         | multiple purposes for the work's publicity, the advancement of
         | the field, the happiness of employees, and company prestige for
         | recruiting people.
        
       | lvspiff wrote:
       | Hair, water, and wind - its crazy how those elements are the
       | things that continue to have levels of improvement for these
       | animated films yet for my eyes i keep thinking "well thats looks
       | pretty solid to me" only to be outdone by the next movie and go
       | "oh yeah that looks better somehow".
        
         | maherbeg wrote:
         | I totally agree. I love watching a small set of animated films
         | over the holidays in time order to really see the technical
         | progress. It's especially fun to go from something nostalgic I
         | loved as a kid, to something I can really see the technical
         | underpinnings of today.
        
         | bicepjai wrote:
         | Learning about these improvements gives incredible respect and
         | appreciation for our eyes evolved over millennia.
        
         | zeroonetwothree wrote:
         | It doesn't seem to matter much for my enjoyment of the films
         | though. Makes you wonder why we are investing in it.
        
           | gpderetta wrote:
           | For the art I suppose.
        
           | al_borland wrote:
           | 20 years ago I was saying this about video games. However,
           | when I go back and look at video games from 20 years ago, I
           | now see why they kept pushing things forward. Graphics were
           | serviceable, but they're so much better now. That said, the
           | game (or movie) still needs to be the most important thing.
           | When a studio tries to lean on graphics as the selling point,
           | it always ends up poorly.
        
             | Loughla wrote:
             | >That said, the game (or movie) still needs to be the most
             | important thing. When a studio tries to lean on graphics as
             | the selling point, it always ends up poorly.
             | 
             | Counterpoint: Avatar. I have never heard someone say they
             | loved that movie because of the amazing story. They like it
             | because it's very, very, very pretty to look at.
        
               | shepherdjerred wrote:
               | I really didn't enjoy the latest movie, but I'd see the
               | next just because it is visually quite interesting
        
               | al_borland wrote:
               | I've never seen Avatar for this reason. It seemed like
               | all 3D hype. However, after 3 movies and 2 more planned,
               | with the 3D hype long dead, are the visuals going to
               | carry a 5 movie franchise from a director with over 20
               | Academy Awards under his belt?
               | 
               | I've been debating watching the movies now that there a
               | few of them out, thinking there must be something there.
               | However, I've never heard anyone actually talk about
               | these movies in real life, which is still a concern.
        
           | 542354234235 wrote:
           | Is that true though? Most quality animated features included
           | quality animation. The visuals of the beautifully hand
           | painted early Disney movies were part of the art form. Toy
           | story looks basic to us now but it being the first totally
           | computer animated movie and the visual style that came with
           | that was part of it. Movies are a visual medium, so I guess
           | saying that the visual part of the movie doesn't matter much
           | to you is like saying that the words a writer uses doesn't
           | matter much to your enjoyment of a book.
        
         | cubefox wrote:
         | It helps looking at CGI with a known reference point, like
         | human characters. Every flaw is much more visible than in a
         | "cartoon" like Zootopia.
        
         | cyberax wrote:
         | Try watching the first Shrek movie to see how far we've
         | progressed!
        
       | marzchipane wrote:
       | Very interesting and so many throwaway lines that could easily be
       | entire blog posts by themselves!
       | 
       | I wonder how hamstrung Disney is by their chosen animation style
       | (wide-eyed cutesy characters, rounded edges, bright colours).
       | Given the technical prowess on display here, what could they
       | create if they gave their artists free rein to experiment like in
       | _Love, Death, and Robots_? Or is it more that these constraints
       | provide structure to work inside?
        
         | Fazebooking wrote:
         | People are already working for years on Zootopia 2 and every
         | one of their technolical advances were driven by that movie.
         | 
         | These inventions are represented at Siggraph and are often also
         | research paper and land in the whole ecosystem (in software
         | like hudini).
         | 
         | LDR live from their ideas and stories and experiments with
         | styles. I don't think its relevant for technology it would just
         | be a tech demo.
        
         | gpderetta wrote:
         | constraints breed creativity.
        
       | ambicapter wrote:
       | Always love it when a company can have strong technical chops
       | even when their main product/industry isn't necessarily the tech
       | itself.
        
         | Fazebooking wrote:
         | I always say "most companies today are IT companies, they just
         | don't know it".
         | 
         | I would argue that Disney is definitily a big IT company and
         | relies a lot on that tech.
         | 
         | Perfect storytelling might need flaweless execution to not
         | distract. cirque du soleil for example are also experts in
         | every single aspect relevant to their show/business. Check out
         | the YT video from their sound manager " Inside the Sound of
         | Cirque du Soleil: Drawn to Life" this is so crazy but it
         | explains so much especially how they control the audiance
         | clapping.
        
           | al_borland wrote:
           | For me, being an "IT Company" or "Tech Company" means the
           | tech is what drives the business decisions.
           | 
           | Where I work, it's a b2b service company. We've had CIOs get
           | up and say we're a tech company, but when push comes to
           | shove, the IT org always loses to "the business". The
           | business solutions are what are being sold, they really don't
           | care what the tech is under the hood... even if the tech
           | enables every product to exist at this point.
        
         | zipy124 wrote:
         | Yes, when people talk down on big corporations, it is stuff
         | like this that gives me hope and I wish people could give them
         | more credit for what they give back to society. People always
         | ask "where is the modern Bell Labs" and I think the answer is
         | simple: all around us.
        
           | DiscourseFan wrote:
           | I mean not many private corps are publishing unbiased
           | scientific research papers these days. I think that's what
           | people are referring to, an entire research division which is
           | mainly or at least often working in the public good.
        
           | mikeyouse wrote:
           | I get the frustration of not seeing eg the next laser or
           | transistor from a modern Bell Labs - but for a few hundred
           | dollars an Indian teenager can build an app which could be
           | used by a billion people using only free and open source
           | technologies. There are _so many_ little inventions and
           | contributions that needed to happen for that (and many other
           | miracles) to be possible. The physical hardware frontier has
           | definitely matured since Bell was at their peak but we
           | continue to make rapid progress on the software /digital
           | front.
        
       | wholinator2 wrote:
       | The showcase of frames at the end really broke something through
       | for me. It's easy to simply sit in a theater or on your couch and
       | watch the movie as a movie. But while the theater screen is
       | large, you don't get to pause it. So nearly all of the incredible
       | detail gets blurred in a way that makes it easy to be immersed in
       | the movement and story, but also forget the art of visuals.
       | Seeing those specific frames laid out, each one of those would be
       | an incredible art piece on their own! They would all be extremely
       | difficult to create for an individual and take so so much time. I
       | always wondered what those 1000+ people in the credits were
       | actually doing, now i know! I never realized the incredibly depth
       | and thought and time and art that goes into every frame of an
       | animated movie.
        
         | NikolaNovak wrote:
         | For me it's also the style of animation.
         | 
         | For some reason, if I don't think about it, instinctually I
         | would always describe Overwatch (to take a gaming example) and
         | Zootopia as "simple" graphics. My mind recalls big swathes of
         | primary colours in relatively flat yet cheerful lighting,
         | rounded/smoothed shapes, relatively little complex texturing or
         | surface detail.
         | 
         | It's when I pause overwatch that I start realizing 1. how much
         | detail there is, and 2. How quickly and flawlessly it's
         | rendered on relatively slow computers. And then I start truly
         | appreciating the relentless optimizing work to make it "seem
         | simple and fast" :).
         | 
         | Same thing with Zootopia - I've enjoyed the movies (doesn't
         | hurt that I have two young kids), but they would not come to
         | mind if I were asked to name breakthrough or particularly well
         | animated movies. Yet the detail and work is clearly there once
         | you pause and examine :)
        
           | munificent wrote:
           | _> I would always describe Overwatch (to take a gaming
           | example) and Zootopia as  "simple" graphics._
           | 
           | I think an art director would describe them as "readable".
           | When there's a lot of detail and quick motion, it's important
           | that the audience can very quickly recognize what they're
           | looking at and what's happen. Otherwise, it just turns into a
           | big jumble of chaos that the viewer can't follow, like in
           | Michael Bay's Transformer movies.
           | 
           | A big part of the art of movie making is telegraphic a sense
           | of rich realism and complexity while still having everything
           | clearly visually parsable. Doing that when cuts and action
           | are fast is quite difficult.
           | 
           | Doing it well affects every level of the production: the
           | colors assigned to characters so they are separated from the
           | background, wardrobe choices to also keep characters
           | distinct, lighting, set design, texture, animation, focus,
           | the way the camera moves. It all works together to produce
           | one coherent readable scene.
        
             | a_e_k wrote:
             | A nice example of this is shown in Figure 2 of the paper
             | "Illustrative Rendering in _Team Fortress 2_ " [1] from
             | Valve. It shows how they tried to make the silhouettes of
             | each character class distinct and readable. (And the paper
             | also discusses the choices that went into the color
             | palette.)
             | 
             | [1] https://steamcdn-a.akamaihd.net/apps/valve/2007/NPAR07_
             | Illus...
        
               | orbital-decay wrote:
               | In case of games, that's pretty much optional. Many games
               | (e.g. Battlefield) take the opposite approach where
               | spotting the enemy in the chaos is intentionally hard and
               | a skill to master. I'm sure there are also intentionally
               | less readable movies or at least scenes, although no
               | immediate example comes to mind.
        
         | WorldMaker wrote:
         | There's an old, semi-retired YouTube video essay channel called
         | "Every Frame a Painting". I disagreed with several of its
         | essays, enjoyed many of them, but the biggest
         | takeaway/agreement I got from that channel was that core spirit
         | in the title itself. It is something I still find very useful
         | reminder when thinking about films and/or criticizing them. The
         | medium of a movie (or a TV show) is 12 or 24 (or more rarely
         | 60) frames per second. We don't always reflect on how everyone
         | of them in (even a "bad" movie) is essentially a painting. Art
         | was involved to get that shot, that frame of the shot. Often
         | art by lots of people, very few of them are the people you see
         | _on_ that screen, yet their fingerprints and hard work still
         | shows through.  "Every frame a painting" is a good sentiment to
         | remember, I think. Especially for animation, but for any movie.
        
           | digestives wrote:
           | Thank you for sharing this - it reminds of the film adaption
           | of "The Peasants" novel which uses a painted animation
           | technique made up of thousands and thousands of paintings.
           | Quite literally, nearly "Every Frame [is] a Painting".
           | 
           | https://en.wikipedia.org/wiki/The_Peasants_(2023_film)#Produ.
           | ..
        
           | kayson wrote:
           | Such a great channel. I think it's fully retired now
           | (again?).
           | 
           | https://youtube.com/@everyframeapainting
        
         | elAhmo wrote:
         | Makes you wonder why the need for the incredible detail if we
         | are just fine with blurry details.
        
           | jerf wrote:
           | We are "just fine" with blurry details, on some level... but
           | a lot of processing a movie holistically comes from that
           | level of detail being present. Even if few people walking out
           | of the theater could put their finger on why the world felt
           | vibrant, it'll come down to the fact those details were
           | there.
           | 
           | So much of movie making is like that. No normal person comes
           | out of a theater saying "wow, the color grading on that movie
           | really helped the drive the main themes along, I particularly
           | appreciated the way it was used to amplify the alienation the
           | main character felt at being betrayed by his life-long
           | friend, and the lighting in that scene really sent that point
           | home". That's all film nerd stuff. But it's the lighting, the
           | color grading, the camera shots, all this subtle stuff that
           | the casual consumer will never cite as their reason for
           | liking or disliking the movie that results in the feelings
           | that were experienced.
           | 
           | They aren't necessary. People still connect with the original
           | Snow White, and while it may have been an absolute technical
           | breakthrough masterstroke for the time, by modern standards
           | it is simple. But used well the details we can muster for a
           | modern production can still go into the general tone of the
           | film; compare the two next to each other while looking for
           | this effect and you may be able to "feel" what I'm talking
           | about.
        
           | wat10000 wrote:
           | We were fine watching movies on VHS tapes and small CRT TVs,
           | but watching a high-quality encoding on a 4k TV is much
           | better.
        
         | moritonal wrote:
         | I recently put together a system that trained a model to
         | identify "background worthy frames" of TV shows. Animated shows
         | scored often quite highly with a many frames being valid, I
         | suppose an essayist would be able to explain why.
        
       | ungreased0675 wrote:
       | I wonder if there's any collaboration between the technical side
       | and writing side?
       | 
       | Specifically, I see incredible effort and time getting tiny
       | details right on the technical side, but the storyline and dialog
       | seems to not have had the same level of effort applied to it.
        
       | nadis wrote:
       | This article is full of so many interesting details. E.g. I found
       | this passage on the technological progress in rendering snow from
       | Frozen (2013) to Zootopia 2 fascinating:
       | 
       | "To give an example of the amazing amount of detail in Zootopia
       | 2: at one point during production, our rendering team noticed
       | some shots that had incredibly detailed snow with tons of tiny
       | glints, so out of curiosity we opened up the shots to see how the
       | artists had shaded the snow, and we found that they had
       | constructed the snow out of zillions upon zillions of individual
       | ice crystals. We were completely blown away; constructing snow
       | this way was an idea that Disney Research had explored shortly
       | after the first Frozen movie was made in 2013, but at the time it
       | was purely a theoretical research idea, and a decade later our
       | artists were just going ahead and actually doing it. The result
       | in the final film looks absolutely amazing, and on top of that,
       | instead of needing a specialized technology solution to make this
       | approach feasible, in the past decade both our renderer and
       | computers in general have gotten so much faster and our artists
       | have improved their workflows so much that a brute-force solution
       | was good enough to achieve this effect without much trouble at
       | all."
        
         | mroche wrote:
         | A similar approach was taken by Pixar when making the beach
         | environment for the Piper short that was previewed with Finding
         | Dory. It was absolutely mind-blowing.
         | 
         | https://www.fxguide.com/fxfeatured/the-tech-of-pixar-part-1-...
         | 
         | Related but unlinked Part 2 on other aspects of Finding Dory:
         | 
         | https://www.fxguide.com/fxfeatured/the-tech-of-pixar-part-2-...
        
           | a_e_k wrote:
           | I was on the RenderMan team at the top and remember thinking
           | it really neat that our system could stand up to that.
           | 
           | I remember find it mind blowing when I learned that in Brave,
           | the artists weren't just using a texture/displacement mapped
           | surface for the clothing and armor. They were using tori
           | primitives for the chain mail, and curve primitives for the
           | clothing. (I.e., the clothing actually woven out of curve
           | primitives for the threads.)
        
         | soperj wrote:
         | The technology is amazing, but rendering lifelike animation
         | seems such an antithesis to what the medium allows. You
         | literally can do anything and for some reason the choice is to
         | constrain it to reality.
         | 
         | The things that Don Hertzfeldt did with line drawings and a
         | vacuum cleaner embrace the medium so much more.
        
       | brcmthrowaway wrote:
       | This here sums up modern day America. A bunch of brilliant people
       | working day and night to churn out absolute slop.
        
         | 542354234235 wrote:
         | Did you see the movie and not like it or are you just trying
         | for some edgy hot take?
        
           | brcmthrowaway wrote:
           | Not watching a movie under 8 on imdb
        
             | 542354234235 wrote:
             | Half of the last 4 Best Picture Oscar winners are below 8
             | on IMDB. So edgy hot take, got it.
        
             | mrkpdl wrote:
             | You are missing out on a lot of good movies
        
             | MisterTea wrote:
             | I like how you are trying to appear sophisticated by
             | hanging your film taste off someone else's opinions. What
             | other great things have people told you to like?
        
         | DrawTR wrote:
         | I liked the film.
        
       | egypturnash wrote:
       | Sometimes I miss working in the animation industry. This was
       | already one of those mornings.
        
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