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	<title>AgX tone mapping - DIGITAL PRODUCTION</title>
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		<title>True Sky 3 brings planet-scale skies to Blender</title>
		<link>https://digitalproduction.com/2026/06/02/true-sky-3-brings-planet-scale-skies-to-blender/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 02 Jun 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[ACES Workflow]]></category>
		<category><![CDATA[AgX tone mapping]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender Cycles]]></category>
		<category><![CDATA[Blender Market]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[True-VFX]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/06/image_processing20251118-2-2zmrkx.jpg?fit=1200%2C600&quality=80&ssl=1" width="1200" height="600" title="" alt="A visually striking courtyard features grand architecture, with elegant arches and detailed stonework. A tall structure rises in the background under a dramatic sky with swirling clouds, while a distant planet hovers ethereally, enhancing the surreal atmosphere of this artistic scene." /></div><div><p>True Sky 3 goes planet-scale in Blender, adds HDRI output and performance presets, and demands Blender 5.1 because Python moved.</p>
<p>The post <a href="https://digitalproduction.com/2026/06/02/true-sky-3-brings-planet-scale-skies-to-blender/">True Sky 3 brings planet-scale skies to Blender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/06/image_processing20251118-2-2zmrkx.jpg?fit=1200%2C600&quality=80&ssl=1" width="1200" height="600" title="" alt="A visually striking courtyard features grand architecture, with elegant arches and detailed stonework. A tall structure rises in the background under a dramatic sky with swirling clouds, while a distant planet hovers ethereally, enhancing the surreal atmosphere of this artistic scene." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://superhivemarket.com/products/true-sky?ref=586">True Sky</a> is a sky, atmosphere, and HDRI tool inside <a href="https://www.blender.org/">Blender</a> for <a href="https://www.blender.org/features/rendering/">Cycles</a> only. It targets lighting and environment lookdev, and it sits alongside tools like <a href="https://superhivemarket.com/products/true-terrain">True Terrain 5</a> for building full outdoor shots.</em></p>
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<h3 id="a-sky-rig-that-insists-on-real-scale" class="wp-block-heading">A sky rig that insists on real scale</h3>



<p class="wp-block-paragraph"><a href="https://superhivemarket.com/products/true-sky?ref=586">True Sky</a> by <a href="https://www.true-vfx.xyz/">True VFX</a> is an Earth atmosphere you can fly through, built around planet-scale scattering so a single scene can move from ground level to lunar orbit. It brings a 1-to-1 Earth radius scale and  a 100 km atmospheric depth (otherwise known as the Karman Line). True Sky 3 exposes <a href="https://en.wikipedia.org/wiki/Rayleigh_scattering">Rayleigh</a>, <a href="https://en.wikipedia.org/wiki/Mie_scattering">Mie</a>, and ozone layers with real-world coefficients. Or at least so it claims. </p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/store/productimage/1125591/image/xlarge-c09fc02bedb886ffdc8123a5ac002a4f.jpg?w=1200&quality=80&ssl=1"  alt="https://assets.superhivemarket.com/store/productimage/1125591/image/xlarge-c09fc02bedb886ffdc8123a5ac002a4f.jpg" ></figure>



<p class="wp-block-paragraph">But there is more:  Celestial objects, including the sun, moon, all nine planets, asteroid belts, and custom emitters with true orbital positions and scalable sizes. It also has aurora and rings support.  If you work in the <a href="https://www.blender.org/">Blender</a> ecosystem, the practical thing is consistency: the same sky rig aims to cover horizon shots, timelapses, and space fly-bys without swapping HDRIs or rebuilding a world shader per shot. Just remember that new tools and innovations should be tested before use in production, especially when volumes sit at the center of your lighting, and te tool is all around your scene. </p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
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</div></figure>



<h3 id="cycles-only-blender-5-1-only-and-here-is-why" class="wp-block-heading">Cycles only, Blender 5.1 only, and here is why</h3>



<p class="wp-block-paragraph">The listing states it is compatible with <a href="https://www.blender.org/features/rendering/">Cycles</a> only and does not support Eevee.  It also has Blender Version 5.1 as the minimums, since Blender 5.1 changed its underlying Python version, which required rebuilding the Python modules the add-on needs and made it not backward compatible. You can access older files that worked in Blender 4.5, but those may miss some optimizations. </p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/store/productimage/1125592/image/xlarge-67e55fe2ef45079b81fa37940727fdd0.jpg?w=1200&quality=80&ssl=1"  alt="https://assets.superhivemarket.com/store/productimage/1125592/image/xlarge-67e55fe2ef45079b81fa37940727fdd0.jpg" ></figure>



<h3 id="exposure-hdris-and-the-classic-pure-white-sky-moment" class="wp-block-heading">Exposure, HDRIs, and the classic pure white sky moment</h3>



<p class="wp-block-paragraph">By the way, a common first-run surprise is a pure white sky. The tool uses real world values, which can overblow images by default, and suggests adjusting exposure. Enable Exposure in the TrueSKY panel path Misc, Effects, Exposure, then lower exposure around minus 4.0 and setting opacity to 1.0. </p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/store/productimage/1125633/image/xlarge-5f881ee5e3dc76cce5b4d6469a741c08.jpg?w=1200&quality=80&ssl=1"  alt="https://assets.superhivemarket.com/store/productimage/1125633/image/xlarge-5f881ee5e3dc76cce5b4d6469a741c08.jpg" ></figure>



<p class="wp-block-paragraph">The same FAQ notes a compositor gotcha: if compositing applies only to camera views, the background can look correct in camera but blow out in the viewport. It recommends switching Compositing Mode from Camera to Always. </p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/product-pages-tvfx.pages.dev/images/Pavillion_BarcelonaOptimised_4k.webp?w=1200&quality=72&ssl=1"  alt="https://product-pages-tvfx.pages.dev/images/Pavillion_BarcelonaOptimised_4k.webp" ></figure>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/product-pages-tvfx.pages.dev/images/Pavillion_Barcelona_DayOptimised_4k.webp?w=1200&quality=72&ssl=1"  alt="https://product-pages-tvfx.pages.dev/images/Pavillion_Barcelona_DayOptimised_4k.webp" ></figure>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/product-pages-tvfx.pages.dev/images/Pavillion_Barcelona_nightOptimised_4k.webp?w=1200&quality=72&ssl=1"  alt="https://product-pages-tvfx.pages.dev/images/Pavillion_Barcelona_nightOptimised_4k.webp" ></figure>
</figure>



<h3 id="performance-controls-that-behave-like-a-shot-budget" class="wp-block-heading">Performance controls that behave like a shot budget</h3>



<p class="wp-block-paragraph"><a href="https://truesky-documentation.pages.dev/">The dedicated docs</a> describe a Performance panel built to balance quality and speed for volumetrics, clouds, and heavy effects. It splits into Presets, Volumes, and Extras. Presets provide a Volume Preset baseline, plus Steps Mode with Fast Steps for lookdev and Accurate Steps for flying through volumes or horizon-heavy shots. It also has a Quality Mode where Fast increases effective step size and Accurate reduces step size, plus a Fast Viewport toggle that doubles viewport step size for quicker previews. The docs suggest a simple strategy: Fast Steps plus Fast Quality for blocking, then switch to Accurate for finals. Not Revolutionary, but appreciated. Why not call it Proxy? </p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div style="width: 640px;" class="wp-video"><video class="wp-video-shortcode" id="video-283193-1" width="640" height="360" preload="metadata" controls="controls"><source type="video/mp4" src="https://product-pages-tvfx.pages.dev/videos/Interface.mp4?_=1" /><a href="https://product-pages-tvfx.pages.dev/videos/Interface.mp4">https://product-pages-tvfx.pages.dev/videos/Interface.mp4</a></video></div>
</div></figure>



<p class="wp-block-paragraph">Volumes exposes per-layer controls, including an Atmosphere Quality slider and per-layer Cloud Quality sliders, plus an Altitude Weighting toggle that lets higher cloud layers use slightly lower quality for speed. The docs recommend raising only the hero cloud layer rather than cranking everything globally. </p>



<p class="wp-block-paragraph">Extras include viewport and render helpers like viewport and camera render regions, pixel size for faster viewport renders on high-resolution screens, and tile size for CPU-friendly final renders.  If you want the shortest possible summary: True-VFX gives you a place to decide what gets quality, what gets speed, and what gets left alone until the director stops moving the camera. And that is almost always the same place you wanted to put it in the first version, but ….</p>



<h3 id="pricing-and-licensing" class="wp-block-heading">Pricing and licensing</h3>



<p class="wp-block-paragraph">True Sky 3 is early access and sets an early access price at 40 USD, 50 USD release price. Also, there is a separate Lifetime Updates option at 250USD.  Licensing is GPL, and the tool can be maintained or customised by the user even after official support ends. Updates are included for the 3.x series, and a planned 15 USD upgrade fee for a future 4.0.  A portion of each product sale is donated to the Blender Foundation (about 5 per cent), and 13,000 USD have already been donated by the community supporting the product line. </p>



<p class="wp-block-paragraph"><br /><a href="https://superhivemarket.com/products/true-sky?ref=586">https://superhivemarket.com/products/true-sky?ref=586</a><br /><a href="https://truesky-documentation.pages.dev/">https://truesky-documentation.pages.dev/</a><br /><a href="https://www.true-vfx.xyz/">https://www.true-vfx.xyz/</a></p><p>The post <a href="https://digitalproduction.com/2026/06/02/true-sky-3-brings-planet-scale-skies-to-blender/">True Sky 3 brings planet-scale skies to Blender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
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		<title>Godot 4.4: The Engine That Could (and Did)</title>
		<link>https://digitalproduction.com/2025/03/06/godot-4-4-the-engine-that-could-and-did/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 06 Mar 2025 06:29:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[AgX tone mapping]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[embedded game window]]></category>
		<category><![CDATA[Godot]]></category>
		<category><![CDATA[interactive in-game editing]]></category>
		<category><![CDATA[Jolt Physics]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Ubershaders]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=160882</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/image.png?fit=888%2C649&quality=72&ssl=1" width="888" height="649" title="" alt="A split image showing two neon logos, one on the left labeled 'ACES' in a purple glow, and the right labeled 'AgX' in a blue glow. Both logos are illuminated against a dimly lit urban backdrop." /></div><div><p>Godot Engine 4.4 introduces Jolt Physics integration, embedded game windows, interactive in-game editing, and more, enhancing usability and performance.</p>
<p>The post <a href="https://digitalproduction.com/2025/03/06/godot-4-4-the-engine-that-could-and-did/">Godot 4.4: The Engine That Could (and Did)</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/image.png?fit=888%2C649&quality=72&ssl=1" width="888" height="649" title="" alt="A split image showing two neon logos, one on the left labeled 'ACES' in a purple glow, and the right labeled 'AgX' in a blue glow. Both logos are illuminated against a dimly lit urban backdrop." /></div><div><p class="wp-block-paragraph">First up, Godot 4.4 integrates the Jolt Physics engine directly into its core. Previously available as an extension, Jolt has been the go-to physics engine for many users since late 2022. While this feature is rigorously tested, it’s currently labeled “experimental.” Developers can enable it in the project settings after consulting the documentation to ensure compatibility with their specific use cases.</p>



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<h4 id="embedded-game-windows" class="wp-block-heading">Embedded Game Windows</h4>



<p class="wp-block-paragraph">Gone are the days of juggling multiple windows like a circus performer. Godot 4.4 introduces embedded game windows, allowing developers to run the game seamlessly within the editor. This feature is currently supported on Linux, Windows, and Android platforms, with macOS support in the pipeline.</p>



<h4 id="interactive-in-game-editing" class="wp-block-heading">Interactive In-Game Editing</h4>



<p class="wp-block-paragraph">Ever wished you could tweak your game on the fly? Now you can. Godot 4.4’s interactive in-game editing lets developers modify game elements in real-time, even while the game is running or paused. This enhancement streamlines the development process, making it more intuitive and efficient.</p>



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<figure class="wp-block-image size-full"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="888"  height="643"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/image-1.png?resize=888%2C643&quality=72&ssl=1"  alt=""  class="wp-image-160888" ></figure>



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<h4 id="ubershaders" class="wp-block-heading">Ubershaders</h4>



<p class="wp-block-paragraph">Shader compilation stutter got you down? Enter Ubershaders. These pre-compiled shaders act as fallbacks, eliminating the need to wait for specialized shader pipelines to compile during gameplay. The result? A smoother gaming experience without those pesky pauses.</p>



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<figure class="wp-block-image size-full"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  width="888"  height="649"  sizes="auto, (max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/image.png?resize=888%2C649&quality=72&ssl=1"  alt=""  class="wp-image-160886" ></figure>



<p class="wp-block-paragraph"></p>



<h4 id="agx-tone-mapping" class="wp-block-heading">AgX Tone Mapping</h4>



<p class="wp-block-paragraph">For those striving for a cinematic look, Godot 4.4 introduces AgX tone mapping. Adapted from Blender’s recent adoption of the AgX algorithm, this implementation provides a more filmic rendering, especially effective in handling bright scenes.</p>



<h4 id="performance-improvements" class="wp-block-heading">Performance Improvements</h4>



<p class="wp-block-paragraph">Under the hood, Godot 4.4 boasts faster load times, reduced stuttering, and streamlined processes. These quality-of-life improvements enhance the overall development experience, making the engine more responsive and efficient.  </p>



<p class="wp-block-paragraph">Before migrating existing projects to Godot 4.4, developers are advised to consult the migration guide to understand any breaking changes.</p><p>The post <a href="https://digitalproduction.com/2025/03/06/godot-4-4-the-engine-that-could-and-did/">Godot 4.4: The Engine That Could (and Did)</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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