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		<title>If you yearn for the pines, go Blender</title>
		<link>https://digitalproduction.com/2026/05/22/if-you-yearn-for-the-pines-go-blender/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 22 May 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender Market]]></category>
		<category><![CDATA[Eevee optimization]]></category>
		<category><![CDATA[geometry nodes]]></category>
		<category><![CDATA[procedural effects]]></category>
		<category><![CDATA[Rei]]></category>
		<category><![CDATA[stylized shading]]></category>
		<category><![CDATA[texture baking]]></category>
		<category><![CDATA[UV layout]]></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/2026/05/assetsv3_169.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A diverse collection of stylized trees in vibrant colors, showcasing various leaf shapes and textures. Some trees have a bushy appearance, while others are tall and slender, creating a colorful forest scene against a neutral gray background." /></div><div><p>Stylized Tree update 2.0 adds pine trees, optimizes nodes, and bundles wind plus scatter tools, with pricing tiers from $12.50.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/22/if-you-yearn-for-the-pines-go-blender/">If you yearn for the pines, go 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/2026/05/assetsv3_169.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A diverse collection of stylized trees in vibrant colors, showcasing various leaf shapes and textures. Some trees have a bushy appearance, while others are tall and slender, creating a colorful forest scene against a neutral gray background." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://superhivemarket.com/products/stylized-tree-generator?utm_source=chatgpt.com">Stylized Tree Asset Generator</a> is a <a href="https://www.blender.org/">Blender</a> Geometry Nodes based tree builder for stylized environments, with Eevee focused shading and toolsets that also run in Cycles.</em></p>
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<h3 id="pines-at-last-for-people-who-hate-needles" class="wp-block-heading">Pines, at last, for people who hate needles</h3>



<p class="wp-block-paragraph"><a href="https://superhivemarket.com/products/stylized-tree-generator" title="">Stylized Tree Asset Generator</a> now includes a dedicated Stylized Pine Tree Asset Generator as part of its 2.0 update. The new pine toolset comes with new assets, textures, shaders, and materials, and keeps the same general workflow as the original tree generator to stay consistent.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/cache/6411c979ed85a80dcf3246ac9ab7ea2f.gif?w=1200&ssl=1"  alt="" ></figure>



<p class="wp-block-paragraph">The update also targets speed and housekeeping. Version 2.0 replaces deprecated nodes from Blender 4.2, optimizes UV storage, and cleans up and optimizes the Geometry Nodes setup. It also adds directional control to the wind feature and ships an updated user guide.</p>



<p class="wp-block-paragraph">If you were already using the original generator for quick background dressing, the pine addition is welcome because it expands the library beyond broadleaf shapes and lets you cover the classic stylized use case: conifers in midground forests, mountain ranges, and gamey dioramas without modeling individual branches by hand.</p>



<figure class="wp-block-embed alignright is-type-wp-embed is-provider-digital-production wp-block-embed-digital-production"><div class="wp-block-embed__wrapper">
<span class="bZ7xKOogJjY38IN6W2dmTlGpkD5UcSFzQMhLueqsXrnyEBtwV"><blockquote class="wp-embedded-content" data-secret="1nIKQ9l6gW"><a href="https://digitalproduction.com/2025/12/16/painterly-trees-for-blender-shapescape-studio-blooms/">Painterly Trees for Blender: ShapeScape Studio Blooms</a></blockquote><iframe class="wp-embedded-content" sandbox="allow-scripts" security="restricted"  title="“Painterly Trees for Blender: ShapeScape Studio Blooms” — DIGITAL PRODUCTION" src="https://digitalproduction.com/2025/12/16/painterly-trees-for-blender-shapescape-studio-blooms/embed/#?secret=hIkxs0JrC8#?secret=1nIKQ9l6gW" data-secret="1nIKQ9l6gW" width="600" height="338" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe></span>
</div></figure>



<h3 id="what-it-actually-builds-and-how-far-you-can-push-it" class="wp-block-heading">What it actually builds and how far you can push it</h3>



<p class="wp-block-paragraph">The core promise is a Geometry Nodes setup that lets you shape trees quickly, then dial resolution up or down depending on what you need. You can go from low poly silhouettes to more detailed results by adjusting resolution and density inputs, keeping a tighter leash on polygon count.</p>



<p class="wp-block-paragraph">The tool generates automatic UVs so you can bake textures. That makes it easier to take a procedural look, commit it, and move on, whether you need a static asset for a library or a one-off hero tree that still has to survive export.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/cache/fdb5f7e00639d88e59370b5e634e1ad4.gif?w=1200&ssl=1"  alt="" ></figure>



<p class="wp-block-paragraph">It also supports using your own mesh to shape the leaves. That is the escape hatch for people who like procedural trunks but want art-directed foliage shapes, or who already have leaf cards and want the generator to place them. There is also a Random Generator input intended to produce infinite variations with similar characteristics. In practice, that is the difference between a forest and a cloning accident, especially when you need dozens of trees that read as a family but do not look copied.</p>



<p class="wp-block-paragraph">Some of the shading work targets <a href="https://docs.blender.org/manual/en/latest/render/eevee/index.html">Eevee</a>. The product notes say the shading was designed in Eevee and may not work as intended in <a href="https://docs.blender.org/manual/en/latest/render/cycles/index.html">Cycles</a> by default, while the rest of the tools work in both render engines. So if your pipeline leans on Cycles, expect to tweak materials rather than treating the lookdev as drop-in.</p>



<figure class="wp-block-embed is-type-wp-embed is-provider-digital-production wp-block-embed-digital-production"><div class="wp-block-embed__wrapper">
<span class="VY38EEmFQP40ra0rpG9ZN9eN75ABvwqfDslUv7CymJuOkh6nGYc8dPtyKKeHbcIMoF1TwJpDq21HWgfRRSA3UthLnljiXkzXOiCu"><blockquote class="wp-embedded-content" data-secret="lvFzNKyqM3"><a href="https://digitalproduction.com/2025/10/21/painterly-garden-200-ghibli-style-foliage-assets-for-blender/">Painterly Garden: 200+ Ghibli-Style Foliage Assets for Blender</a></blockquote><iframe class="wp-embedded-content" sandbox="allow-scripts" security="restricted"  title="“Painterly Garden: 200+ Ghibli-Style Foliage Assets for Blender” — DIGITAL PRODUCTION" src="https://digitalproduction.com/2025/10/21/painterly-garden-200-ghibli-style-foliage-assets-for-blender/embed/#?secret=Iebr2gCdDA#?secret=lvFzNKyqM3" data-secret="lvFzNKyqM3" width="600" height="338" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe></span>
</div></figure>



<h3 id="presets-shaders-normals-and-the-parts-you-will-actually-notice" class="wp-block-heading">Presets, shaders, normals, and the parts you will actually notice</h3>



<p class="wp-block-paragraph">Stylized Tree Asset Generator includes preset textures and materials aimed at getting you to a usable look quickly. It lists 10 leaf texture presets, 16 trunk presets, and 12 hand-painted procedural leaf textures. Those sit alongside procedural textures that remain adjustable, so you can keep the preset as a starting point rather than a locked style.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/cache/397bd9a515790cc4c8b0d0975093a40d.png?w=1200&quality=72&ssl=1"  alt="" ></figure>



<p class="wp-block-paragraph">For shading, it includes a custom toon shader for the trunk and two shading groups for leaves, one designed for simpler use and one offering deeper controls. It also includes four sets of custom normals meant to help you land the shading style you want and to keep shading stable when you animate wind and use the scatter tool.</p>



<p class="wp-block-paragraph">The update also keeps the wind feature in the toolbox, and adds direction control. That matters because wind without direction tends to look like your trees are trying to shake off a bad rig. Directional control lets you line up motion with camera moves or scene beats, instead of getting random flapping.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/cache/a2729357a04471a15fb6ba75b5cab5c2.png?w=1200&quality=72&ssl=1"  alt="" ></figure>



<p class="wp-block-paragraph">This is also where teh usual production advice applies: test it in a real shot, with your real render settings, before you roll it into a template file and wonder why the farm hates you.</p>



<h3 id="compatibility-and-versions" class="wp-block-heading">Compatibility and versions</h3>



<p class="wp-block-paragraph">The newest versions of the tool are made for Blender 4.2 and newer, while still including older versions of the tools as far back as Blender 3.3. If your studio sits on a locked version for a show, that matters, because it suggests you can still run a supported variant without forcing an upgrade mid-production. The 2.0 update specifically calls out node maintenance aligned with Blender 4.2, including replacing deprecated nodes and cleaning up the node graphs. That kind of update tends to be invisible until it is missing, at which point your node tree becomes an archeological dig.</p>



<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<span class="74seNwg"><div class="embed-twitter"><blockquote class="twitter-tweet" data-width="550" data-dnt="true"><p lang="en" dir="ltr"><img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f332.png" alt="🌲" class="wp-smiley" style="height: 1em; max-height: 1em;" /> V2.0 Update <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f332.png" alt="🌲" class="wp-smiley" style="height: 1em; max-height: 1em;" /><br>Huge update of my Stylized Tree Asset Generator, you can now make Stylized Pine Trees! <br>And it&#39;s 25% off right now on <a href="https://twitter.com/superhivemarket?ref_src=twsrc%5Etfw">@superhivemarket</a> <a href="https://t.co/noDDhYwniC">https://t.co/noDDhYwniC</a> <a href="https://t.co/AlV1OYbOUM">https://t.co/AlV1OYbOUM</a> <a href="https://t.co/tWZSN5v4fK">pic.twitter.com/tWZSN5v4fK</a></p>— Rei (@Reipart_) <a href="https://twitter.com/Reipart_/status/2052032851936424127?ref_src=twsrc%5Etfw">May 6, 2026</a></blockquote><script type="wphb-delay-type" async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></div></span>
</div></figure>



<h3 id="pricing-and-the-temporary-deal-situation" class="wp-block-heading">Pricing and the temporary deal situation</h3>



<p class="wp-block-paragraph">Pricing is tiered on Superhive Market. A Standard License is listed at $12.50 and includes textures, shading nodes, geometry nodes, and tools. An Asset Pack Standard License is listed at $16.50 and adds the full asset pack. A Commercial Use option is listed at $42 and includes the asset pack while allowing commercial use.</p>



<p class="wp-block-paragraph">If you are evaluating it for production, the practical move is to grab it, build a handful of trees that match your show style, bake what you need, and push them through your actual export and render path. Then decide whether it becomes a staple, a one-off, or a neat toy that lives in a personal toolkit.</p>



<p class="wp-block-paragraph"><br /><a href="https://superhivemarket.com/products/stylized-tree-generator?utm_source=chatgpt.com">https://superhivemarket.com/products/stylized-tree-generator</a></p><p>The post <a href="https://digitalproduction.com/2026/05/22/if-you-yearn-for-the-pines-go-blender/">If you yearn for the pines, go 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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A diverse collection of stylized trees in vibrant colors, showcasing various leaf shapes and textures. Some trees have a bushy appearance, while others are tall and slender, creating a colorful forest scene against a neutral gray background.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">278261</post-id>	</item>
		<item>
		<title>PFTrack gets Hero Cloud</title>
		<link>https://digitalproduction.com/2026/05/21/pftrack-gets-hero-cloud/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 21 May 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Gaussian Splatting]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[lidar scanning]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[PFClean]]></category>
		<category><![CDATA[PFTrack]]></category>
		<category><![CDATA[Unreal]]></category>
		<category><![CDATA[USD]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=279772</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/herocloudui.jpg?fit=1200%2C688&quality=80&ssl=1" width="1200" height="688" title="" alt="An urban scene displayed on a computer screen, featuring a narrow, dimly lit alley lined with old, weathered buildings. The walls are painted in muted colors, with one side showcasing a turquoise door. A graph and data visualization appear below, indicating analysis of the image." /></div><div><p>PFTrack 26.05.19 adds Hero Cloud for single shot point clouds, plus COLMAP export to Postshot and better USD point cloud export. Try it, then trust it.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/21/pftrack-gets-hero-cloud/">PFTrack gets Hero Cloud</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/2026/05/herocloudui.jpg?fit=1200%2C688&quality=80&ssl=1" width="1200" height="688" title="" alt="An urban scene displayed on a computer screen, featuring a narrow, dimly lit alley lined with old, weathered buildings. The walls are painted in muted colors, with one side showcasing a turquoise door. A graph and data visualization appear below, indicating analysis of the image." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://www.thepixelfarm.co.uk/?utm_source=chatgpt.com">The Pixel Farm</a> makes <a href="https://www.pftrack.com/?utm_source=chatgpt.com">PFTrack</a>, a node based matchmove and reconstruction tool that exports to DCCs like <a href="https://www.autodesk.com/?utm_source=chatgpt.com">Autodesk Maya</a>, <a href="https://www.foundry.com/">Foundry Nuke</a>, <a href="https://www.sidefx.com/">SideFX Houdini</a>, <a href="https://www.blender.org/">Blender</a> and <a href="https://www.unrealengine.com/">Unreal Engine</a>, with improved dense point clouds via <a href="https://openusd.org/?utm_source=chatgpt.com">OpenUSD</a>.</em></p>
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<h3 id="hero-cloud-is-a-new-reconstruction-node" class="wp-block-heading">Hero Cloud is a new reconstruction node</h3>



<p class="wp-block-paragraph">PFTrack <a href="https://www.pftrack.com/post/hero-cloud-now-shipping" title="">Build 26.05.19</a> adds Hero Cloud, a node that generates a measured dense 3D point cloud from a single tracked plate. It sits in the Geometry category and runs downstream of a solved camera, turning an ordinary camera solve into spatial data you can actually measure against. Hero Cloud claims to be through-the-lens reconstruction, meaning it extracts depth from the camera movement in the shot rather than relying on a separate photogrammetry set or a LiDAR scan.</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-279772-1" width="640" height="360" preload="metadata" controls="controls"><source type="video/mp4" src="https://video.wixstatic.com/video/3ca58d_99e88cd1d28a4593baeb8926bb15efc5/1080p/mp4/file.mp4?_=1" /><a href="https://video.wixstatic.com/video/3ca58d_99e88cd1d28a4593baeb8926bb15efc5/1080p/mp4/file.mp4">https://video.wixstatic.com/video/3ca58d_99e88cd1d28a4593baeb8926bb15efc5/1080p/mp4/file.mp4</a></video></div>
</div></figure>



<p class="wp-block-paragraph">The node targets a familiar production reality: you get a brief that needs measured 3D, but the the on-set… people…. said “Fix it in Post, heheeheeh” and did not capture the extra data for cases like set extension, CG integration, lighting reference, forensic analysis, architectural measurement, and archival footage where you cannot go back and reshoot reference. If the plate is all you have, Hero Cloud aims to make that plate pull double duty.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1110"  height="624"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/3ca58d_f232c08748b64807b38a818507fe7b49mv2.jpg?resize=1110%2C624&quality=80&ssl=1"  alt="https://static.wixstatic.com/media/3ca58d_f232c08748b64807b38a818507fe7b49~mv2.jpg/v1/fill/w_1110,h_624,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/3ca58d_f232c08748b64807b38a818507fe7b49~mv2.jpg"  class="wp-image-279778" ></figure>



<p class="wp-block-paragraph">Hero Cloud works on plates PFTrack can track and solve, and works footage sources that include cinema cameras, drones, body cams, dash cams, action cameras, mirrorless and DSLR cameras, CCTV, and archival film. Basically, every type of video. Camera metadata can help but it is not required, and the Camera Sensor Database can cover common cameras automatically, with the Camera Solver able to estimate parameters when metadata is missing.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1110"  height="624"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/3ca58d_0481b66f9551474fb19d828eab98b275mv2.jpg?resize=1110%2C624&quality=80&ssl=1"  alt="https://static.wixstatic.com/media/3ca58d_0481b66f9551474fb19d828eab98b275~mv2.jpg/v1/fill/w_1110,h_624,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/3ca58d_0481b66f9551474fb19d828eab98b275~mv2.jpg"  class="wp-image-279779" ></figure>



<p class="wp-block-paragraph">There is a catch, and it is the same catch as every method that tries to infer depth from motion: the shot needs parallax. Locked off shots or shots with very little movement can produce sparse or unreliable results. Most production footage, including handheld stationary shots, can still have enough movement to produce usable reconstruction, while deliberate camera motion tends to produce richer results.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1110"  height="624"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/3ca58d_d00a4881aad04ca6b9f7aaed39e4fde1mv2.jpg?resize=1110%2C624&quality=80&ssl=1"  alt="https://static.wixstatic.com/media/3ca58d_d00a4881aad04ca6b9f7aaed39e4fde1~mv2.jpg/v1/fill/w_1110,h_624,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/3ca58d_d00a4881aad04ca6b9f7aaed39e4fde1~mv2.jpg"  class="wp-image-279780" ></figure>



<h3 id="a-cleaner-route-into-splat-training" class="wp-block-heading">A cleaner route into splat training</h3>



<p class="wp-block-paragraph">PFTrack 26.05.19 adds a <a href="https://digitalproduction.com/tag/gaussian/" title="Gaussian">Postshot </a>export option that writes Hero Cloud point clouds and associated tracked cameras in COLMAP format. In other words, matchmove and reconstruction can stay in the same app up to the point where you hand off to splat training.</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-279772-2" width="640" height="360" preload="metadata" controls="controls"><source type="video/mp4" src="https://video.wixstatic.com/video/3ca58d_fe573624d1da43f5835529e7cc839a07/1080p/mp4/file.mp4?_=2" /><a href="https://video.wixstatic.com/video/3ca58d_fe573624d1da43f5835529e7cc839a07/1080p/mp4/file.mp4">https://video.wixstatic.com/video/3ca58d_fe573624d1da43f5835529e7cc839a07/1080p/mp4/file.mp4</a></video></div>
</div></figure>



<p class="wp-block-paragraph">If you already live in the Gaussian Splatting world, COLMAP is a common interchange format and <a href="https://github.com/colmap/colmap" title="">COLMAP</a> itself has both GUI and command line workflows. The practical value here is that you do not have to glue together separate tracking, reconstruction, and export steps before you ever open <a href="https://www.jawset.com/?utm_source=chatgpt.com">Jawset</a> Postshot. You track the plate, generate the cloud, export in COLMAP format, then train the splat.</p>



<p class="wp-block-paragraph">This is an artist friendly route into a workflow that has historically leaned on command line tooling. That is a reasonable and recommendable goal, but it still deserves the usual pipeline skepticism: try it on a real shot and verify your coordinate frames, scaling, and camera consistency before you let it anywhere near a deliverable.</p>



<h3 id="usd-point-clouds-now-carry-more-than-positions" class="wp-block-heading">USD point clouds now carry more than positions</h3>



<p class="wp-block-paragraph">The same build extends USD export to support dense point clouds with per point normal and colour data, because a point cloud that only carries XYZ positions often becomes a dumb scaffold the moment it leaves its origin app. Normals and colour help downstream tools treat the cloud as more than a vague spatial fog, and can make it easier to use for measurement, placement, modelling reference, and lookdev decisions.</p>



<p class="wp-block-paragraph">Improved integration with USD aware tools including <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal Engine</a>, <a href="https://digitalproduction.com/tag/maya/" title="Maya">Maya</a>, and <a href="https://digitalproduction.com/tag/houdini/" title="Houdini">Houdini</a>. It also claims (!) improved FBX export reliability for very large dense point clouds, aimed at users who previously hit issues exporting big clouds via FBX.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/pftrack.thepixelfarm.co.uk/documentation/assets/node_reference/heroFixedPlanes.jpg?w=1200&quality=80&ssl=1"  alt="https://pftrack.thepixelfarm.co.uk/documentation/assets/node_reference/heroFixedPlanes.jpg" ></figure>



<p class="wp-block-paragraph">If your pipeline already standardises on USD, this is the kind of unglamorous export detail that can decide whether a new feature becomes a daily tool or a demo-only party trick. Still, test it on your actual asset scale and on your actual DCC import settings. Export support is never a substitute for shot-based validation, and you only find the sharp edges when production hits them, much like furniture at night can only be found with toes and shins. </p>



<h3 id="photo-mesh-gets-a-single-shot-input-path" class="wp-block-heading">Photo Mesh gets a single shot input path</h3>



<p class="wp-block-paragraph">Studio and Enterprise editions receive an update to Photo Mesh that enables it to consume Hero Cloud point clouds as input. That creates an internal single-shot path from tracked plate to dense cloud to surfaced textured mesh, without leaving PFTrack. The Pixel Farm describes Photo Mesh as the highest fidelity route when you have a planned photo set, while Hero Cloud covers the case where you only have the hero plate.</p>



<p class="wp-block-paragraph">In practical terms, this puts a reconstruction option closer to matchmove, and it reduces the number of handoffs in the middle of a cmaera tracking job. Whether it replaces any external reconstruction tooling depends on what you already trust for meshing, texturing, and scale fidelity, but the internal integration is at least a coherent story: generate the cloud, feed it into Photo Mesh, then export into the rest of your pipeline.</p>



<h3 id="the-viewport-tweak-you-will-actually-use" class="wp-block-heading">The viewport tweak you will actually use</h3>



<p class="wp-block-paragraph">26.05.19 also adds an Active Camera viewport option in viewer windows, with a snap to active clip toggle. It sounds minor, and it is, which is why it will get used: quick visual verification against the source plate tends to catch mistakes faster than hunting through node outputs. The release notes pitch it as useful for checking Hero Cloud reconstruction, but the feature applies anywhere you want a fast way to see what the tracked camera saw.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/pftrack.thepixelfarm.co.uk/documentation/assets/node_reference/heroPointCleanup.jpg?w=1200&quality=80&ssl=1"  alt="https://pftrack.thepixelfarm.co.uk/documentation/assets/node_reference/heroPointCleanup.jpg" ></figure>



<h3 id="trial-and-licensing-notes" class="wp-block-heading">Trial and licensing notes</h3>



<p class="wp-block-paragraph">Solo trial mode now enables full export functionality for seven days. The <a href="https://www.pftrack.com/post/pftrack-build-26-05-19-is-now-live">release notes </a>describe this as enough time to take a plate from track through Hero Cloud and out to Postshot or USD, rather than being limited to evaluating the toolset without export.</p>



<p class="wp-block-paragraph">For Studio, the release notes state it is available on rent to buy for 5 or 30 days, or as a perpetual purchase. The PFTrack Creator Program page states PFTrack Solo licenses sell for £699. Treat that as a price reference for Solo licensing, not a promise of regional pricing or bundles.</p>



<h3 id="what-this-changes-in-real-work" class="wp-block-heading">What this changes in real work</h3>



<p class="wp-block-paragraph">Hero Cloud aims to shift PFTrack from a pure matchmove and survey friendly reconstruction hub toward a single shot scene reconstruction step that can be used even when the onset data plan fell apart. The strongest parts of the release are not flashy, they are connective tissue: COLMAP export for Postshot, denser USD point cloud payloads, and a meshing path that stays inside the same graph.</p>



<p class="wp-block-paragraph">It is also a reminder that the industry has started to treat point clouds as a first class asset, not only a temporary byproduct. When point clouds export with colour and normals and survive the trip into USD aware DCCs, they become reusable poitn based reference that can support layout, set extension decisions, and reconstruction driven previs.</p>



<p class="wp-block-paragraph"><br /><a href="https://www.pftrack.com/post/pftrack-build-26-05-19-is-now-live?utm_source=chatgpt.com">https://www.pftrack.com/post/pftrack-build-26-05-19-is-now-live</a><br /><br /><a href="https://www.pftrack.com/post/hero-cloud-tutorial?utm_source=chatgpt.com">https://www.pftrack.com/post/hero-cloud-tutorial</a></p><p>The post <a href="https://digitalproduction.com/2026/05/21/pftrack-gets-hero-cloud/">PFTrack gets Hero Cloud</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>DroneSiteBuilder adds Google 3D Tiles option</title>
		<link>https://digitalproduction.com/2026/05/21/dronesitebuilder-adds-google-3d-tiles-option/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 21 May 2026 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[3ds Max plugin]]></category>
		<category><![CDATA[Arnold]]></category>
		<category><![CDATA[Blender]]></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/2026/05/vjjvaevhwqi-00-02-36-7-dronesitebuilder-enterprise-v11--one-click-drone-photo-to-3d-site-assembly-for-3ds-max-cc.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A computer screen displaying 3D modeling software, showcasing a top-down view of an intricate landscape. The interface includes gridlines, a perspective view with a water body, and detailed settings on the side panel, illustrating a digital design workflow." /></div><div><p>DroneSiteBuilder Enterprise v1.2 turns original drone DNG or JPEG folders into a 3ds Max site plus matched cameras, in one run.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/21/dronesitebuilder-adds-google-3d-tiles-option/">DroneSiteBuilder adds Google 3D Tiles option</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/2026/05/vjjvaevhwqi-00-02-36-7-dronesitebuilder-enterprise-v11--one-click-drone-photo-to-3d-site-assembly-for-3ds-max-cc.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A computer screen displaying 3D modeling software, showcasing a top-down view of an intricate landscape. The interface includes gridlines, a perspective view with a water body, and detailed settings on the side panel, illustrating a digital design workflow." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://jamiecardoso.gumroad.com/">DroneSiteBuilder</a> is a script for <a href="https://www.autodesk.com/products/3ds-max/overview">Autodesk 3ds Max</a> that reads drone photo metadata to assemble terrain, map context, and matched cameras, bundling <a href="https://jamiecardoso.gumroad.com/">GeoBuild</a> and <a href="https://jamiecardoso.gumroad.com/">CameraMatch</a> and supporting handoff to <a href="https://www.blender.org/">Blender</a>, <a href="https://www.sketchup.com/">SketchUp</a>, and <a href="https://www.autodesk.com/products/maya/overview">Autodesk Maya</a>.</em></p>
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<h3 id="what-dronesitebuilder-is-trying-to-fix" class="wp-block-heading">What DroneSiteBuilder is trying to fix</h3>



<p class="wp-block-paragraph"><a href="https://www.linkedin.com/posts/jamie-cardoso-6b27ab15_cameramatch-dronesitebuilder-3dsmax-ugcPost-7462053667555196928-bDRA/">DroneSiteBuilder Enterprise</a> turns a folder of drone photos into a full site context scene inside the <a href="https://digitalproduction.com/tag/3ds-max/" title="">3ds Max</a> ecosystem: terrain, aerial drape, buildings, roads, land cover features, points of interest, and one matched camera per photo.</p>



<p class="wp-block-paragraph">The pipeline reads XMP metadata per image and uses it to place helpers at ground level and flight altitude, then creates a renderer-aware camera per photo and refines orientation using vanishing point detection. The tool targets 3ds Max 2020 or newer on Windows and uses Python 3.9 through 3.12 with NumPy and OpenCV, plus optional modules for the Google path.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vjjvaevhwqi-00-03-01-10-dronesitebuilder-enterprise-v11--one-click-drone-photo-to-3d-site-assembly-for-3ds-max-cc.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vjjvaevhwqi-00-03-01-10-dronesitebuilder-enterprise-v11--one-click-drone-photo-to-3d-site-assembly-for-3ds-max-cc.png?resize=1200%2C675&quality=72&ssl=1"  alt="A software interface showing the GeoBuild tool, featuring fields for location input with address and provider options. The background displays a 3D landscape with a water body surrounded by green areas and a road, with grid lines overlaying the design. The colors are predominantly green and blue."  class="wp-image-280113" ></a></figure>



<h3 id="first-use-abbreviated" class="wp-block-heading">First use, abbreviated</h3>



<p class="wp-block-paragraph">Install a standalone Python build and make sure Add Python to PATH is enabled during install, because the tool does not rely on the 3ds Max built-in Python. Place DroneSiteBuilder_Enterprise.ms and vp_detector.py in the same folder and do not install under Program Files, since Windows blocks writes there.</p>



<p class="wp-block-paragraph">Launch 3ds Max and load the script via drag-and-drop into a viewport or via Scripting > Run Script. Paste your licence key into the activation dialogue and activate, with support for an Enterprise key format and existing CameraMatch Studio keys. After activation the key caches locally for thirty days and the rollout opens.</p>



<p class="wp-block-paragraph">For the first build, keep original DNG or JPEG drone files in a single folder, keep filenames ending in digits, and keep an internet connection available for the auto fetch steps. Pick a terrain DEM source, keep NOAA GEOID18 enabled for continental US sites and disabled outside the US, then run Process Folder of Drone Photos and accept the summary dialogue. Inspect the result by comparing a matched camera view against the source photo.</p>



<h3 id="the-new-checkbox-google-photorealistic-3d-tiles" class="wp-block-heading">The new checkbox: Google Photorealistic 3D Tiles</h3>



<p class="wp-block-paragraph">Enterprise v1.2 adds an opt in mode that fetches <a href="https://developers.google.com/maps/documentation/tile/3d-tiles" title="">Google Photorealistic 3D Tiles</a> and imports them into 3ds Max as a single merged glb, covering the photo bounding box. The intention is simple: pull a photogrammetric backdrop mesh with terrain, textures, and buildings baked into one continuous model, using the same dataset shown in <a href="https://www.google.com/earth/">Google Earth</a>.</p>


<div class="wp-block-image">
<figure class="alignleft size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/image-26.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="400"  height="199"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/image-26.png?resize=400%2C199&quality=72&ssl=1"  alt="A computer interface displaying settings for Google Photorealistic 3D Tiles. The window includes options for using Google 3D Tiles, a field for entering a Google Maps Tile API key, buttons for saving or clearing the key, and a slider labeled &#039;Detail&#039; to adjust visual sharpness."  class="wp-image-280104" ></a></figure>
</div>

<div class="wp-block-image">
<figure class="alignleft"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2ebQlJCfWGjU4dyvAUwVaPj6w0FBA-QA_y9GcJyxDmIgt4bfsXnCGkm-2lR28aBWd9ij8_ff-kLTH1MfVpxoKFGZ9ZMBhfQWmvEFZvvHvmAW8-YYv4fBt3IjMSezI8cvfNm6GhAD_ps3dNe2b95JxyAdOpFQL_oDCbVClErsHAhdrfNEujNWFsAZ4iUbS/w400-h266/DJI_0757.jpg?w=1200&quality=80&ssl=1"  alt="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2ebQlJCfWGjU4dyvAUwVaPj6w0FBA-QA_y9GcJyxDmIgt4bfsXnCGkm-2lR28aBWd9ij8_ff-kLTH1MfVpxoKFGZ9ZMBhfQWmvEFZvvHvmAW8-YYv4fBt3IjMSezI8cvfNm6GhAD_ps3dNe2b95JxyAdOpFQL_oDCbVClErsHAhdrfNEujNWFsAZ4iUbS/w400-h266/DJI_0757.jpg" ></figure>
</div>

<div class="wp-block-image">
<figure class="alignleft"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipl8UgQL8bhB43GNONAeQkDk9ZGeVCKLwB4cxtD9cm4oYWBWSpBGU0orbip4nWZDXmset3vR5_654d3bdTApye5h30mw_Gar7JzVnuiqLW1JCe3vFkr4uu51nH_uItAFNRQfWSjBcUfk-GFPe19iRB1rONxhaqbiNCHC32WvKET4_0uU7Gfh1qHgkBN_tL/w400-h261/DroneSiteBuilder_camera%20matched.png?w=1200&quality=72&ssl=1"  alt="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipl8UgQL8bhB43GNONAeQkDk9ZGeVCKLwB4cxtD9cm4oYWBWSpBGU0orbip4nWZDXmset3vR5_654d3bdTApye5h30mw_Gar7JzVnuiqLW1JCe3vFkr4uu51nH_uItAFNRQfWSjBcUfk-GFPe19iRB1rONxhaqbiNCHC32WvKET4_0uU7Gfh1qHgkBN_tL/w400-h261/DroneSiteBuilder_camera%20matched.png" ></figure>
</div>

<div class="wp-block-image">
<figure class="alignleft"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjq3KdAYBuOYMHXgBTC5egByWggmoBlMeJKkvmBXxrLBDkBjmOxxuNVA0P7HFA9fFMXxENRRyFkxuLfgYk2U5v-iJ3qzfv19DEA7pVqtYahi70EvBa28b7GFcX_fLhoAHUSeRT-ZUf5QkPG9ivLRMs6fVBqX6qud_KMkgnFq0UAXOyMwycl8vsRS7A28c6x/w400-h263/DroneSiteBuilder_camera%20matched%20top%20viewpor.png?w=1200&quality=72&ssl=1"  alt="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjq3KdAYBuOYMHXgBTC5egByWggmoBlMeJKkvmBXxrLBDkBjmOxxuNVA0P7HFA9fFMXxENRRyFkxuLfgYk2U5v-iJ3qzfv19DEA7pVqtYahi70EvBa28b7GFcX_fLhoAHUSeRT-ZUf5QkPG9ivLRMs6fVBqX6qud_KMkgnFq0UAXOyMwycl8vsRS7A28c6x/w400-h263/DroneSiteBuilder_camera%20matched%20top%20viewpor.png" ></figure>
</div>


<p class="wp-block-paragraph">The Google path requires a Google Maps Platform project with billing enabled and the Map Tiles API enabled, plus a saved API key in the rollout. The manual describes 1,000 root tileset requests per month free and a per 1,000 price after that, with one DroneSiteBuilder run treated as one root tileset request. If the fetch fails, the tool reports common causes like missing API enablement, low coverage, EEA billed accounts being blocked for this endpoint, missing Python modules, and older 3ds Max builds needing a glTF importer.</p>



<p class="wp-block-paragraph">This is also where the gaudrrails get real: the Google import produces mesh only content with baked textures, so you do not get separate terrain, buildings, roads, and features objects to isolate, re material, or hide by category.</p>



<h3 id="the-standard-path-is-still-the-controllable-one" class="wp-block-heading">The standard path is still the controllable one</h3>



<p class="wp-block-paragraph">If you leave the Google option off, the pipeline builds a layered context using public services. Terrain comes from USGS 3DEP in the US or OpenTopography worldwide, aerial imagery comes from Esri World Imagery as a single bounding box JPEG, and vector context comes from <a>OpenStreetMap</a> via Overpass.</p>



<p class="wp-block-paragraph">The scene builds under a single root helper so you can move, rotate, or scale the entire site as one unit, while cameras intentionally sit outside that parent chain to support camera transplant between scenes. If buildings and roads fail to appear on a run, the manual provides a manual Overpass refetch button that rebuilds buildings, roads, and land features without disturbing terrain, drape, helpers, or cameras.</p>



<p class="wp-block-paragraph">OpenStreetMap accuracy varies by location and that the resulting geometry accuracy for this context layer sits in the one to six meter range. It contrasts that with paid city model providers such as <a href="https://accucities.com/">AccuCities</a> when millimeter level detail matters.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vjjvaevhwqi-00-03-54-10-dronesitebuilder-enterprise-v11--one-click-drone-photo-to-3d-site-assembly-for-3ds-max-cc.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vjjvaevhwqi-00-03-54-10-dronesitebuilder-enterprise-v11--one-click-drone-photo-to-3d-site-assembly-for-3ds-max-cc.png?resize=1200%2C675&quality=72&ssl=1"  alt="A computer screen displaying a software interface with a map from OpenStreetMap. The map features green areas representing trees and parks, with various roads and pathways outlined in red, grey, and white. The left side shows export options and coordinates for map data."  class="wp-image-280107" ></a></figure>



<h3 id="export-and-handoff-from-3ds-max" class="wp-block-heading">Export and handoff from 3ds Max</h3>



<p class="wp-block-paragraph">DroneSiteBuilder does not change how 3ds Max exports, but it does influence what you export. The standard path creates distinct terrain, buildings, roads, and feature objects you can selectively include in deliverables, while the Google path imports a tile based mesh group that is already baked.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vjjvaevhwqi-00-04-47-10-dronesitebuilder-enterprise-v11--one-click-drone-photo-to-3d-site-assembly-for-3ds-max-cc1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vjjvaevhwqi-00-04-47-10-dronesitebuilder-enterprise-v11--one-click-drone-photo-to-3d-site-assembly-for-3ds-max-cc1.png?resize=1200%2C675&quality=72&ssl=1"  alt="Screenshot of 3ds Max UI showing a 3D landscape scene with a coastal horizon, water, and a road in the foreground."  class="wp-image-280110" ></a></figure>



<p class="wp-block-paragraph">For broad DCC and engine handoffs, <a href="https://digitalproduction.com/tag/3ds-max/" title="3ds Max">3ds Max</a> includes a built in exporter for <a href="https://www.khronos.org/gltf/">glTF</a> and supports export workflows for USD, with export options available through File export and USD and USDZ format selection when the USD tooling is installed. For USD pipelines, the official OpenUSD plugin for 3ds Max is published on <a href="https://github.com/Autodesk/3dsmax-usd?utm_source=chatgpt.com">GitHub</a>, and Autodesk documentation describes supported USD content types including meshes and cameras.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vjjvaevhwqi-00-04-55-10-dronesitebuilder-enterprise-v11--one-click-drone-photo-to-3d-site-assembly-for-3ds-max-cc.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vjjvaevhwqi-00-04-55-10-dronesitebuilder-enterprise-v11--one-click-drone-photo-to-3d-site-assembly-for-3ds-max-cc.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital rendering showcasing a vast landscape under a golden sunset. The scene features a detailed environment with outlined water bodies and varying terrain. UI elements in the foreground display design tools and settings, highlighting a 3D modeling software interface."  class="wp-image-280111" ></a></figure>



<p class="wp-block-paragraph">If your downstream is realtime, glTF targets web and interactive use cases, and you can also push common interchange paths like FBX into engines such as <a href="https://unity.com/">Unity</a> and <a href="https://www.unrealengine.com/">Epic Unreal Engine</a>, depending on your studio conventions. For camera and layout continuity between scenes, the bundle includes a camera transplant workflow that exports camera data to JSON and recreates it with full precision in another scene.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vjjvaevhwqi-00-05-53-10-dronesitebuilder-enterprise-v11--one-click-drone-photo-to-3d-site-assembly-for-3ds-max-cc.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vjjvaevhwqi-00-05-53-10-dronesitebuilder-enterprise-v11--one-click-drone-photo-to-3d-site-assembly-for-3ds-max-cc.png?resize=1200%2C675&quality=72&ssl=1"  alt="Aerial view of a suburban area with houses, water, and curved white flight paths overlaid on the landscape."  class="wp-image-280112" ></a></figure>



<h3 id="practical-reality-check" class="wp-block-heading">Practical reality check</h3>



<p class="wp-block-paragraph">This toolkit aims to comperss a traditional drone to 3D context workflow into a short unattended run. The promise stands or falls on your input photos keeping XMP metadata intact, on your site area having decent public map coverage, and on you verifying the result against the plate before trusting it.</p>



<p class="wp-block-paragraph">We don’t know the price yet, but if you already own the camera match tool in the Studio version, you get it for free, apparently. Quoting: <strong>Existing CameraMatch Studio licence keys activate the full DroneSiteBuilder bundle. Studio holders do not pay twice. </strong></p>



<p class="wp-block-paragraph">Try both context modes on a test job: the standard layered build when you need controllable components and re-lighting freedom, the Google mesh mode when you need a fast photogrammetry backdrop and can live with mesh-only content and licensing constraints.</p>



<p class="wp-block-paragraph"><br /><a href="https://jamiecardoso-mentalray.blogspot.com/2026/03/dronesitebuilder-enterprise-v12-one.html?utm_source=chatgpt.com">https://jamiecardoso-mentalray.blogspot.com/2026/03/dronesitebuilder-enterprise-v12-one.html</a><br /></p>



<p class="wp-block-paragraph"><a href="https://jamiecardoso.gumroad.com/?utm_source=chatgpt.com">https://jamiecardoso.gumroad.com/</a><br /></p>



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



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



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/05/21/dronesitebuilder-adds-google-3d-tiles-option/">DroneSiteBuilder adds Google 3D Tiles option</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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<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/vjjvaevhwqi-00-02-36-7-dronesitebuilder-enterprise-v11--one-click-drone-photo-to-3d-site-assembly-for-3ds-max-cc.png?fit=1200%2C675&#038;quality=72&#038;ssl=1" width="1200" height="675" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A computer screen displaying 3D modeling software, showcasing a top-down view of an intricate landscape. The interface includes gridlines, a perspective view with a water body, and detailed settings on the side panel, illustrating a digital design workflow.]]></media:description>
</media:content>
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<post-id xmlns="com-wordpress:feed-additions:1">279942</post-id>	</item>
		<item>
		<title>MoonRay Renderer joins ASWF as hosted project</title>
		<link>https://digitalproduction.com/2026/05/20/moonray-renderer-joins-aswf-as-hosted-project/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 20 May 2026 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Academy Software Foundation]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Epic Unreal Engine]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[OpenColorIO]]></category>
		<category><![CDATA[OpenUSD]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[USD]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=279330</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/the-bad-guys-2.jpeg?fit=1200%2C510&quality=80&ssl=1" width="1200" height="510" title="" alt="A sleek black muscle car speeds through a vibrant city street, kicking up dust and smoke. The golden sunlight casts a warm glow over the scene, illuminating the buildings and palm trees. An exhilarating sense of motion is captured, showing the car's power and agility." /></div><div><p>MoonRay lands at ASWF as a hosted project, keeps DreamWorks engineering support, and gets a July Open Source Days keynote slot in Los Angeles.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/20/moonray-renderer-joins-aswf-as-hosted-project/">MoonRay Renderer joins ASWF as hosted project</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/2026/05/the-bad-guys-2.jpeg?fit=1200%2C510&quality=80&ssl=1" width="1200" height="510" title="" alt="A sleek black muscle car speeds through a vibrant city street, kicking up dust and smoke. The golden sunlight casts a warm glow over the scene, illuminating the buildings and palm trees. An exhilarating sense of motion is captured, showing the car's power and agility." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://openmoonray.org/?utm_source=chatgpt.com">MoonRay</a> is a production path tracer with a USD Hydra render delegate for tools using <a href="https://openusd.org/">OpenUSD</a>, positioned in rendering and lookdev next to ASWF staples like <a href="https://opencolorio.org/">OpenColorIO</a>.</em></p>
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<p class="wp-block-paragraph">The <a href="https://www.aswf.io/" title="">Academy Software Foundation</a> has added <a href="https://openmoonray.org/" title="">MoonRay</a> as a hosted project, keeping the renderer under foundation governance while opening contributions to a broader community. <a href="https://www.dreamworks.com/">DreamWorks Animation</a> developed MoonRay as an open source production path tracing renderer and has used it on every one of its feature films since 2019, including The Wild Robot and The Bad Guys 2. The project uses the Apache 2.0 license and is developed in C++.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/the-wild-robot-2.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/the-wild-robot-2.png?resize=1200%2C675&quality=72&ssl=1"  alt="A serene forest scene bathed in dappled sunlight filtering through tall trees. Lush greenery and vibrant wildflowers bloom on the forest floor, while soft shadows play among the large, smooth stones. The atmosphere is tranquil, inviting quiet reflection."  class="wp-image-279334" ></a></figure>



<p class="wp-block-paragraph">MoonRay includes support for distributed rendering and a pixel matching XPU mode that processes bundles of rays on the GPU as well as the CPU. It also includes bundled path tracing and a <a href="https://digitalproduction.com/tag/usd/" title="USD">USD </a>Hydra render delegate for integration into content creation tools that support the <a href="https://openusd.org/">OpenUSD</a> standard, which should make interactive preview workflows less of a custom science project in teh average pipeline.</p>



<h3 id="the-aswf-angle" class="wp-block-heading">The ASWF angle</h3>



<p class="wp-block-paragraph">MoonRay now sits alongside other hosted efforts in the ASWF roster, including <a href="https://openexr.com/">OpenEXR</a>, <a href="https://www.openvdb.org/">OpenVDB</a>, <a href="https://opentimeline.io/">OpenTimelineIO</a>, and <a href="https://github.com/AcademySoftwareFoundation/OpenShadingLanguage">Open Shading Language</a>. If your facility already treats <a href="https://opencolorio.org/">OpenColorIO</a> as plumbing, this is the same neighborhood.</p>



<p class="wp-block-paragraph">For contributors, the project points developers to openmoonray.org and to the ASWF Slack workspace for a MoonRay channel at slack.aswf.io. Documentation is published at <a href="http://docs.openmoonray.org" title="">docs.openmoonray.org</a>, and the source repository lives under the OpenMoonRay organization on GitHub.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/the-wild-robot-1.jpeg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="510"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/the-wild-robot-1.jpeg?resize=1200%2C510&quality=80&ssl=1"  alt="A large, friendly-looking robot with a round head and expressive blue eyes gently cradles a small blue crab in its outstretched hand. The background features moody gray clouds, enhancing the whimsical yet futuristic atmosphere."  class="wp-image-279335" ></a></figure>



<h3 id="keynote-season-meets-siggraph-season" class="wp-block-heading">Keynote season meets SIGGRAPH season</h3>



<p class="wp-block-paragraph">ASWF Open Source Days runs in Los Angeles on July 19 to 20, 2026, and the schedule aligns with SIGGRAPH 2026 timing. The keynote comes from DreamWorks Animation CTO Bill Ballew, with a talk titled How to Train Your Renderer: MoonRay’s Journey from DreamWorks’ Dragons to the ASWF.</p>



<p class="wp-block-paragraph">The event listing describes July 19 as the main program day in Los Angeles, followed by July 20 as a full day of open source Birds of a Feather sessions within SIGGRAPH. The Call for Proposals remains open through May 24, 2026, via the Open Source Days event site.</p>



<p class="wp-block-paragraph">As always, test new tools and new governance setups before you bet a production schedule on them, even when the feautres list looks exactly like what your render wranglers asked for.</p>



<p class="wp-block-paragraph"><br /><a href="https://openmoonray.org/?utm_source=chatgpt.com">https://openmoonray.org/</a><br /><br /><a href="https://www.aswf.io/?utm_source=chatgpt.com">https://www.aswf.io/</a><br /><br /></p><p>The post <a href="https://digitalproduction.com/2026/05/20/moonray-renderer-joins-aswf-as-hosted-project/">MoonRay Renderer joins ASWF as hosted project</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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A sleek black muscle car speeds through a vibrant city street, kicking up dust and smoke. The golden sunlight casts a warm glow over the scene, illuminating the buildings and palm trees. An exhilarating sense of motion is captured, showing the car's power and agility.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">279330</post-id>	</item>
		<item>
		<title>Scene Auditor Pro targets Blender bloat</title>
		<link>https://digitalproduction.com/2026/05/19/scene-auditor-pro-targets-blender-bloat/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 19 May 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Epic Unreal Engine]]></category>
		<category><![CDATA[Gumroad free assets]]></category>
		<category><![CDATA[pipeline automation]]></category>
		<category><![CDATA[Unity Studio]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[VFX pipelines]]></category>
		<category><![CDATA[VFX tools]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=278787</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/generated-image-may-15-2026-11_34pm.webp?fit=1200%2C670&quality=72&ssl=1" width="1200" height="670" title="" alt="Promotional banner showing Blender Scene Auditor Pro with red and teal UI panels and a glowing central analysis display" /></div><div><p>Scene Auditor Pro maps Blender datablock dependencies, flags orphans and duplicates, and pushes a safer cleanup workflow for big scenes.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/19/scene-auditor-pro-targets-blender-bloat/">Scene Auditor Pro targets Blender bloat</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/2026/05/generated-image-may-15-2026-11_34pm.webp?fit=1200%2C670&quality=72&ssl=1" width="1200" height="670" title="" alt="Promotional banner showing Blender Scene Auditor Pro with red and teal UI panels and a glowing central analysis display" /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://tarulahsanbd.gumroad.com/l/SceneAuditorPro?a=784689267" title="">Scene Auditor Pro</a> is an add-on for <a href="https://www.blender.org">Blender</a> scenes that inspects datablocks and dependencies, then supports cleanup before export to <a href="https://www.unrealengine.com">Unreal Engine</a> or <a href="https://unity.com">Unity</a>.</em></p>
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<h3 id="the-outliner-is-fine-until-it-is-not" class="wp-block-heading">The Outliner is fine until it is not</h3>



<p class="wp-block-paragraph">Big productions rarely die from a single catastrophic mistake. They usually drown in tiny leftovers. Unused meshes that never got purged. Materials duplicated by imports. Textures that ballooned from sensible to cinematic for no reason. A scene that used to open instantly now takes a long sip of coffee before it even shows you a viewport.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/www.blendernation.com/wp-content/uploads/2026/05/1.webp?w=1200&quality=72&ssl=1"  alt="https://www.blendernation.com/wp-content/uploads/2026/05/1.webp" ></figure>



<p class="wp-block-paragraph">Scene Auditor Pro positions itself as a response to that slow creep. The add-on builds a logical dependency graph from scratch rather than relying solely on the Outliner. It aims to show how objects, meshes, materials, textures, collections, and datablocks connect, so cleanup stops being a guessing game and becomes a decision.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://public-files.gumroad.com/iba49ye09s1p8lx807l7ujtglgds"  alt="https://public-files.gumroad.com/iba49ye09s1p8lx807l7ujtglgds" ></figure>



<h3 id="a-dependency-graph-that-treats-everything-as-suspicious" class="wp-block-heading">A dependency graph that treats everything as suspicious</h3>



<p class="wp-block-paragraph"><a href="https://tarulahsanbd.gumroad.com/l/SceneAuditorPro?a=784689267" title="">Scene Auditor Pro</a> puts dependency visualization at the center: The add-on visualizes relationships across core Blender elements and linked datablocks. The point is not another pretty node view. The point is to make it obvious what is actually connected to what, and what sits alone, because orphaned and semi-orphaned data rarely announces itself. It hides in files as technical debt, and then turns up later as longer load times, higher memory use, and render slowdowns that feel impossible to diagnose. </p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-9-16 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<span class="LIYfR3HEJkA6dIGoeT4MqcwFaGLxOez7oV5gQZsnyuP9UEUHVXamKCNlpktFBrD3029qcjmCQD"><iframe title="Blender Auto Scene Asset Optimization with Scene Auditor Pro" width="563" height="1000" src="https://www.youtube.com/embed/E2gWFh0LqGQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></span>
</div></figure>



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



<h3 id="orphans-duplicates-and-the-usual-suspects" class="wp-block-heading">Orphans, duplicates, and the usual suspects</h3>



<p class="wp-block-paragraph">The add-on includes orphan datablock detection. It calls out hidden unused meshes, materials, textures, actions, node groups, and datablocks as targets for discovery before they inflate file size and memory usage. That matters, because Blender files often accumulate leftovers in those categories during iteration.</p>



<p class="wp-block-paragraph">Scene Auditor Pro also includes duplicate material and texture detection. The feature is a way to detect repeated assets across large scenes and identify opportunities to reduce unnecessary duplication. This targets common scenarios like kitbash heavy scenes, imported ArchViz content, and large environment work where the same texture set can show up under slightly different names and quietly waste memory.</p>



<p class="wp-block-paragraph">The tool also looks for oversized texture maps and texture heavy materials as slowdowns – to surface the heavy hitters fast, including visibility into the largest assets and memory heavy elements. One of the claims is that it helps identify the real reasons scenes become slow or bloated, which stays in the realm of a marketing claim until you validate it on your own scenes.</p>



<p class="wp-block-paragraph">Some parts read like a checklist of production annoyances, including unknown dependencies that make cleanup risky and heavy scenes with unclear bottlenecks. That is a pretty accurate description of Tuesday in many studios.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-9-16 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<span class="FtPI6BfyTA4JezN7E83GkHKiw9sRnq0DhlQYOCdWLU"><iframe title="Blender: Check Every Hidden Dependency of Your Scene - Scene Auditor Pro" width="563" height="1000" src="https://www.youtube.com/embed/VqZRD9BZBN8?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></span>
</div></figure>



<h3 id="export-prep-for-engine-pipelines" class="wp-block-heading">Export prep for engine pipelines</h3>



<p class="wp-block-paragraph">Scene Auditor Pro is part of pipeline and export validation duties, for <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal Engine </a>pipelines and <a href="https://digitalproduction.com/tag/unity/" title="Unity">Unity </a>exports, plus ArchViz workflows, production cleanup, and scene handoff preparation. The theme here is less about pure <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender </a>housekeeping and more about making sure scene data stays sane when it leaves Blender.</p>



<p class="wp-block-paragraph">It also looks for missing UV maps or oversized textures as issues that can break game pipelines.  If you do a lot of handoffs, the idea of seeing dependencies and unused datablocks before export can save time, or at least give you a clearer explanation for why a scene behaves badly.</p>



<h3 id="auto-optimization-with-a-lot-of-caution-tape" class="wp-block-heading">Auto optimization, with a lot of caution tape</h3>



<p class="wp-block-paragraph">The add-on offers a step by step auto optimization approach with backup, emphasizing asset safety. It advises running auto optimization multiple times for best results. It also says that the tool will not touch data without explicit user action, and it describes multiple safety nets, transparency about what will happen, and reversibility through undo methods.</p>



<p class="wp-block-paragraph">Those safety statements set expectations properly. Cleanup tools can be the fastest route to a broken scene if they run without restraint (Almost as bad as letting an AI agent loose). Here, the add-on leans into a safety first posture as a design goal, even if you will still want to test it thoroughly on duplicates of real production files.</p>



<h3 id="availability-and-pricing" class="wp-block-heading">Availability and pricing</h3>



<p class="wp-block-paragraph">Scene Auditor Pro is offered via Gumroad for 15 USD.</p>



<p class="wp-block-paragraph"><br /><a href="https://tarulahsanbd.gumroad.com/l/SceneAuditorPro" title="">https://tarulahsanbd.gumroad.com/l/SceneAuditorPro</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/05/19/scene-auditor-pro-targets-blender-bloat/">Scene Auditor Pro targets Blender bloat</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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[An engaging visual showcasing two software interfaces against a dark background. The left features a scene with warning symbols and structures from a 3D environment, while the right displays a data flow analysis with nodes and connections, emphasizing error detection in scene optimization.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">278787</post-id>	</item>
		<item>
		<title>Blender Singularity lands in 4K HDR</title>
		<link>https://digitalproduction.com/2026/05/15/blender-singularity-lands-in-4k-hdr/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 15 May 2026 10:00:00 +0000</pubDate>
				<category><![CDATA[Fun and Functional]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[4k-hdr-display]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender Studio]]></category>
		<category><![CDATA[blender-studio]]></category>
		<category><![CDATA[geometry nodes]]></category>
		<category><![CDATA[hdr-video]]></category>
		<category><![CDATA[open-source]]></category>
		<category><![CDATA[VFX]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=277748</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/singularity-misc-square_simple_notext5655a52f34ff-scaled.webp?fit=1080%2C1080&quality=72&ssl=1" width="1080" height="1080" title="" alt="A striking black diamond shape at the center is surrounded by a vivid explosion of light and color. Ethereal blue, purple, and hints of white burst outward, creating a cosmic effect, set against a deep, star-filled background that enhances the sense of depth." /></div><div><p>Singularity drops as a 4K HDR short, with free downloads of assets and encodes. Also: painterly brushstrokes meet procedural crowds.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/15/blender-singularity-lands-in-4k-hdr/">Blender Singularity lands in 4K HDR</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/2026/05/singularity-misc-square_simple_notext5655a52f34ff-scaled.webp?fit=1080%2C1080&quality=72&ssl=1" width="1080" height="1080" title="" alt="A striking black diamond shape at the center is surrounded by a vivid explosion of light and color. Ethereal blue, purple, and hints of white burst outward, creating a cosmic effect, set against a deep, star-filled background that enhances the sense of depth." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the Project: <a href="https://studio.blender.org?utm_source=chatgpt.com">Blender Studio</a> ships open movie assets, training, and production tooling built around the <a href="https://www.blender.org">Blender</a> DCC, including add-ons and pipeline workflows for animation and rendering, as well as battletesting the whole Blender Pipeline.</em></p>
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<h3 id="the-film-release-minus-the-fluff" class="wp-block-heading">The film release, minus the fluff</h3>



<p class="wp-block-paragraph">Singularity is out as a short film in 4K HDR, framed as a painterly space adventure directed by Andy Goralczyk. It follows a small creature whose home gets destroyed by an ominous black hole, pushing it toward a group of luminous creatures and a mysterious celestial being.</p>



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</div></figure>



<p class="wp-block-paragraph">The <a href="https://studio.blender.org/projects/singularity/production-logs/">release </a>matters less for the plot and more for what it packages with the movie. The singularity includes downloads of ALL production assets, frames, and high quality encodes under a <a href="https://creativecommons.org/licenses/by/4.0/deed.en?utm_source=chatgpt.com">Creative Commons Attribution license</a>. That makes it usable as real-world test data for storage, conform, and review, not just a nice watch on a big screen.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/image-22.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="744"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/image-22.png?resize=1200%2C744&quality=72&ssl=1"  alt="A whimsical collection of colorful, cartoonish space critters against a black starry background. Each critter is uniquely designed with vibrant hues and cute, exaggerated features, including big eyes and playful shapes. The central text reads ‘Space Critters Exploration’."  class="wp-image-277751" ></a></figure>



<h3 id="painterly-look-procedural-muscle" class="wp-block-heading">Painterly look, procedural muscle</h3>



<p class="wp-block-paragraph">The production leans into a watercolor inspired style led by art director Vivien Lulkowski, mixing hand-crafted textures and brush strokes with generative effects. That combination aims for an organic look in the creatures while keeping the black hole graphic and geometric.</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-277748-3" width="640" height="360" preload="metadata" controls="controls"><source type="video/webm" src="https://studio.blender.org/static/common/videos/project-detail/singularity/singularity-animation-020_ice-passes.a161d05bbc1c.webm?_=3" /><a href="https://studio.blender.org/static/common/videos/project-detail/singularity/singularity-animation-020_ice-passes.a161d05bbc1c.webm">https://studio.blender.org/static/common/videos/project-detail/singularity/singularity-animation-020_ice-passes.a161d05bbc1c.webm</a></video></div>
</div></figure>



<p class="wp-block-paragraph">On the tool side, the film was created with the most recent in-development version of the DCC, and the team expanded the <a href="https://extensions.blender.org/add-ons/brushstroke-tools/?utm_source=chatgpt.com">Brushstroke Tools</a> library with new painterly assets. They also used <a href="https://docs.blender.org/manual/en/latest/modeling/geometry_nodes/index.html?utm_source=chatgpt.com">Geometry Nodes</a> to develop procedural “crowd animation” systems (<em>The quotation marks are about the Crowds, not the system</em>), which makes the project a handy reference if you want to compare node-based instancing logic against your own setups or caching strategy. </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-277748-4" width="640" height="360" preload="metadata" controls="controls"><source type="video/webm" src="https://studio.blender.org/static/common/videos/project-detail/singularity/singularity-made-with-blender-creature_on_curves.5021320b202a.webm?_=4" /><a href="https://studio.blender.org/static/common/videos/project-detail/singularity/singularity-made-with-blender-creature_on_curves.5021320b202a.webm">https://studio.blender.org/static/common/videos/project-detail/singularity/singularity-made-with-blender-creature_on_curves.5021320b202a.webm</a></video></div>
</div></figure>



<p class="wp-block-paragraph">If you want a fast internal taxonomy for the kind of work this project touches, it sits squarely in <a href="https://digitalproduction.com/tag/animation/?utm_source=chatgpt.com">animation</a> and practical stylization, with enough proceduralism to interest anyone who keeps one eye on <a href="https://digitalproduction.com/tag/geometry-nodes/?utm_source=chatgpt.com">Geometry Nodes</a> changes.</p>



<p class="wp-block-paragraph"></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">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/T6rIuMKYxww?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="story-development-and-what-you-can-actually-access" class="wp-block-heading">Story development, and what you can actually access</h3>



<p class="wp-block-paragraph">A dedicated story development “article “log” exists by director Andy Goralczyk, but the page requires a login to read the full content – you can support Blender Studio with a subscription for access to training.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/image-23.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="844"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/image-23.png?resize=1200%2C844&quality=72&ssl=1"  alt="An interface displaying a subscription option for Blender Studio, featuring the price of €11.50/month highlighted. On the left, it lists benefits like access to production assets and trainings. The right column showcases training highlights with images and titles like &#039;Advanced Facial Rigging&#039; and &#039;Blender Fundamentals 4.5 LTS&#039;, offering an engaging learning experience."  class="wp-image-277753" ></a></figure>



<h3 id="hdr-is-the-real-production-test-here" class="wp-block-heading">HDR is the real production test here</h3>



<p class="wp-block-paragraph">The 4K HDR part is not a sticker, it is a workflow commitment. HDR delivery usually forces decisions about monitoring, transforms, and what you consider the master, especially when you also need an SDR version that holds up. The projectfocuses on watching it on a large screen, but for post teams the more interesting angle is that it gives you real files to validate ingest, grading, and export choices with.</p>



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



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/studio.blender.org/static/common/images/project-detail/singularity/singularity-made-with-blender-100_grading_overview.2c066cff8dbd.webp?w=1200&quality=72&ssl=1"  alt="https://studio.blender.org/static/common/images/project-detail/singularity/singularity-made-with-blender-100_grading_overview.2c066cff8dbd.webp" ></figure>



<p class="wp-block-paragraph">If you are sanity-checking what HDR usually means in standards terms, <a href="https://www.itu.int/rec/r-rec-bt.2100?utm_source=chatgpt.com">ITU-R BT.2100</a> defines image parameter values for HDR television used in production and programme exchange. That is the kind of reference point that helps when your pipeline debates drift into vibes.</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-277748-5" width="640" height="360" preload="metadata" controls="controls"><source type="video/webm" src="https://studio.blender.org/static/common/videos/project-detail/singularity/singularity-made-with-blender-sun_slurp.008f04d60e3f.webm?_=5" /><a href="https://studio.blender.org/static/common/videos/project-detail/singularity/singularity-made-with-blender-sun_slurp.008f04d60e3f.webm">https://studio.blender.org/static/common/videos/project-detail/singularity/singularity-made-with-blender-sun_slurp.008f04d60e3f.webm</a></video></div>
</div></figure>



<h3 id="practical-take-for-production-people" class="wp-block-heading">Practical take for production people</h3>



<p class="wp-block-paragraph">Treat the release like a compact pipeline exam. Download the encodes and frames, throw them at your review stack, test your HDR monitoring chain, and see what breaks first. If you plan to reuse any assets, read the license terms carefully, because attribution requirements can collide with real-world deliverable constraints.</p>



<p class="wp-block-paragraph"><a href="https://studio.blender.org/projects/singularity/">https://studio.blender.org/projects/singularity/</a></p>



<p class="wp-block-paragraph"><br /></p><p>The post <a href="https://digitalproduction.com/2026/05/15/blender-singularity-lands-in-4k-hdr/">Blender Singularity lands in 4K HDR</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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<post-id xmlns="com-wordpress:feed-additions:1">277748</post-id>	</item>
		<item>
		<title>Blender 5.2 LTS targets texture-heavy renders</title>
		<link>https://digitalproduction.com/2026/05/12/blender-5-2-lts-targets-texture-heavy-renders/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 12 May 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3d-texture]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender Cycles]]></category>
		<category><![CDATA[blender-cycles]]></category>
		<category><![CDATA[blender-workflow]]></category>
		<category><![CDATA[cloud-rendering]]></category>
		<category><![CDATA[render-manager]]></category>
		<category><![CDATA[texture-painting]]></category>
		<category><![CDATA[vfx-pipelines]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=276327</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/mip_level_visualization-1536x864-1.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A surreal urban scene bursting with vibrant colors, featuring bright green and blue checkered buildings. A whimsical store with a red striped awning stands on a checkered street, alongside a bright red scooter. The kaleidoscopic environment creates a dreamlike effect." /></div><div><p>Blender 5.2 LTS adds a Cycles texture cache that builds .tx tiles and loads only what the render needs. Less VRAM waste, more scene headroom.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/12/blender-5-2-lts-targets-texture-heavy-renders/">Blender 5.2 LTS targets texture-heavy renders</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/2026/05/mip_level_visualization-1536x864-1.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A surreal urban scene bursting with vibrant colors, featuring bright green and blue checkered buildings. A whimsical store with a red striped awning stands on a checkered street, alongside a bright red scooter. The kaleidoscopic environment creates a dreamlike effect." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the topic: <a href="https://www.blender.org">Blender</a> is a DCC with the <a href="https://www.blender.org/features/rendering/">Cycles</a> renderer. The new texture cache sits in Cycles rendering performance, alongside existing memory and render speed controls.</em></p>
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18:11:06&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-24 18:11:06&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13640,&quot;href&quot;:&quot;https:\/\/www.blender.org\/features\/rendering&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;https:\/\/www.blender.org\/features\/rendering\/&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14360,&quot;href&quot;:&quot;https:\/\/code.blender.org\/2026\/05\/cycles-texture-cache&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;https:\/\/code.blender.org\/2026\/05\/cycles-texture-cache\/&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14361,&quot;href&quot;:&quot;https:\/\/developer.blender.org\/docs\/release_notes\/5.2\/?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]"></span>


<h3 id="the-problem-it-aims-to-fix" class="wp-block-heading">The problem it aims to fix</h3>


<div class="wp-block-image">
<figure class="alignleft is-resized"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/code.blender.org/wp-content/uploads/2026/04/image.png?w=1200&quality=72&ssl=1"  alt="https://code.blender.org/wp-content/uploads/2026/04/image.png"  style="width:281px;height:auto" ></figure>
</div>


<p class="wp-block-paragraph">Texture-heavy scenes can burn memory fast, even before you hit your sample count. The new texture cache in <a href="https://digitalproduction.com/tag/cycles/" title="Cycles">Cycles </a>targets that pressure by changing what gets loaded at render time, and how. The core idea: instead of pulling full image textures into memory, the system loads only the tiles and resolutions actually needed for the render. That means the renderer can avoid carrying the entire source image when the shot only uses a fraction of it, or when the texture resolves to a smaller mip level in-frame.</p>



<p class="wp-block-paragraph">This is a straight-up memory efficiency play for scenes that rely on lots of image textures. Claims about the size of the improvement exist, but specific benchmark numbers and test conditions are very difficult, because it wholly depends on your scene – so test before using it in production! </p>



<figure class="wp-block-image"><img data-recalc-dims="1" height="766" width="1200"  decoding="async"  src="https://i0.wp.com/code.blender.org/wp-content/uploads/2026/04/cycles_texture_cache_graph-1536x981.png?resize=1200%2C766&quality=72&ssl=1"  alt="https://code.blender.org/wp-content/uploads/2026/04/cycles_texture_cache_graph-1536x981.png" ></figure>



<h3 id="tx-files-generated-next-to-your-textures" class="wp-block-heading">.tx files, generated next to your textures</h3>



<p class="wp-block-paragraph">Cycles Texture Cache generates a matching .tx file for each image texture and places it in a blender_tx folder next to the source image. The .tx file stores the texture in a form optimized for tiled access and multi-resolution loading, so the renderer can pull only the tiles and mip levels it needs.</p>


<div class="wp-block-code">
	<div class="cm-editor">
		<div class="cm-scroller">
			
<pre>
<code><div class="cm-line"># Generate tx files for all images in a blend file.</div><div class="cm-line">blender scene.blend --command maketx</div><div class="cm-line"></div><div class="cm-line"># Generate tx file for a specific image file.</div><div class="cm-line">blender --command maketx image.png --colorspace sRGB</div></code></pre>
		</div>
	</div>
</div>


<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/code.blender.org/wp-content/uploads/2026/05/image.png?w=1200&quality=72&ssl=1"  alt="https://code.blender.org/wp-content/uploads/2026/05/image.png" ></figure>



<p class="wp-block-paragraph">The workflow aims to stay mostly invisible. The .tx files regenerate automatically when the source image changes. Cycles also infers settings such as color space and filtering based on how the image gets used in shader nodes, rather than forcing artists to maintain a parallel set of cache settings by hand. That last part matters for production sanity: texutre caching that requires constant babysitting tends to get switched off right before deadline.</p>



<h3 id="cpu-gpu-and-the-day-to-day-reality-check" class="wp-block-heading">CPU, GPU, and the day-to-day reality check</h3>


<div class="wp-block-image">
<figure class="alignleft is-resized"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/code.blender.org/wp-content/uploads/2026/05/image-1.png?w=1200&quality=72&ssl=1"  alt="https://code.blender.org/wp-content/uploads/2026/05/image-1.png"  style="width:393px;height:auto" ></figure>
</div>


<p class="wp-block-paragraph">The feature is working across CPU rendering and all GPU backends. It is also already available in daily builds, with additional improvements planned for render farms and production pipeline use. </p>



<p class="wp-block-paragraph">If you manage shared storage, you will care about where those .tx files live, who writes them, and when. The currently accessible details do not fully spell out a studio-grade policy story for cache location, locking, or multi-user coordination. Still, the direction is clear: get memory use under control without turning texture management into another job title.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/image-10.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1177"  height="445"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/image-10.png?resize=1177%2C445&quality=72&ssl=1"  alt="Four application icons for the Liquid Glass app on macOS, showcasing different styles: Default with a vibrant gradient background of pink and orange, Dark with a deep background, and two monochrome variants in gray tones, each featuring a distinctive logo design."  class="wp-image-277322" ></a></figure>



<h3 id="schedule-availability-and-pricing" class="wp-block-heading">Schedule, availability, and pricing</h3>



<p class="wp-block-paragraph">Blender 5.2 LTS is in alpha, with a full release expected in July. Pricing is the same as always for Blender – free and Open Source. Before you roll this into a show, test it on your own shots, your own storage, and your own farm tooling, because new caching systems love to surface edge cases at the worst possible time.<br /><br /><a href="https://code.blender.org/2026/05/cycles-texture-cache/" title="">https://code.blender.org/2026/05/cycles-texture-cache/</a></p>



<p class="wp-block-paragraph"><a href="https://developer.blender.org/docs/release_notes/5.2/?utm_source=chatgpt.com">https://developer.blender.org/docs/release_notes/5.2/</a></p><p>The post <a href="https://digitalproduction.com/2026/05/12/blender-5-2-lts-targets-texture-heavy-renders/">Blender 5.2 LTS targets texture-heavy renders</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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<post-id xmlns="com-wordpress:feed-additions:1">276327</post-id>	</item>
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		<title>Poly Hammer brings MetaHumans to Blender Rigify</title>
		<link>https://digitalproduction.com/2026/05/12/poly-hammer-brings-metahumans-to-blender-rigify/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 12 May 2026 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender workflow]]></category>
		<category><![CDATA[Epic Unreal Engine]]></category>
		<category><![CDATA[MetaHuman Creator]]></category>
		<category><![CDATA[Poly Hammer]]></category>
		<category><![CDATA[Rigify]]></category>
		<category><![CDATA[RigLogic]]></category>
		<category><![CDATA[Unreal]]></category>
		<category><![CDATA[Unreal Engine 5.7]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=276325</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/character-control-rig-light.webp?fit=500%2C500&quality=72&ssl=1" width="500" height="500" title="" alt="A striking golden humanoid figure with a smooth, bald head and a serene expression appears against a backdrop of intricate circuit patterns on a white hexagonal panel. One hand is raised, showcasing delicate metallic fingers, while a thin ring encircles the neck, suggesting a futuristic, cybernetic theme." /></div><div><p>Character Control Rig targets MetaHuman animation in Blender with Rigify controls, UE roundtrips, and multi character handling. Test it first.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/12/poly-hammer-brings-metahumans-to-blender-rigify/">Poly Hammer brings MetaHumans to Blender Rigify</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/2026/05/character-control-rig-light.webp?fit=500%2C500&quality=72&ssl=1" width="500" height="500" title="" alt="A striking golden humanoid figure with a smooth, bald head and a serene expression appears against a backdrop of intricate circuit patterns on a white hexagonal panel. One hand is raised, showcasing delicate metallic fingers, while a thin ring encircles the neck, suggesting a futuristic, cybernetic theme." /></div><div><p class="wp-block-paragraph"><a href="https://www.polyhammer.com/character-control-rig-addon" title="">Character Control Rig </a>targets a very specific pain point: imported MetaHuman bodies inside <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender </a>look like a rig, feel like a rig, and still do not behave like an animator-friendly rig. The add-on generates a Rigify control rig for an existing <a href="https://digitalproduction.com/tag/metahuman/" title="MetaHuman">MetaHuman </a>skeleton in Blender. The workflow starts with a generated metarig that snaps to the source skeleton using an automatic matching process, then moves to a one-click control rig generation step that binds the controls to the original skeleton and hooks into the existing MetaHuman evaluation stack. In other words, it tries to turn a MetaHuman import into something you can actually pose without getting another carpal tunnel. </p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:14358,&quot;href&quot;:&quot;https:\/\/www.polyhammer.com\/character-control-rig-addon&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13903,&quot;href&quot;:&quot;https:\/\/www.polyhammer.com\/character-dna-addon&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260331085052\/https:\/\/www.polyhammer.com\/character-dna-addon&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-04-02 06:01:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-06 13:08:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-09 16:06:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-12 18:17:56&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-18 12:25:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-23 03:09:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-26 18:51:42&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-01 05:38:42&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-04 09:37:15&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-08 08:50:45&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-12 03:02:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-15 15:55:21&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-18 21:38:34&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-22 04:15:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-25 07:01:43&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-25 07:01:43&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14359,&quot;href&quot;:&quot;https:\/\/www.polyhammer.com\/character-control-rig-addon?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260512050524\/https:\/\/www.polyhammer.com\/character-control-rig-addon?utm_source=chatgpt.com&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-05-12 05:59:24&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-15 08:38:46&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-21 12:24:47&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-21 12:24:47&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span>


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<h3 id="requirements" class="wp-block-heading">Requirements</h3>



<p class="wp-block-paragraph">There are three requirements: Blender 4.5.0 or later (tested through 5.1), the Character DNA add on installed and enabled, and Rigify enabled in Blender preferences. If your studio-standard build is earlier than Blender 4.5, that becomes the first pipeline discussion. If Rigify stays disabled in your templates, the add on does not magically enable it for you.</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-276325-6" width="640" height="360" preload="metadata" controls="controls"><source type="video/webm" src="https://www.polyhammer.com/videos/webm/character-control-rig-addon/multi-character.webm?_=6" /><a href="https://www.polyhammer.com/videos/webm/character-control-rig-addon/multi-character.webm">https://www.polyhammer.com/videos/webm/character-control-rig-addon/multi-character.webm</a></video></div>
</div></figure>



<h3 id="the-ue-5-7-detour-is-the-retargeting-trick" class="wp-block-heading">The UE 5.7 detour is the retargeting trick</h3>



<p class="wp-block-paragraph">The workflow takes motion-capture-style animation from Mixamo, retargets it onto MetaHumans in Unreal Engine 5.7, then moves the results into Blender to animate on top of FK controls. Unreal Engine 5.7 matters here because the workflow uses retargeting features new to 5.7, including templates for popular skeletons. Unreal is basically selecting a Mixamo template for the source skeleton by reading bone names and matching them to the template, then retargeting it to each MetaHuman body.</p>



<p class="wp-block-paragraph">The tutorial creates two MetaHuman characters with slightly different skeletal proportions, retargets the same animations onto each, and exports per character animation assets.  This is the part where you should assume nothing and verify everything, especially if your show already standardized on a different Unreal point release. </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-276325-7" width="640" height="360" preload="metadata" controls="controls"><source type="video/webm" src="https://www.polyhammer.com/videos/webm/character-control-rig-addon/fk-animation-import.webm?_=7" /><a href="https://www.polyhammer.com/videos/webm/character-control-rig-addon/fk-animation-import.webm">https://www.polyhammer.com/videos/webm/character-control-rig-addon/fk-animation-import.webm</a></video></div>
</div></figure>



<h3 id="blender-side-you-get-a-metarig-first-and-control-rig-second" class="wp-block-heading">Blender side, you get a metarig first and control rig second</h3>



<p class="wp-block-paragraph">Once the MetaHuman DNA files exist, the tutorial imports the characters into Blender via the Character DNA add on, then uses Character Control Rig to generate Rigify rigs per character. The add on exposes view options that let you turn off rig logic evaluation on head and body components and toggle related elements like RBFs, texture masks, shape keys, and bone transforms. It then lets you choose a rig framework. The tutorial states that it currently supports Rigify only, while the design leaves room for other rig frameworks later.</p>



<figure class="wp-block-embed is-type-wp-embed is-provider-digital-production wp-block-embed-digital-production"><div class="wp-block-embed__wrapper">
<span class="ESbKnIwWvT2wWGaRmutmCI83UNViFoqajUs9P4eDxuOQD3hhJ0Zb7ldfzXOEnrFie9pLZKt54g1HJ8LfvVBXYgzyqPo"><blockquote class="wp-embedded-content" data-secret="k81YvOCfmZ"><a href="https://digitalproduction.com/2026/04/02/metahuman-dna-add-on-for-rbf-editor/">MetaHuman DNA add-on for RBF editor</a></blockquote><iframe class="wp-embedded-content" sandbox="allow-scripts" security="restricted"  title="“MetaHuman DNA add-on for RBF editor” — DIGITAL PRODUCTION" src="https://digitalproduction.com/2026/04/02/metahuman-dna-add-on-for-rbf-editor/embed/#?secret=i7ELiQhLR1#?secret=k81YvOCfmZ" data-secret="k81YvOCfmZ" width="600" height="338" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe></span>
</div></figure>



<p class="wp-block-paragraph">From there, the add on generates a metarig on the selected rig instance. It is snapped into position and fitted to the bones, with manual adjustment available before committing. After that, generate control rig produces a functioning control rig that updates while RigLogic evaluation runs. That is the core pitch: two clicks and you are ready to animate. Yes, that is a marketing claim, and you should still budget time for checking deformation, constraints, and naming collisions.</p>



<p class="wp-block-paragraph">The multi-character part matters too. The developer says each rig is namespaced to avoid collisions, and the tutorial demonstrates generating separate rigs for two characters with different proportions using an auto snapping algorithm. Somewhere around here, your anmiation lead will ask if the rig behaves predictably under shot specific scale hacks. The only honest answer is to test your own worst habits.</p>



<h3 id="getting-motion-onto-the-fk-controls" class="wp-block-heading">Getting motion onto the FK controls</h3>



<p class="wp-block-paragraph">The tutorial imports body animations from Unreal into Blender and bakes them onto FK controls for the Rigify rig, using the Rigify tools for FK IK switching and baking from FK to IK in actions.</p>



<p class="wp-block-paragraph">Animation support includes face board import from Unreal to Blender, face board export from Blender to Unreal, and body FK import and export in both directions. It also lists body FK auto retargeting from animation marketplaces, but that feature does not appear in the material we could find.</p>



<p class="wp-block-paragraph">The add on also positions face board animation export as a direct path from Blender to the MetaHuman Control Rig in Unreal Engine. If you live in Sequencer, this is the part you will care about: you can keep your final runtime character in Unreal while still doing keyframing and clean-up work in Blender, then round-trip the result.</p>



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



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



<p class="wp-block-paragraph">An individual perpetual license is at $29.99 and team licenses starting at $99.99. The Character DNA Addon page does provide specific pricing. Since you also need the <a href="https://www.polyhammer.com/character-dna-addon">Blender Character DNA Addon</a>, you’ll also need an Individual license at $79 one time and an Indie Dev Team license at $259 one time, with platform support for Windows, ARM MacOS, and Linux. The code for the addon is available on GitHub, while separately describing a purchasable build tool workflow and a compiled module related to the bone auto fitting algorithm. Depending on how you want to add all of it to your specific pipeline. </p>



<p class="wp-block-paragraph">So plan for two purchases if you start from zero, and confirm licensing terms in your legal review before you roll it into a studio wide tools image.</p>



<h3 id="what-to-test-before-you-trust-it-on-a-deadline" class="wp-block-heading">What to test before you trust it on a deadline</h3>



<p class="wp-block-paragraph">Rig generation pipelines fail in predictable ways, and none of them care about your delivery date. Test how the generated Rigify controls behave under layered animation, constraints, and shot specific offsets. Test export and re import with your exact Unreal project settings. Test a multi character scene with your usual naming conventions and collection layout. Test any facial workflow claims with your real range of motion, not a polite demo clip.</p>



<p class="wp-block-paragraph"><br /><a href="https://www.polyhammer.com/character-control-rig-addon?utm_source=chatgpt.com">https://www.polyhammer.com/character-control-rig-addon</a></p><p>The post <a href="https://digitalproduction.com/2026/05/12/poly-hammer-brings-metahumans-to-blender-rigify/">Poly Hammer brings MetaHumans to Blender Rigify</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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	<media:title></media:title>
	<media:description type="html"><![CDATA[A striking golden humanoid figure with a smooth, bald head and a serene expression appears against a backdrop of intricate circuit patterns on a white hexagonal panel. One hand is raised, showcasing delicate metallic fingers, while a thin ring encircles the neck, suggesting a futuristic, cybernetic theme.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">276325</post-id>	</item>
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		<title>Autodesk launches Project Falcon</title>
		<link>https://digitalproduction.com/2026/05/11/autodesk-launches-project-falcon/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 11 May 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D modeling software]]></category>
		<category><![CDATA[3ds Max]]></category>
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		<category><![CDATA[Blender]]></category>
		<category><![CDATA[free-tools]]></category>
		<category><![CDATA[kitbash]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[USD]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=276324</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/c_rnq7xrnv4-00-00-52-11-project-falcon_-the-new-free-kitbashing-tool-for-faster-creation.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A detailed computer screen displays a vibrant, stylized design of a futuristic drone in shades of blue, grey, and pink against a bright pink background. The screen shows various tools and settings for 3D modeling on the left, with a sleek, angled view of the drone highlighted." /></div><div><p>Project Falcon is a free, browser-based kitbashing tool that exports USD and STL, aiming to speed up hard-surface blockouts and handoffs.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/11/autodesk-launches-project-falcon/">Autodesk launches Project Falcon</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/2026/05/c_rnq7xrnv4-00-00-52-11-project-falcon_-the-new-free-kitbashing-tool-for-faster-creation.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A detailed computer screen displays a vibrant, stylized design of a futuristic drone in shades of blue, grey, and pink against a bright pink background. The screen shows various tools and settings for 3D modeling on the left, with a sleek, angled view of the drone highlighted." /></div><div><p class="wp-block-paragraph">Project Falcon is a free, browser-based 3D modeling tool built around kitbashing, meaning you assemble models from a library of parts instead of building everything from scratch. It targets fast, hard-surface blockouts like vehicles, spaceships, and furniture and all sorts of blocking-relevant greeblies and assets, and it keeps the barrier low with no local install.</p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:14355,&quot;href&quot;:&quot;https:\/\/www.housebeautiful.com\/uk\/decorate\/g25463774\/pantone-colour-of-the-year&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;https:\/\/www.housebeautiful.com\/uk\/decorate\/g25463774\/pantone-colour-of-the-year\/&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13818,&quot;href&quot;:&quot;https:\/\/openusd.org\/?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260326070344\/https:\/\/openusd.org\/?utm_source=chatgpt.com&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-03-26 07:21:12&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-29 21:14:15&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-02 09:00:54&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-06 05:23:52&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-09 17:05:14&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-12 23:34:41&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-16 05:51:09&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-19 06:49:37&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-22 09:10:25&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-25 09:11:37&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-28 16:56:46&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-05-02 05:58:50&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-05-05 07:19:53&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-05-10 08:50:59&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-05-13 10:04:11&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-05-17 02:57:31&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-05-20 12:54:21&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-05-23 16:30:12&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-23 16:30:12&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14356,&quot;href&quot;:&quot;https:\/\/en.wikipedia.org\/wiki\/STL_%28file_format%29&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14357,&quot;href&quot;:&quot;https:\/\/www.autodesk.com\/solutions\/media-entertainment\/project-falcon?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]"></span>


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<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/c_RnQ7XrnV4?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
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<p class="wp-block-paragraph"><a href="https://digitalproduction.com/tag/autodesk/" title="Autodesk">Autodesk </a>positions it as a technology preview and frames it as an easy on-ramp for first-time creators, while still offering a path into professional pipelines through export. The tool runs in a web browser and saves work to a dedicated cloud space tied to your account. You <strong>need </strong>an account to use it, and the best browser experience comes with Google Chrome.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/marketing-home-example-01b-1536x864-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="https://blogs.autodesk.com/media-and-entertainment/wp-content/uploads/sites/162/Marketing-Home-Example-01b-1536x864.jpg"  class="wp-image-277101" ></figure>



<h3 id="thousands-of-parts-plus-snap-mirror-rescale-and-booleans" class="wp-block-heading">Thousands of parts, plus snap, mirror, rescale, and booleans</h3>



<p class="wp-block-paragraph">The core workflow starts with dragging parts from a built-in library into the viewport, then snapping them together. The library spans thousands of parts, from simple forms to detail pieces like bolts and wheels. You can mirror and rescale parts, and you can use parts to perform simple Boolean operations on the model.</p>



<p class="wp-block-paragraph">This keeps the tool focused on fast shape exploration rather than slow final-topology chores. You can rough out a silhouette, punch vents, and keep iterating without worrying about building a full modelling stack inside the browser. At this stage, Project Falcon stays firmly in modelling, not surfacing. Though you can color the result, and apply a few basic materials and shaders. Making it pretty enough for the Art Director, so to speak. Bonus Points if you only use <a href="https://www.housebeautiful.com/uk/decorate/g25463774/pantone-colour-of-the-year/" title="">Pantone Colour of the Year </a>shades, and wear a beret during dailies. </p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/marketing-astral-fighter-bashing-02-1536x864-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="https://blogs.autodesk.com/media-and-entertainment/wp-content/uploads/sites/162/Marketing-Astral-Fighter-Bashing-02-1536x864.jpg"  class="wp-image-277103" ></figure>



<h3 id="usd-and-stl-the-handoff-story" class="wp-block-heading">USD and STL: the handoff story</h3>



<p class="wp-block-paragraph">Project Falcon exports models in <a href="https://openusd.org/?utm_source=chatgpt.com">USD</a> for use in other 3D content creation tools, and it also exports <a href="https://en.wikipedia.org/wiki/STL_%28file_format%29">STL</a> for 3D printing. The export angle aims at handing off a kitbashed blockout into a more traditional DCC for refinement and look development.</p>


<a class="wp-block-read-more" href="https://digitalproduction.com/2026/05/11/autodesk-launches-project-falcon/" target="_self">Read more<span class="screen-reader-text">: Autodesk launches Project Falcon</span></a>


<p class="wp-block-paragraph">The Autodesk messaging is this: Project Falcon focuses on assembling geometry, while traditional tools provide full manual control. It also states that look development does not happen inside Project Falcon, so you export to another tool if you want to shade and light properly.</p>



<p class="wp-block-paragraph">In practical terms, USD export goes for workflows where you want to keep the blockout moving: concept design, early asset ideation, and quick geometry bases that you might later rebuild or retopologize for games. If your pipeline already leans on <a href="https://openusd.org/?utm_source=chatgpt.com">USD</a> interchange, the export choice keeps the door open.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/truck_03_view2-1536x864-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="https://blogs.autodesk.com/media-and-entertainment/wp-content/uploads/sites/162/truck_03_view2-1536x864.jpg"  class="wp-image-277102" ></figure>



<h3 id="what-it-is-not-yet" class="wp-block-heading">What it is not, yet</h3>



<p class="wp-block-paragraph">Project Falcon currently does not include look development. The exported result is geometry, and the tool stays centered on kitbashing and basic assembly operations.</p>



<p class="wp-block-paragraph">As a technology preview, it also comes with the usual realities: the scope targets defined supported workflows, it may change over time, and there are no commitments or warranties stated for this phase. Autodesk also points users to an ideas forum for feedback and feature requests. Still: Project Falcon is free. Access happens through a browser with an account, and no installation is required.</p>



<h3 id="production-reality-check" class="wp-block-heading">Production reality check</h3>



<p class="wp-block-paragraph">Even when a tool is free and fast, test it before you let it anywhere near a real prdouction schedule, especially if your handoff depends on specific USD conventions, naming rules, or downstream shading expectations.</p>



<p class="wp-block-paragraph"><br /><a href="https://www.autodesk.com/solutions/media-entertainment/project-falcon?utm_source=chatgpt.com">https://www.autodesk.com/solutions/media-entertainment/project-falcon</a></p><p>The post <a href="https://digitalproduction.com/2026/05/11/autodesk-launches-project-falcon/">Autodesk launches Project Falcon</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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A detailed computer screen displays a vibrant, stylized design of a futuristic drone in shades of blue, grey, and pink against a bright pink background. The screen shows various tools and settings for 3D modeling on the left, with a sleek, angled view of the drone highlighted.]]></media:description>
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		<item>
		<title>FilmSet kit lands in KitBash3D</title>
		<link>https://digitalproduction.com/2026/05/08/filmset-kit-lands-in-kitbash3d/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 08 May 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3d-creation]]></category>
		<category><![CDATA[assets]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[environment-kitbash]]></category>
		<category><![CDATA[Epic Unreal Engine]]></category>
		<category><![CDATA[free-assets]]></category>
		<category><![CDATA[kitbash]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[Unreal]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=273913</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lca_web_gallery_07.webp?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="An empty studio space with a vibrant green backdrop, showcasing two director's chairs facing each other. Bright studio lights and equipment are positioned around, illuminating the scene. A cart with monitors sits nearby, adding to the film set atmosphere." /></div><div><p>Finally, a kit that lets you build a film set without filing a rental PO. 139 models, 112 PBRs, and game ready bits for Unreal.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/08/filmset-kit-lands-in-kitbash3d/">FilmSet kit lands in KitBash3D</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/2026/04/lca_web_gallery_07.webp?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="An empty studio space with a vibrant green backdrop, showcasing two director's chairs facing each other. Bright studio lights and equipment are positioned around, illuminating the scene. A cart with monitors sits nearby, adding to the film set atmosphere." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://kitbash3d.com">KitBash3D</a> sells themed 3D asset kits and delivers them through <a>Cargo</a>, with downloads for DCCs like <a href="https://www.blender.org">Blender</a> and engines like <a href="https://www.unrealengine.com?utm_source=chatgpt.com">Unreal Engine</a>.</em></p>
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<h3 id="a-set-dressing-kit-that-actually-knows-set-dressing" class="wp-block-heading">A set dressing kit that actually knows set dressing</h3>



<p class="wp-block-paragraph">KitBash3D just shipped <a href="https://kitbash3d.com/products/lights-camera-action" title="">Lights, Camera, Action!</a>, a 3D asset kit built around the behind the scenes world of filmmkaing. You get sound stages, grip gear, light stands, sandbags, and monitors intended to sell the idea that something got shot here, even if it was just your previz. The kit has 139 models, 112 PBR materials, and a total poly count of 6.3 million. If your scene still feels empty, you can now add more stuff that looks expensive, without having to explain why your hero prop budget went to folding tables.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lca_web_gallery_01.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="https://kitbash3d.com/cdn/shop/files/LCA_WEB_GALLERY_01.jpg?v=1776288953&width=1900"  class="wp-image-273948" ></figure>



<p class="wp-block-paragraph">Here’s part of the set: </p>



<ul class="wp-block-list">
<li>Apple Box: The ancient on-set unit of measure. Also the quickest way to “fix” an eyeline without touching your camera solve. Actor ego not included. </li>



<li>Dark Apple Box:  Same apple box, but in “this has seen things” edition.</li>



<li>Bathroom Toilet: For those hero shots where the realism budget includes plumbing. Also useful for sim reference when compositing a bad day.</li>



<li>Boom Microphone: The object your roto artist will definitely have to paint out, no matter how many times someone promised “it’s out of frame.”</li>



<li>Box Truss Scaffolding: Because every virtual set needs at least one structure that screams “temporary,” even when it will live forever in a master scene.</li>



<li>Camera Tripod High:  The “we swear it’s locked off” rig that still mysteriously jitters just enough to ruin your matchmove.</li>
</ul>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lca_web_gallery_05.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="https://kitbash3d.com/cdn/shop/files/LCA_WEB_GALLERY_05.jpg?v=1776288953&width=1900"  class="wp-image-273947" ></figure>



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



<ul class="wp-block-list">
<li>Chroma Stage:  Your favourite shade of green, now available in “why is the spill that colour” format.</li>



<li>Clapperboard: Classic clapperboards, which the onset personnel always mark in unintelligible handwriting, and VFX always tries to read like it’s a 20-times AI-translated-OCR-enhanced ancient manuscript.</li>



<li>Coffee Cup:  Continuity’s greatest enemy and the comp team’s most common set extension.</li>



<li>Coffee Trailer:  The real production hub. Put it in your scene and everyone instantly believes there was crew there.</li>



<li>Dolly Rails:  For that smooth move you will still stabilize because somebody stepped near the track.</li>
</ul>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lca_web_gallery_04.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="https://kitbash3d.com/cdn/shop/files/LCA_WEB_GALLERY_04.jpg?v=1776288953&width=1900"  class="wp-image-273950" ></figure>



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



<ul class="wp-block-list">
<li>Extended Camera Crane:  When the shot needs to feel expensive, even if the environment is still a greybox.</li>



<li>Film Light:  A two-lamp unit that screams “stage,” and whispers “watch your speculars.”</li>



<li>Foam Core Boards:  The poor person’s bounce, now available as a rich person’s render asset.</li>



<li>Frosted Donut:  The snack that disappears between cuts. Perfect for continuity tests you will fail on purpose.</li>
</ul>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lca_web_gallery_02.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="https://kitbash3d.com/cdn/shop/files/LCA_WEB_GALLERY_02.jpg?v=1776288953&width=1900"  class="wp-image-273946" ></figure>



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



<ul class="wp-block-list">
<li>Frosted Donut B:  A second donut, because the first one was “too pink in the grade.”</li>



<li>Gray and Chrome Ball Rig:  VFX’s emotional support spheres. Put them anywhere and suddenly you’re doing “proper” on-set reference.</li>



<li>Macbeth Chart:  The colour chart that politely reminds everyone that “we’ll fix it in post” still starts on set.</li>



<li>Production Slate:  The clean slate version, for when you want the prop without the handwriting crimes.</li>
</ul>


<div class="wp-block-image">
<figure class="alignright size-full is-resized"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-21.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="512"  height="597"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-21.png?resize=512%2C597&quality=72&ssl=1"  alt="A large advertising billboard mounted on a textured, light-colored building wall. The poster prominently displays the words &quot;OBSERVE + RESIGN&quot; in bold, striking typography. Below, abstract imagery, possibly depicting a cityscape, adds depth and intrigue to the advertisement, inviting viewer curiosity."  class="wp-image-273932"  style="width:324px;height:auto" ></a></figure>
</div>


<h3 id="unreal-gets-the-game-ready-treatment" class="wp-block-heading">Unreal gets the game ready treatment</h3>



<p class="wp-block-paragraph">For <a href="https://www.unrealengine.com?utm_source=chatgpt.com">Unreal Engine</a>, the kit gets a Gameplay Ready variant with full <a href="https://www.unrealengine.com?utm_source=chatgpt.com">Nanite</a> support, custom collisions, Packed Level Instancing, and modular runtime ready assets. If you have been building virtual sets and thinking, this needs more realistic cable chaos, congratulations, you have found your people.</p>



<p class="wp-block-paragraph">In practical terms, it is also a tidy addition to any <a href="https://digitalproduction.com/tag/kitbash/?utm_source=chatgpt.com">kitbash</a> workflow where you want believable production context around your hero environment, not just more neon signs and wet asphalt.</p>



<h3 id="formats-dccs-and-the-inevitable-renderer-bingo" class="wp-block-heading">Formats, DCCs, and the inevitable renderer bingo</h3>



<p class="wp-block-paragraph">The supported software list includes <a href="https://www.blender.org">Blender</a>, <a href="https://unity.com">Unity</a>, <a href="https://www.maxon.net/en/cinema-4d">Cinema 4D</a>, <a href="https://www.autodesk.com/products/maya/overview?utm_source=chatgpt.com">Maya</a>, <a href="https://www.autodesk.com/products/3ds-max/overview">3ds Max</a>, and <a href="https://www.sidefx.com">Houdini</a>. On the interchange side it calls out <a href="https://www.autodesk.com/developer-network/platform-technologies/fbx-sdk-2020-3">FBX</a>, <a href="https://openusd.org">OpenUSD</a>, and <a href="https://materialx.org">MaterialX</a>. Renderer logos shown include <a href="https://www.arnoldrenderer.com">Arnold</a>, <a href="https://www.blender.org/features/rendering/">Cycles</a>, Karma MatX on <a href="https://www.sidefx.com">Houdini</a>, <a href="https://home.otoy.com/render/octane-render/">OctaneRender</a>, <a href="https://www.maxon.net/en/redshift">Redshift</a>, and <a href="https://www.chaos.com/vray">V-Ray</a>.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lca_web_gallery_03.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="https://kitbash3d.com/cdn/shop/files/LCA_WEB_GALLERY_03.jpg?v=1776288953&width=1900"  class="wp-image-273949" ></figure>



<h3 id="pricing-licensing-and-the-fine-print-you-should-still-read" class="wp-block-heading">Pricing, licensing, and the fine print you should still read</h3>



<p class="wp-block-paragraph">The product page lists a price of $95 and a current price of $47.50. It also shows three license tiers: Individual License for self-employed artists, Small Business License for companies with 50 or fewer employees, and an Enterprise License tier for companies with 51 or more employees. So far, we can see now discounts when you own some of the stuff in real life. </p>



<p class="wp-block-paragraph">As always, test any new tools and assets in your pipeline before you let them anywhere near a real delivery, especially if your project depends on strict naming, instancing, and performance budgets.<br /><a href="https://kitbash3d.com/products/lights-camera-action?utm_source=chatgpt.com">https://kitbash3d.com/products/lights-camera-action</a><br /></p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lca_web_gallery_06.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="https://kitbash3d.com/cdn/shop/files/LCA_WEB_GALLERY_06.jpg?v=1776288953&width=1900"  class="wp-image-273945" ></figure>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/05/08/filmset-kit-lands-in-kitbash3d/">FilmSet kit lands in KitBash3D</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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[An empty studio space with a vibrant green backdrop, showcasing two director's chairs facing each other. Bright studio lights and equipment are positioned around, illuminating the scene. A cart with monitors sits nearby, adding to the film set atmosphere.]]></media:description>
</media:content>
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<post-id xmlns="com-wordpress:feed-additions:1">273913</post-id>	</item>
		<item>
		<title>Free Tire Rig Generator for Blender Automates Tire Deformation</title>
		<link>https://digitalproduction.com/2026/05/06/free-tire-rig-generator-for-blender-automates-tire-deformation/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 06 May 2026 04:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D vehicles]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender add-on]]></category>
		<category><![CDATA[Blender Python API]]></category>
		<category><![CDATA[ground deformation]]></category>
		<category><![CDATA[procedural rigging]]></category>
		<category><![CDATA[rigging]]></category>
		<category><![CDATA[tire deformation]]></category>
		<category><![CDATA[tire pivoting]]></category>
		<category><![CDATA[Tire Rig Generator]]></category>
		<category><![CDATA[vehicle animation]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=273558</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/screenshot-2026-04-27-111415.png?fit=1200%2C559&quality=72&ssl=1" width="1200" height="559" title="" alt="A detailed view of a rugged tire resting on a sandy surface, showcasing its deep treads and bold lettering that reads "MudCrawler" on the sidewall. The background is a smooth black, enhancing the tire's texture and features, emphasizing its robust design for off-road performance." /></div><div><p>Tire Rig Generator is a free Blender plug-in that automatically builds and skins tire rigs for pressure, ground deformation and tire pivoting. Vehicle wheels, finally allowed to suffer accurately.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/06/free-tire-rig-generator-for-blender-automates-tire-deformation/">Free Tire Rig Generator for Blender Automates Tire Deformation</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/2026/04/screenshot-2026-04-27-111415.png?fit=1200%2C559&quality=72&ssl=1" width="1200" height="559" title="" alt="A detailed view of a rugged tire resting on a sandy surface, showcasing its deep treads and bold lettering that reads "MudCrawler" on the sidewall. The background is a smooth black, enhancing the tire's texture and features, emphasizing its robust design for off-road performance." /></div><div><p class="wp-block-paragraph">Raffael Kloten has released <a href="https://www.linkedin.com/feed/update/urn:li:activity:7450974326113157121" title="">Tire Rig Generator</a>, a free <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender </a>plug-in designed to automate one of those vehicle-rigging jobs that everyone needs and nobody sane wants to do manually: making tires deform under load. The tool automatically creates and skins a complex tire rig that can handle pressure and surface deformation for almost any tire.</p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:14320,&quot;href&quot;:&quot;https:\/\/www.linkedin.com\/feed\/update\/urn:li:activity:7450974326113157121&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14321,&quot;href&quot;:&quot;https:\/\/rkloten.gumroad.com\/l\/thetireplugin&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260506041032\/https:\/\/rkloten.gumroad.com\/l\/thetireplugin&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-05-06 04:45:01&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-10 08:07:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-13 08:51:36&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-18 07:05:43&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-21 16:51:47&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-21 16:51:47&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span>


<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">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/IB5pqQ6UleE?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">The workflow is built around three inputs. Users provide the plug-in with the tire mesh, a low-poly deformer mesh and a ground mesh. Tire Rig Generator then generates a rigging solution adjusted to the tire. In practical terms, the tool targets vehicle setups where contact deformation, weight and pressure response help sell the object as something with mass, rather than a decorative rubber doughnut spinning through space in heroic denial of physics.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/screenshot-2026-04-27-111458.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="744"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/screenshot-2026-04-27-111458.png?resize=1200%2C744&quality=72&ssl=1"  alt="A detailed 3D rendering of a robust tire, showcasing its textured tread and rugged design. The tire sits prominently on a smooth, rounded platform, contrasting against a soft brown background. Displayed at an angle, it emphasizes the intricate pattern of the tread and the circular hub."  class="wp-image-273573" ></a></figure>



<h3 id="single-empty-control-and-radial-rig-design" class="wp-block-heading">Single Empty control and radial rig design</h3>



<p class="wp-block-paragraph">The generated tire rig is controlled via a single Empty, which keeps the main animation control compact instead of scattering handles across the rig like someone lost a toolbox in Blender’s outliner. The setup also provides easy access to the control meshes, so artists can inspect or adjust the deformation system without digging through a rig structure designed by a sleep-deprived octopus.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/screenshot-2026-04-27-111520.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="624"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/screenshot-2026-04-27-111520.png?resize=1200%2C624&quality=72&ssl=1"  alt="A 3D modeled brown tire showcased with a smooth surface and detailed tread. The tire is positioned on a curved, sandy surface, highlighting its radial design. Floating text in light gray outlines features such as &#039;Controlled via single Empty&#039; and &#039;Easy access to Control Meshes,&#039; emphasizing its functionality."  class="wp-image-273574" ></a></figure>



<p class="wp-block-paragraph">The rig is radially designed, matching the circular structure of a tire rather than forcing a linear rigging setup onto a round object. It is also prepared for ground deformation and tire pivoting, which makes it relevant for shots where the wheel needs to compress against a surface, rotate believably around its contact area or react to vehicle weight.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/screenshot-2026-04-27-111531.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="694"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/screenshot-2026-04-27-111531.png?resize=1200%2C694&quality=72&ssl=1"  alt="A 3D model featuring a circular structure with radiating elements, showcasing a mechanical rig design. The central part displays a configuration controlled by a single empty, while surrounding geometric shapes, colored in green, are meticulously arranged like spokes, providing visual detail and clarity."  class="wp-image-273575" ></a></figure>



<h3 id="pressure-contact-and-deformation" class="wp-block-heading">Pressure, contact and deformation</h3>



<p class="wp-block-paragraph">The main feature is automatic rig creation and skinning for tire deformation. Kloten describes the tool as capable of handling pressure and surface deformation. </p>



<p class="wp-block-paragraph">This matters because tires are a small detail until they are wrong, at which point the entire vehicle suddenly looks like it is hovering on four decorative bagels. For shots involving cars, trucks, tanks, sci-fi vehicles, off-road setups or stylized mechanical animation, believable contact deformation can add weight without forcing artists to build a custom rig for every wheel.</p>



<h3 id="availability" class="wp-block-heading">Availability</h3>



<p class="wp-block-paragraph">Tire Rig Generator is available as a free download via Gumroad. The available public information says the download includes documentation. </p>



<p class="wp-block-paragraph"><a href="https://rkloten.gumroad.com/l/thetireplugin" title="">Tire Rig Generator on Gumroad</a></p><p>The post <a href="https://digitalproduction.com/2026/05/06/free-tire-rig-generator-for-blender-automates-tire-deformation/">Free Tire Rig Generator for Blender Automates Tire Deformation</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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A detailed view of a rugged tire resting on a sandy surface, showcasing its deep treads and bold lettering that reads "MudCrawler" on the sidewall. The background is a smooth black, enhancing the tire's texture and features, emphasizing its robust design for off-road performance.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">273558</post-id>	</item>
		<item>
		<title>ArcBrush turns image editing into a node graph</title>
		<link>https://digitalproduction.com/2026/05/05/arcbrush-turns-image-editing-into-a-node-graph/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 05 May 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D texture]]></category>
		<category><![CDATA[ArcBrush]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[game art]]></category>
		<category><![CDATA[Node Room]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[Substance]]></category>
		<category><![CDATA[Substance 3D]]></category>
		<category><![CDATA[texture painting]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=275367</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-41-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A colorful digital workspace displays cartoon-style tiger characters. Two tigers are shown: one orange with black stripes and blue accents, the other pink and teal. Various design options are visible on the side, featuring different backgrounds and color palette selections." /></div><div><p>ArcBrush ships free for Windows and macOS with 75 nodes, batch export, sprite sheets, texture helpers, and optional paid AI credits.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/05/arcbrush-turns-image-editing-into-a-node-graph/">ArcBrush turns image editing into a node graph</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/2026/05/z4evw_g1xbg-00-00-41-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A colorful digital workspace displays cartoon-style tiger characters. Two tigers are shown: one orange with black stripes and blue accents, the other pink and teal. Various design options are visible on the side, featuring different backgrounds and color palette selections." /></div><div><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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19:30:02&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-05-14 00:33:43&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-05-18 05:45:11&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-05-23 13:34:40&quot;,&quot;http_code&quot;:503}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-23 13:34:40&quot;,&quot;http_code&quot;:503},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14316,&quot;href&quot;:&quot;https:\/\/discord.gg&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;https:\/\/discord.com&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]"></span>


<h3 id="the-pitch-graphs-not-layers" class="wp-block-heading">The pitch: graphs, not layers</h3>



<p class="wp-block-paragraph"><a href="https://arcbrush.com/?utm_source=chatgpt.com">ArcBrush</a> builds images in a node graph. You wire inputs into operations and wire the result into exports. The app focuses on non-destructive editing, with parameters staying live so you can adjust a pipeline long after the first export. The core editor is free to download and use, and it does not require an account for non-AI work <em>(Oh, blessed 2026, when this is a mention-worthy feature of a software….) </em>. It runs as a native desktop app written in <a href="https://isocpp.org/">C++</a> and works on <a href="https://www.microsoft.com/windows">Windows</a> and <a href="https://www.apple.com/macos/">macOS</a>. Linux coming soon.</p>



<p class="wp-block-paragraph">If you live in node land already, the concept will feel familiar. The difference here is that the output target is mostly 2D deliverables: icons, sprites, UI variants, texture maps, and piles of formats that someone will ask you to regenerate five minutes before lock.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-13-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-13-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?resize=1200%2C675&quality=72&ssl=1"  alt="A black soda can with a bright purple logo featuring the letter &#039;A&#039; and text &quot;ArcBrush Cola&quot;. The can is situated on sandy beach with gentle waves lapping in the background and lush palm trees swaying in the sunlight, creating a relaxing tropical atmosphere."  class="wp-image-275368" ></a></figure>



<h3 id="node-count-node-types-and-the-day-job-stuff" class="wp-block-heading">Node count, node types, and the day job stuff</h3>



<p class="wp-block-paragraph">The app has 75 composable node types and type-safe connections that prevent invalid wiring. It also brings five pin types, separating images, masks, palettes, and variants so the graph can validate what you connect.</p>



<p class="wp-block-paragraph">A lot of the feature list reads like it came from someone who has rebuilt the same export stack too many times. There is auto save with crash recovery. There is a minimap, node search, undo and redo, node groups, per node notes, and sticky notes.</p>



<p class="wp-block-paragraph">The preview tooling targets production rather than marketing . You can lock the preview to any node output, zoom deep with a pixel grid, inspect RGBA values, isolate channels, and view a live histogram overlay. For monitoring consistency, the app reads your monitor ICC profile and applies correction so the display matches exports via display color management using the monitor profile from the <a href="https://www.color.org/">International Color Consortium</a>. Test that on your own display chain, especially if you work across multiple calibrated panels, because colour surprises are lovely… .</p>



<p class="wp-block-paragraph">On the output side, there are single-image exports and batch exports. Export Batch can produce named files per palette variant, or pack variants into a single sprite sheet PNG while also writing a TexturePacker compatible JSON manifest. Export nodes also support relative paths, and the app can create directories automatically when exporting.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-22-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-22-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital interface displaying various potion bottles arranged in a grid. Each transparent bottle, topped with a cork, contains vibrant, colored liquids—red, orange, yellow, green, blue, and purple—along with brown tags attached to each. The interface includes a color adjustment panel on the left."  class="wp-image-275370" ></a></figure>



<h3 id="pixel-art-and-texture-helpers-without-pretending-to-be-a-full-dcc" class="wp-block-heading">Pixel art and texture helpers, without pretending to be a full DCC</h3>



<p class="wp-block-paragraph">The feature goes for game art and texture workflows, but it stays in 2D territory. There are pixel art oriented nodes like Pixelate, Outline, Dither, Quantize, Palette Remap, and sprite sheet export. Dither lists Floyd Steinberg, ordered, and blue noise options.</p>



<p class="wp-block-paragraph">For texture work, the app includes Seamless Blend to make images tileable, Noise and Pattern nodes for procedural bases, Tile Preview to check repetition, and a Normal Map node that generates lighting maps from grayscale. This is not a replacement for a full material authoring suite, but it covers the everyday prep-and-iteration loop where you need quick variants, quick tiling fixes, and quick exports without babysitting layers.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-57-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-57-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?resize=1200%2C675&quality=72&ssl=1"  alt="A close-up view of a rich brown wooden surface, showcasing vertical planks with natural grain patterns and subtle variations in color. A computer mouse pointer hovers over the surface, indicating interactive engagement, set against a contrasting dark background."  class="wp-image-275371" ></a></figure>



<p class="wp-block-paragraph">If you spend time in <a href="https://digitalproduction.com/tag/texture-painting/?utm_source=chatgpt.com">texture painting</a> or material prep, the most interesting claim is the pipeline idea: build the graph once, then regenerate every variant and export target when the source changes. That includes a Watch File toggle on input nodes that reloads when the source file changes on disk. The page even spells out a simple case: edit in Photoshop and see the result live in ArcBrush. That makes it less of a walled garden and more of a graph-driven post station for assets.</p>



<p class="wp-block-paragraph"><a href="https://opencv.org/">OpenCV</a> processes images on CPU and GPU, and <a href="https://www.khronos.org/opengl/">OpenGL</a> renders previews. For SVG import, it rasterizes via <a href="https://github.com/thorvg/thorvg">ThorVG</a>. None of that guarantees performance on your particular workstation, but it does clarify that the app aims for native processing rather than another browser wrapper.</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">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/JUdCZS8MhJw?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
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<h3 id="optional-ai-nodes-credits-cloud-and-knobs-you-can-count" class="wp-block-heading">Optional AI nodes: credits, cloud, and knobs you can count</h3>



<p class="wp-block-paragraph">AI features are optional. The app has AI cloud based nodes that only reach out when you use them, while the rest of the graph runs locally. There are nodes for text to image, image edit with text instructions, background removal, and 4x upscale powered by <a href="https://github.com/fal-ai/aura-sr">AuraSR</a>. It also  has differnet models, including <a href="https://blackforestlabs.ai/">FLUX</a> variants and <a href="https://gemini.google/">Nano Banana 2</a> for text to image and editing.</p>



<p class="wp-block-paragraph">Pricing for AI is a one time credit packs with no subscription and credits that never expire. The packs listed are Starter at $10 for 350 credits, Plus at $20 for 800 credits, and Pro at $40 for 1800 credits. The site also states 10 free credits on signup. Credit costs vary per model and task, and at standard resolution up to 1024 by 1024.</p>



<p class="wp-block-paragraph">That setup makes it easy to budget AI usage as a production expense, but it also adds a network dependency for those nodes. Treat it like any other external service: check availability, latency, and whether cloud processing fits your client and studio rules. Or if the bubble already burst, and you need to rewire things to the little Docker Server you have in your Cupboard that replaces all the Hype…. If you only want the node graph editor, you can ignore AI completely and still use the full non AI toolset.</p>



<h3 id="where-it-fits-if-you-already-have-node-tools" class="wp-block-heading">Where it fits if you already have node tools</h3>



<p class="wp-block-paragraph">Node based workflows already dominate <a href="https://digitalproduction.com/tag/compositing/?utm_source=chatgpt.com">compositing</a> and lookdev, so the real question is whether a dedicated 2D node graph editor reduces friction compared to existing tools. ArcBrush positions itself as a build once and export everything machine: variants, palettes, batch exports, sprite sheets, and texture prep steps chained together so you can re run them on demand.</p>



<p class="wp-block-paragraph">First, when you need to ship a lot of consistent variants, like tiered item icons, UI colorways, or platform specific asset sets. Second, when you need to keep a process editable after the first deliverable, because late changes rarely arrive in a neat package.</p>



<h3 id="reality-check-before-you-bet-a-deliverable-on-it" class="wp-block-heading">Reality check before you bet a deliverable on it</h3>



<p class="wp-block-paragraph">ArcBrush looks designed for artists who want node graph control for 2D assets and textures without living inside a heavyweight suite. The free core editor and the explicit credit pricing for AI lower the barrier to testing (Which we’ll do after FMX) , and the node count and export features cover a lot of common production chores.</p>



<p class="wp-block-paragraph">Still, new tools and innovations should be tested before use . Put it on a few real assets, run it through your team review loop, and see whether teh graph model actually reduces mistakes compared to your current wokrflow.</p>



<p class="wp-block-paragraph">ArcBrush is available as a free download from the product site, with documentation hosted on the docs portal and community links including <a href="https://discord.gg/">Dis</a>c<a href="https://discord.gg/">ord</a>.</p>



<p class="wp-block-paragraph"><a href="https://arcbrush.com/?utm_source=chatgpt.com">https://arcbrush.com/</a></p><p>The post <a href="https://digitalproduction.com/2026/05/05/arcbrush-turns-image-editing-into-a-node-graph/">ArcBrush turns image editing into a node graph</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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
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		<title>KeenTools GeoTracker enters Houdini open beta</title>
		<link>https://digitalproduction.com/2026/05/04/keentools-geotracker-enters-houdini-open-beta/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 04 May 2026 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D Tracking]]></category>
		<category><![CDATA[AfterEffects]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Camera Tracking]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Solaris integration]]></category>
		<category><![CDATA[USD]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=274629</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/zeyzo1gohku-00-00-44-keentools-geotracker-for-houdini-beta.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A man dressed in a stylish, light brown coat stands outdoors, gazing upward thoughtfully. His head is overlaid with a green digital grid pattern, emphasizing facial features. The modern urban architecture and tall columns create a sleek backdrop, enhancing the futuristic theme." /></div><div><p>GeoTracker lands in Houdini as a SOP node for OBJ and Solaris, free in open beta. Geometry driven tracking, lens estimates, and quick sim colliders.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/04/keentools-geotracker-enters-houdini-open-beta/">KeenTools GeoTracker enters Houdini open beta</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/2026/05/zeyzo1gohku-00-00-44-keentools-geotracker-for-houdini-beta.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A man dressed in a stylish, light brown coat stands outdoors, gazing upward thoughtfully. His head is overlaid with a green digital grid pattern, emphasizing facial features. The modern urban architecture and tall columns create a sleek backdrop, enhancing the futuristic theme." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://keentools.io/?utm_source=chatgpt.com">KeenTools</a> makes tracking plugins for <a href="https://www.foundry.com/products/nuke">Nuke</a>, <a href="https://www.blender.org/">Blender</a>, and <a href="https://www.adobe.com/products/aftereffects.html">Adobe After Effects</a>. The new GeoTracker for <a href="https://www.sidefx.com/">SideFX</a> <a href="https://www.sidefx.com/products/houdini/">Houdini</a> sits between matchmove and FX layout, and it runs as a SOP node in OBJ and <a>Solaris</a>.</em></p>
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<h3 id="houdini-gets-geometry-first-tracking" class="wp-block-heading">Houdini gets geometry first tracking</h3>



<p class="wp-block-paragraph">GeoTracker for Houdini runs as a native SOP node inside Houdini and works in both OBJ and Solaris contexts. The tool targets geometry based object tracking and camera tracking from 2D footage, with the goal of keeping the full workflow in the Houdini scene rather than bouncing to a separate tracking app.</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">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/zEyzO1gohkU?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">The core interaction stays intentionally direct. You align an imported or scene built 3D model to the filmed object, then use viewport pinning to keep that object stuck to the plate while the tool reconstructs motion across the shot. That tracked geometry can then feed downstream Houdini work where it actually matters, like driving FX timing, layout, and interactions.</p>



<p class="wp-block-paragraph">If you already treat layout as the first FX department, this kind of geometry tracked handoff can save a lot of back and forth. It also means you can keep shot scale, scene units, and the rest of your Houdini context consistent, instead of trying to trcak down why a solve looks fine in one app and wrong in another.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/zeyzo1gohku-00-00-52-keentools-geotracker-for-houdini-beta.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/zeyzo1gohku-00-00-52-keentools-geotracker-for-houdini-beta.png?resize=1200%2C675&quality=72&ssl=1"  alt="A 3D rendering interface displays an urban street scene captured using the Geotracker tool. The view features two lined buildings with textured façades, green grid lines highlighting the depth and perspective, and a vibrant green hue overlaying the scene."  class="wp-image-274671" ></a></figure>



<h3 id="camera-solves-lens-guesses-and-the-boring-parts" class="wp-block-heading">Camera solves, lens guesses, and the boring parts</h3>



<p class="wp-block-paragraph">Alongside object motion, the Houdini beta supports camera tracking by aligning static objects or environment models, including LiDAR style environment meshes. It also includes focal length estimation for cases where camera parameters are unknown, plus zoom tracking to follow focal length changes over time.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/zeyzo1gohku-00-00-10-keentools-geotracker-for-houdini-beta.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/zeyzo1gohku-00-00-10-keentools-geotracker-for-houdini-beta.png?resize=1200%2C675&quality=72&ssl=1"  alt="A 3D rendering of a car overlaid with a green wireframe model, set against a backdrop of smoke and banners at a drifting event. The scene captures digital tracking software in use, with a user interface displaying geometry details and settings, enhancing the visual experience."  class="wp-image-274673" ></a></figure>



<p class="wp-block-paragraph">The Houdini integration also calls out camera import and export in both OBJ and Solaris contexts. That matters because camera plumbing can become the silent time sink, especially when a show uses Solaris for USD centric lighting and layout but still relies on OBJ context for parts of the FX build.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/zeyzo1gohku-00-00-36-keentools-geotracker-for-houdini-beta.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/zeyzo1gohku-00-00-36-keentools-geotracker-for-houdini-beta.png?resize=1200%2C675&quality=72&ssl=1"  alt="A close-up view of a digital workspace displays a geometric model setup. A yellow folder labeled &#039;file1&#039; is connected by a line to a circular node named &#039;geotracker1.&#039; The background features a 3D grid layout, and the interface contains toolbars, indicating a software design or modeling environment."  class="wp-image-274675" ></a></figure>



<p class="wp-block-paragraph">GeoTracker remains geometry based, so you need a 3D model to start tracking. That model can be anything you import or create in the Houdini scene. More detail can help, but extremely dense meshes can get heavy. The beta also includes Surface Masks to exclude parts of the model from tracking when occlusions or reflections would otherwise pollute the solve.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/zeyzo1gohku-00-00-24-keentools-geotracker-for-houdini-beta.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/zeyzo1gohku-00-00-24-keentools-geotracker-for-houdini-beta.png?resize=1200%2C675&quality=72&ssl=1"  alt="A close-up view of a glowing green &quot;TAXI&quot; sign positioned in front of a historic brick building. The sign emits a luminous hue, contrasting with the soft cloud cover above, while trees frame the scene, enhancing the urban ambiance with an artistic touch."  class="wp-image-274674" ></a></figure>



<h3 id="beta-reality-check-installs-and-pricing" class="wp-block-heading">Beta reality check, installs, and pricing</h3>



<p class="wp-block-paragraph">The plugin ships as an open beta and it is free during that beta period. Each beta version stays valid for 30 days, with regular updates planned until a stable release is ready.</p>



<p class="wp-block-paragraph">Installation stays old school by design. You drop the extracted package into your Houdini packages directory on Windows, macOS, or Linux, and Houdini picks it up. Updates and removal work the same way: delete the old files, replace with new ones, or remove them entirely. There is no auto updater for the beta yet, so you own the housekeeping.</p>



<p class="wp-block-paragraph">System requirements keep the target clear: Houdini 20.5 or newer on 64 bit Windows, macOS on Intel or Apple Silicon, or Linux. The guidance for graphics hardware stays refreshingly unromantic: a decent GPU that can handle Houdini.</p>



<p class="wp-block-paragraph">As always, treat new tools like you treat new render builds: test in a controlled setup before you bet a delivery on it, even if the demo looks clean.</p>



<p class="wp-block-paragraph"><a href="https://keentools.io?utm_source=chatgpt.com">https://keentools.io</a><br /><br /><a href="https://keentools.io/products/geotracker-for-houdini?utm_source=chatgpt.com">https://keentools.io/products/geotracker-for-houdini</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/05/04/keentools-geotracker-enters-houdini-open-beta/">KeenTools GeoTracker enters Houdini open beta</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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
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<post-id xmlns="com-wordpress:feed-additions:1">274629</post-id>	</item>
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		<title>VirtuCamera 2: The Weird Byte goes Android</title>
		<link>https://digitalproduction.com/2026/05/01/virtucamera-2-the-weird-byte-goes-android/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 01 May 2026 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Cinema 4D]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[smartphone]]></category>
		<category><![CDATA[The Weird Byte]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[virtual camera]]></category>
		<category><![CDATA[VirtuCamera 2]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=275187</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/imac-silver-gallery-1-202410-web-e1777888024549.png?fit=1200%2C603&quality=72&ssl=1" width="1200" height="603" title="" alt="A vibrant digital illustration displayed on an iMac screen, featuring a character with exaggerated features joyfully interacting with whimsical creatures. Colorful backgrounds and playful elements enhance the lively atmosphere, showcasing artistic creativity in detail." /></div><div><p>VirtuCamera 2 lands with Android support, refreshed UI, updated DCC plug-ins, and a Python API. Yes, your phone is still the camera now.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/01/virtucamera-2-the-weird-byte-goes-android/">VirtuCamera 2: The Weird Byte goes Android</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/2026/05/imac-silver-gallery-1-202410-web-e1777888024549.png?fit=1200%2C603&quality=72&ssl=1" width="1200" height="603" title="" alt="A vibrant digital illustration displayed on an iMac screen, featuring a character with exaggerated features joyfully interacting with whimsical creatures. Colorful backgrounds and playful elements enhance the lively atmosphere, showcasing artistic creativity in detail." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://virtucamera.com/" title="">VirtuCamera</a> is a mobile virtual camera for realtime camera motion capture into DCCs via plug-ins for <a href="https://www.blender.org/">Blender</a>, <a href="https://www.autodesk.com/products/maya/overview">Autodesk Maya</a>, <a href="https://www.autodesk.com/products/3ds-max/overview">Autodesk 3ds Max</a>, <a href="https://www.sidefx.com/products/houdini/">SideFX Houdini</a>, and <a href="https://www.maxon.net/en/cinema-4d">Maxon Cinema 4D</a>.</em></p>
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<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1052"  height="498"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/0tqccdpzp_hl12poy5l9xuhbsmkxsdrkferqfvcng-o9nskzxiprs_nknv6rnoyshin68mhmzhdkvagcybtaeukw1052-h592.jpg?resize=1052%2C498&quality=80&ssl=1"  alt="https://play-lh.googleusercontent.com/0TQCCdpZp_Hl12poy5l9XuhBsmKxsdRKferqfvCnG-o9nskZxIpRs_NkNV6RnoySHIn68mhmZhDkVAGcYBtaeUk=w1052-h592"  class="wp-image-275379" ></figure>



<h3 id="what-virtucamera-2-actually-is" class="wp-block-heading">What VirtuCamera 2 actually is</h3>



<p class="wp-block-paragraph">VirtuCamera 2 turns an <a href="https://www.apple.com/">Apple</a> or <a href="https://www.android.com/">Android</a> device into a six degrees of freedom controller for a camera inside supported DCC software. The app captures device motion and sends it to the host plug-in over a network connection, then records the move into keyframes when you hit record. It also streams the DCC viewport back to the device for framing while you operate.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1052"  height="498"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/3owgm04bvaxfsxyifffe1ft8_zjbal9ynd0zcyvioxbabirmrsdjv8clnrczutxaralcec-igm6ixtaaw-sreeew1052-h592.jpg?resize=1052%2C498&quality=80&ssl=1"  alt="https://play-lh.googleusercontent.com/3owGM04BVAXFSxyiFFFe1ft8_zjBal9yNd0ZcYVIoXBaBirMRSDjV8cLnrCzutxARalceC-igm6IxTaAw-SreeE=w1052-h592"  class="wp-image-275377" ></figure>



<p class="wp-block-paragraph">The new release includes a redesigned user interface and a full screen viewport. It also adds an Android version alongside iOS, with  live viewport streaming over Wi-Fi, capture and streaming at up to 60 frames per second, on device controls for playback and camera switching, focal length sliders, and the ability to scale camera movement for longer travel.</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">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/yRTKnmnBlBQ?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="supported-dccs-and-versions-now-with-fewer-workarounds" class="wp-block-heading">Supported DCCs and versions, now with fewer workarounds</h3>



<p class="wp-block-paragraph">The current plug-ins list  the following versions: Blender 5.1, 5.0, and LTS 4.5, Autodesk Maya 2027 and 2026, Autodesk 3ds Max 2027 and 2026, SideFX Houdini 21, and Maxon Cinema 4D 2026.</p>



<p class="wp-block-paragraph">If you live in mixed DCC land, this is the rare case where one handheld capture app claims first-party plug-ins for five major platforms at once. You still need to validate the exact DCC build and pipeline constraints in your environment, but at least the compatibility targets are stated clearly.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1052"  height="498"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/wywctvme5dyoytziyaqnwkava-nxlpx1ybwcm-n6blmfuans5bfmb64jw-7irsvlzhnppqrwaplk9c6ar-vsw1052-h592.jpg?resize=1052%2C498&quality=80&ssl=1"  alt="https://play-lh.googleusercontent.com/wywCtVME5dYOytZiyaqNwKaVa-nxLpx1YBWcM-N6BLmfUANS5BfMb64JW-7iRsvLZHnpPqrWAPLk9C6Ar-Vs=w1052-h592"  class="wp-image-275378" ></figure>



<h3 id="viewport-streaming-latency-and-why-tethering-exists" class="wp-block-heading">Viewport streaming, latency, and why tethering exists</h3>



<p class="wp-block-paragraph">VirtuCamera 2 streams the viewport to the device so you can frame from the phone or tablet. On paper, that reduces the whole remote monitor dance. In practice, the network decides how cinematic your day will be.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1052"  height="498"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/7pclfwsouysx4ylybk48dhkgoc-uznb0ae7wbkxgz7cc-3wcuoqn9ovd67nkmxeaxwcndh8pfwbggssklao9gqw1052-h592.jpg?resize=1052%2C498&quality=80&ssl=1"  alt="https://play-lh.googleusercontent.com/7pClfWSOuYsX4yLYbk48DHkgoc-UZnb0Ae7wBkxgz7cC-3WcUoQN9Ovd67nKMXEaXWcNDH8pFwbgGsSkLao9GQ=w1052-h592"  class="wp-image-275376" ></figure>



<p class="wp-block-paragraph">The tethering documentation spells out why. Wi-Fi can drop packets, jitter, or kill long connections due to congestion, roaming, power saving, and network restrictions even when normal browsing looks fine. The guide recommends tethering as a way to make the computer treat the phone as a wired network interface, avoiding Wi-Fi variability and often improving latency. USB tethering also commonly keeps the phone charging during use. If you have ever watched a handheld take turn into a stuttering mess at the exact moment the director liked it, you already know why this section exists.</p>



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/image-7.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="655"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/image-7.png?resize=1200%2C655&quality=72&ssl=1"  alt="A detailed guide on enabling USB tethering for various operating systems: Android, Windows, and Linux. The text describes the processes for each system, including settings to adjust for network connections and common troubleshooting tips."  class="wp-image-275374" ></a></figure>



<p class="wp-block-paragraph">There is also Ethernet tethering, described as plug and play across macOS, Windows, and Linux, assuming you use a USB to Ethernet adapter compatible with the phone so the device recognizes it as a network interface.  Also, test this stuff before you trust it in production. Network quirks love showing up when they shouldn’t be there.</p>



<h3 id="scale-settings-because-meters-are-not-a-suggestion" class="wp-block-heading">Scale settings, because meters are not a suggestion</h3>



<p class="wp-block-paragraph">VirtuCamera 2 includes a scale setting designed to map real world movement to DCC units. You need to establish how much 3D software units equal real world units. In the app settings, you set a value so that one meter in the real world matches the software units you choose.</p>



<figure class="wp-block-image"><img data-recalc-dims="1" height="307" width="1200"  decoding="async"  src="https://i0.wp.com/virtucamera.com/wp-content/uploads/2025/12/unitspermeter-1-1536x393.jpg?resize=1200%2C307&quality=80&ssl=1"  alt="https://virtucamera.com/wp-content/uploads/2025/12/unitspermeter-1-1536x393.jpg" ></figure>



<p class="wp-block-paragraph">That sounds simple, but it solves a recurring problem in virtual workflows: a physically reasonable move can become a microscopic nudge or a teleport depending on scene scale. Making this an explicit setting in the app puts the responsibility in the right place. You calibrate once per scene scale, then operate like you mean it.</p>



<p class="wp-block-paragraph">If you work across projects with different unit conventions, write the chosen mapping into your show notes and keep it consistent. Otherwise you will spend an afternoon wondering why yesterday’s operator feels like they had longer arms.</p>



<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<a href="https://twitter.com/CosmoMidias/status/1779701979431985161" rel="nofollow">https://twitter.com/CosmoMidias/status/1779701979431985161</a>
</div></figure>



<h3 id="plug-ins-python-and-rolling-your-own-integration" class="wp-block-heading">Plug-ins, Python, and rolling your own integration</h3>



<p class="wp-block-paragraph">VirtuCamera’s official site shared the underlying Python module. VirtuCamera plug-ins for Maya, Blender, Houdini, Cinema 4D, and 3ds Max are based on the PyVirtuCamera module, and PyVirtuCamera  uses FFmpeg for video encoding. PyVirtuCamera exists as a public repository on <a href="https://github.com/">GitHub</a> and a Python module API to create VirtuCamera plug-ins, with downloadable releases and a wiki for usage details.</p>



<p class="wp-block-paragraph">This matters for two audiences. If you are a pipeline TD, a published API reduces the risk of being blocked by missing official plug-ins for your in house toolset. If you are a plugin developer, a shared module means feature parity across host DCCs depends on the same core, not five separate implementations drifting apart.</p>



<p class="wp-block-paragraph">Somebody will ask whether this means you can jam it into anything. The official site says you can create your own plugin with the PyVirtuCamera Python API and that it does not need to be a DCC. </p>



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



<p class="wp-block-paragraph">On the German Apple App Store and on <a href="https://play.google.com/store/apps/details?hl=en&id=com.theweirdbyte.virtucamera2&utm_source=chatgpt.com" title="">the Google Play  listing</a>, VirtuCamera 2 is priced at 18€ currentl. On the US App Store listing, it is priced at $20. If you are evaluating total cost, also account for the time cost of validating networking, device mounting, and scene scale conventions. The app cost is rarely the expensive part.</p>



<p class="wp-block-paragraph"><br /><a href="https://virtucamera.com/?utm_source=chatgpt.com">https://virtucamera.com/</a><br /><br /><a>https://apps.apple.com/de/app/virtucamera-2/id6761327593</a><br /><br /><a href="https://play.google.com/store/apps/details?hl=en&id=com.theweirdbyte.virtucamera2&utm_source=chatgpt.com">https://play.google.com/store/apps/details?hl=en&id=com.theweirdbyte.virtucamera2</a></p>



<p class="wp-block-paragraph"><a>https://github.com/theweirdbyte/PyVirtuCamera</a></p>



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



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/05/01/virtucamera-2-the-weird-byte-goes-android/">VirtuCamera 2: The Weird Byte goes Android</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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A vibrant digital illustration displayed on an iMac screen, featuring a character with exaggerated features joyfully interacting with whimsical creatures. Colorful backgrounds and playful elements enhance the lively atmosphere, showcasing artistic creativity in detail.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">275187</post-id>	</item>
		<item>
		<title>Inertia brings clicky physics to Blender</title>
		<link>https://digitalproduction.com/2026/04/30/inertia-brings-clicky-physics-to-blender/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 30 Apr 2026 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D production tools]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender 5.1]]></category>
		<category><![CDATA[geometry nodes]]></category>
		<category><![CDATA[geometry nodes add-on]]></category>
		<category><![CDATA[Gumroad]]></category>
		<category><![CDATA[Inertia]]></category>
		<category><![CDATA[NodeMonkey]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[physics animation]]></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/2026/04/z20gciywmyu-00-00-34-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="An artistic representation of space showcasing a glowing orange sun surrounded by planets in orbit. Swirling trails illustrate their paths against a deep black starry background, with the words 'PROCEDURAL ASTROPHYSICS' prominently displayed in bold white and blue text." /></div><div><p>Inertia targets physics-style motion in Blender 5.1 with three ready-made systems and a live viewport trajectory preview, plus docs and demo scenes.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/30/inertia-brings-clicky-physics-to-blender/">Inertia brings clicky physics 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/2026/04/z20gciywmyu-00-00-34-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="An artistic representation of space showcasing a glowing orange sun surrounded by planets in orbit. Swirling trails illustrate their paths against a deep black starry background, with the words 'PROCEDURAL ASTROPHYSICS' prominently displayed in bold white and blue text." /></div><div><h3 id="the-pitch-stop-keyframing-the-math" class="wp-block-heading">The pitch: stop keyframing the math</h3>
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<p class="wp-block-paragraph">Physics-style motion looks simple right up until you try to animate it by hand. You want an object to arc, spin, fall, and land with a believable rhythm. Then you end up nudging curves, correcting timing, and trying to keep the rotation from looking like it came from a different universe than the translation.</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">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/z20gciYWMYU?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph"><a href="https://nodemonkey.gumroad.com?utm_source=chatgpt.com">NodeMonkey</a> built <a href="https://nodemonkey.gumroad.com/l/inertia?utm_source=chatgpt.com">Inertia</a> around the idea that artists should steer intent, not equations. The tool targets <a href="https://www.blender.org">Blender</a> 5.1 and is a Geometry Nodes-powered add-on that handles the math and generates trajectories, rotations, and gravity-based motion. The claim is workflow first: fewer clicks, fewer editors, and less time spent hand-authoring the same ballistic arc for the hundredth time.</p>



<p class="wp-block-paragraph">A free version is available, alongside a paid edition. Pricing is shown as €0+ so you can name your own price, and pay what you think is fair. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-09-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-09-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?resize=1200%2C675&quality=72&ssl=1"  alt="A stylized 3D design features a blue geometric base with a circular top, from which three colored projectiles—red, blue, and orange—emerge dynamically. Bold white text below states &quot;SHOOT PROJECTILES,&quot; adding a playful emphasis to the action-oriented scene."  class="wp-image-274446" ></a></figure>



<h3 id="three-systems-three-kinds-of-pain-relief" class="wp-block-heading">Three systems, three kinds of pain relief</h3>



<p class="wp-block-paragraph">The core of <a href="https://nodemonkey.gumroad.com/l/inertia?utm_source=chatgpt.com">Inertia</a> is three built-in systems, each aimed at a familiar animation task that tends to spiral into curve surgery.</p>



<p class="wp-block-paragraph">Projectile Inertia focuses on launched objects. The tool includes an auto-aim function intended to help consistently hit targets. Think arrows, thrown props, or anything that needs to land where art direction says it must land, while still pretending physics had a say.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-26-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-26-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?resize=1200%2C675&quality=72&ssl=1"  alt="In a digital design software interface, a 3D model of a fluid curve is prominently displayed on a green plane. The screen on the left showcases a detailed view of the curve&#039;s trajectory, while the right side features controls and settings for manipulation, highlighted by bold text reading &quot;FROM ANY ANGLE.&quot;"  class="wp-image-274447" ></a></figure>



<p class="wp-block-paragraph">Orbital Inertia targets celestial mechanics. If you ever tried to keyframe orbital paths and keep speed and curvature consistent, you already know why a dedicated system exists for it.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-39-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-39-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?resize=1200%2C675&quality=72&ssl=1"  alt="A sleek visualization of a glowing sun at the center, with vibrant, glowing trajectories illustrating path predictions swirling around it. The dark space background enhances the luminosity of the paths, while bold text at the bottom reads &#039;REAL-TIME PATH PREDICTION&#039; in contrasting colors."  class="wp-image-274448" ></a></figure>



<p class="wp-block-paragraph">Curve Inertia keeps objects locked to paths with gravity-like behavior. The examples called out include jet fighters and roller coasters, which is another way of saying motion that must follow a path but still feel like weight and momentum exist.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-59-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-59-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?resize=1200%2C675&quality=72&ssl=1"  alt="A small airplane gracefully arcs through the sky over a tranquil ocean, set against a backdrop of fluffy clouds illuminated by a warm sunset. Below, the water glistens softly as the aircraft performs a stunning maneuver, showcasing the concept of &#039;Automatic Banking&#039;."  class="wp-image-274449" ></a></figure>



<p class="wp-block-paragraph">All three systems sit inside <a href="https://www.blender.org">Blender</a> 5.1 and lean on Geometry Nodes rather than external solvers or custom simulation frameworks. About a third of the way in, here is the small gotcha you should keep in mind: any tool that generates motion procedurally can hide complexity behind friendly UI. That is great until you need to debug. Test early, test with your real scene scale, and test with the constraints you actually ship, not the demo that came in the download.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-01-13-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-01-13-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?resize=1200%2C675&quality=72&ssl=1"  alt="An interface displaying a digital project with the bold text &quot;100% GEOMETRY NODES&quot; prominently featured. Below, a network of interconnected nodes represents complex geometry manipulation in a graphical software environment, highlighted by bright, colorful lines."  class="wp-image-274450" ></a></figure>



<h3 id="viewport-prediction-the-part-you-will-actually-use" class="wp-block-heading">Viewport prediction: the part you will actually use</h3>



<p class="wp-block-paragraph">The most practical feature is a real-time predictive curve drawn directly in the viewport. The idea is simple: see the path before you press Play. That means you can adjust aim and motion direction with visual feedback instead of running the timeline like a slot machine.</p>



<p class="wp-block-paragraph">The same preview concept applies to both projectile arcs and orbital paths, displayed as a live line in the viewport. It is a small change that can save a lot of micro-iterations, especially when you work under direction that changes its mind three times before lunch.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-14-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-00-14-21-the-easiest-way-to-animate-physics-in-blender-free-tool.png?resize=1200%2C675&quality=72&ssl=1"  alt="An abstract 3D visual showing a blue sphere on the ground, a red ring hovering above, and a stylized arrow segment pointing upwards. The background is dark gray, contrasting with the vibrant colors of the elements. Bold white text at the top reads &quot;TARGET SPREAD&quot;."  class="wp-image-274451" ></a></figure>



<p class="wp-block-paragraph">The Sources also claim you do not need to know Geometry Nodes to use the tool. Instead, you adjust sliders for Gravity, Friction, and Speed without opening the node editor. That is the classic adoption strategy for node-based power features: give artists a clean control surface first, let the curious dig deeper later.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-01-13-21-the-easiest-way-to-animate-physics-in-blender-free-tool-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/z20gciywmyu-00-01-13-21-the-easiest-way-to-animate-physics-in-blender-free-tool-1.png?resize=1200%2C675&quality=72&ssl=1"  alt="An interface displaying a node-based setup for 3D modeling, prominently featuring the text &quot;100% GEOMETRY NODES&quot; in bold blue letters. Various interconnected nodes and sliders showcase options and parameters for geometry manipulation on a dark background."  class="wp-image-274453" ></a></figure>



<h3 id="practical-notes-for-production-brains" class="wp-block-heading">Practical notes for production brains</h3>



<p class="wp-block-paragraph">If you plan to use <a href="https://nodemonkey.gumroad.com/l/inertia?utm_source=chatgpt.com">Inertia</a> for shots, treat it like any new procedural motion system. Run a few stress tests with your real frame ranges and scene scale. Check whether the motion remains stable when you change FPS, time-warp, or hand off to another artist who needs to tweak the result without breaking the rig. Verify how the generated motion behaves when you render on the farm or upgrade <a href="https://www.blender.org">Blender</a> mid-project.</p>



<p class="wp-block-paragraph"><br /><a href="https://nodemonkey.gumroad.com/l/inertia" title="">https://nodemonkey.gumroad.com/l/inertia</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/04/30/inertia-brings-clicky-physics-to-blender/">Inertia brings clicky physics 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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[An artistic representation of space showcasing a glowing orange sun surrounded by planets in orbit. Swirling trails illustrate their paths against a deep black starry background, with the words 'PROCEDURAL ASTROPHYSICS' prominently displayed in bold white and blue text.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">273642</post-id>	</item>
		<item>
		<title>Anthropic funds Blender, ships Claude connector</title>
		<link>https://digitalproduction.com/2026/04/30/anthropic-funds-blender-ships-claude-connector/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 30 Apr 2026 04:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[AI animation]]></category>
		<category><![CDATA[Anthropic]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender Foundation]]></category>
		<category><![CDATA[open source]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=274083</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lzmwszbzu5w-00-00-13-18-claude-now-connects-to-blender.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="An overhead view of a diverse landscape featuring an array of scattered white rocks interspersed among vibrant green grass. On the left side, a user interface displays instructions against a dark background, while on the right, data is organized in a detailed sidebar, showcasing a digital workspace." /></div><div><p>Claude gets a Blender connector, plus patron money for Blender core work. Your pipeline gets a new helper. Your lawyers get new reading.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/30/anthropic-funds-blender-ships-claude-connector/">Anthropic funds Blender, ships Claude connector</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/2026/04/lzmwszbzu5w-00-00-13-18-claude-now-connects-to-blender.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="An overhead view of a diverse landscape featuring an array of scattered white rocks interspersed among vibrant green grass. On the left side, a user interface displays instructions against a dark background, while on the right, data is organized in a detailed sidebar, showcasing a digital workspace." /></div><div><p class="wp-block-paragraph"><a href="https://www.anthropic.com/">Anthropic</a> joined the <a href="https://www.blender.org/press/anthropic-joins-the-blender-development-fund-as-corporate-patron/" title="">Blender Development Fund as a Corporate Patron</a> and the focus sits on Blender core development, specifically foundational work like the Blender Python API. <a href="https://www.blender.org/press/anthropic-joins-the-blender-development-fund-as-corporate-patron/" title="">Quoting</a>: <em>This support will be dedicated towards Blender core development, to maintain and continuously improve foundational features like the Blender Python API, which enables developers and artists alike to extend and improve the software for custom workflows.</em></p>
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07:04:43&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14274,&quot;href&quot;:&quot;https:\/\/www.anthropic.com\/news\/claude-for-creative-work&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260430015251\/https:\/\/www.anthropic.com\/news\/claude-for-creative-work&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-04-30 04:05:27&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-03 15:12:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-09 07:44:17&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-12 13:52:34&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-15 22:59:27&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-05-19 02:32:50&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-19 02:32:50&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span>


<h3 id="community-reaction-and-the-corporate-reality-check-e-a-breathe-everybody" class="wp-block-heading">Community reaction and the corporate reality check. E.a. Breathe, everybody. </h3>



<p class="wp-block-paragraph">This is the part worth re-reading when the next debate starts, because it will. Blender stays open-source. Donors do not own the code. The Foundation is still in charge of planning and review. And as far as Connectors and Corporate sponsors go, would you rather have <a href="https://en.wikipedia.org/wiki/Anthropic%E2%80%93United_States_Department_of_Defense_dispute" title="">Anthropic</a> or <a href="https://www.youtube.com/shorts/iCajgbvjwHo?t=180&feature=share" title="">TwitterAI</a>?</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lzmwszbzu5w-00-00-32-18-claude-now-connects-to-blender.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lzmwszbzu5w-00-00-32-18-claude-now-connects-to-blender.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital interface displays a 3D model in a monochromatic palette. The left side shows a text box with instructions for object selection, while the right side features a detailed list of objects with properties highlighted. The background is dark, emphasizing the model."  class="wp-image-274411" ></a></figure>



<h3 id="claude-gets-a-blender-connector" class="wp-block-heading">Claude gets a Blender connector</h3>



<p class="wp-block-paragraph">And there is other news: The new <a href="https://claude.com/">Claude</a> connector for <a href="https://www.blender.org/">Blender</a> provides a natural-language interface to Blender’s Python API. It is positioned for scene analysis and debugging, generating scripts, and batch-applying changes to objects in a scene. It can also add tools directly to Blender’s interface by using the Python API.</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">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/LZMWsZbZU5w?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">This is also where the sarcasm is unsuppressible. The pitch sounds like a polite AI intern who reads the manual, writes your first draft of a script, and does not ask for access to your Perforce depot. In practice, it will do exactly what any code generator does: it will be useful right up until it makes one confident, catastrophic mistake that turns your perfectly fine scene into modern art. Test it before you let it anywhere near a deliverable.</p>



<h3 id="lets-test-this-together" class="wp-block-heading">Let’s test this together! </h3>



<p class="wp-block-paragraph">Digital Production author <a href="https://www.alexanderrichtertd.com/python-blender">Alexander Richter</a> will put the new connector through a first-look livestream on Thursday, the same day this news lands. The session runs at 2 PM UTC and leans into a raw test rather than a polished demo, with a quick install walkthrough using the uv package manager and then straight into hands-on scene work.</p>



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<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/KzN7P0L8_cg?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">The stream title is I Let Claude AI Control Blender (Is it actually good?). Expect real-world poking at scene manipulation, lighting setups, and Python scripting, plus a TD-flavored sanity check on batch renaming, material assignments, and scene cleanup: where it saves time, where it trips, where it fucks up and where Python knowledge still separates a clean result from a slow-motion cleanup job.</p>



<h3 id="mcp-or-how-to-share-the-plumbing" class="wp-block-heading">MCP, or how to share the plumbing</h3>



<p class="wp-block-paragraph">The Blender connector is built on <a href="https://modelcontextprotocol.io/">Model Context Protocol</a>, an open standard for connecting AI models to external data. The connector built on MCP is designed to be accessible to other large language models, not just Claude. For pipeline folks, that is the important sentence. It frames the connector as infrastructure rather than a one-off plugin, making the integration story feel less like a lock-in play and more like a set of pipes you can reuse. Or at least, that is the marketing claim. Reality will show how it works. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lzmwszbzu5w-00-00-29-18-claude-now-connects-to-blender.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lzmwszbzu5w-00-00-29-18-claude-now-connects-to-blender.png?resize=1200%2C675&quality=72&ssl=1"  alt="A dark background highlights a block of text in a modern font, instructing the user to delete specific objects based on naming criteria in a software interface. The message is outlined clearly, using a white contrasting font for readability."  class="wp-image-274409" ></a></figure>



<h3 id="connectors-everywhere-all-at-once" class="wp-block-heading">Connectors everywhere, all at once</h3>



<p class="wp-block-paragraph">The same announcement releases “connectors” as a broader creative-work push. Listed integrations include <a href="https://www.adobe.com/">Adobe</a> Creative Cloud apps, <a href="https://www.ableton.com/">Ableton</a> documentation grounding for Live and Push, <a href="https://www.autodesk.com/products/fusion-360/overview">Autodesk Fusion</a>, <a href="https://www.sketchup.com/">SketchUp</a>, and live visual tools like <a href="https://resolume.com/">Resolume</a>.</p>



<p class="wp-block-paragraph">In other words, the assistant wants to sit in the middle of your toolchain, translate between apps, and automate the stuff you do not put on your reel. Or, just, you know, read the documentation for you. If that sounds like an attempt to emrbace the creative industries, yes, that is the point. And if you already feel tired, also yes. </p>



<p class="wp-block-paragraph">And if you think: “Oh, well, someone is running from the Trumpish-Industrialist grasps into the warm embrace of the creative world”, yes, that is what it looks like. Funny that the discussion about where the training data came from is not included in the messaging at all. But let’s see how Anthropic does on this side of the Copyright divide. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lzmwszbzu5w-00-00-45-18-claude-now-connects-to-blender.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lzmwszbzu5w-00-00-45-18-claude-now-connects-to-blender.png?resize=1200%2C675&quality=72&ssl=1"  alt="A computer screen displays two windows: on the left, a list of collections with icons and checkboxes, indicating various items, and on the right, a code execution summary detailing disabled collections, confirming processes completed, and displayed with highlighted text."  class="wp-image-274410" ></a></figure>



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



<p class="wp-block-paragraph">The sources describe the Blender connector as officially available for Claude and available now for Blender 5.1, with installation instructions hosted by Blender. </p>



<p class="wp-block-paragraph">As always, treat new automation as a tool, not a teammate. Put it in a sandbox, throw ugly production scenes at it, and see whether it helps you ship faster or just helps you generate new kinds of bugs in new and exciting industreis.</p>



<p class="wp-block-paragraph"><a href="https://www.blender.org/press/anthropic-joins-the-blender-development-fund-as-corporate-patron/" title="">https://www.blender.org/press/anthropic-joins-the-blender-development-fund-as-corporate-patron/</a></p>



<p class="wp-block-paragraph"><a href="https://www.anthropic.com/news/claude-for-creative-work" title="">https://www.anthropic.com/news/claude-for-creative-work</a></p>



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



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/04/30/anthropic-funds-blender-ships-claude-connector/">Anthropic funds Blender, ships Claude connector</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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
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<post-id xmlns="com-wordpress:feed-additions:1">274083</post-id>	</item>
		<item>
		<title>OctaneRender 2026.3 adds virtual texture netrender</title>
		<link>https://digitalproduction.com/2026/04/29/octanerender-2026-3-adds-virtual-texture-netrender/</link>
		
		<dc:creator><![CDATA[Manuel Kotulla]]></dc:creator>
		<pubDate>Wed, 29 Apr 2026 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Cinema 4D]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[MaterialX]]></category>
		<category><![CDATA[Octane]]></category>
		<category><![CDATA[OTOY]]></category>
		<category><![CDATA[USD]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=273959</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/20263-splash.jpg?fit=1000%2C527&quality=80&ssl=1" width="1000" height="527" title="" alt="A visually striking red and black background featuring vertical bars of light, creating a dynamic and modern aesthetic. Prominently displayed is the OctaneRender logo, accompanied by the version number '2026.3'. The overall vibe is sleek and tech-savvy." /></div><div><p>OTOY ships OctaneRender 2026.3: virtual textures finally work on the farm, NRC uses less memory, and USD plus MaterialX get more pipeline glue.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/29/octanerender-2026-3-adds-virtual-texture-netrender/">OctaneRender 2026.3 adds virtual texture netrender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/manuelkotulla/">Manuel Kotulla</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/2026/04/20263-splash.jpg?fit=1000%2C527&quality=80&ssl=1" width="1000" height="527" title="" alt="A visually striking red and black background featuring vertical bars of light, creating a dynamic and modern aesthetic. Prominently displayed is the OctaneRender logo, accompanied by the version number '2026.3'. The overall vibe is sleek and tech-savvy." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://home.otoy.com/render/octane-render/" title="">OctaneRender</a> is a GPU renderer with DCC plugins like <a href="https://www.blender.org/">Blender</a>, <a href="https://www.maxon.net/en/cinema-4d">Cinema 4D</a>, and <a href="https://www.sidefx.com/products/houdini/">Houdini</a>. It ships via <a href="https://home.otoy.com/render/octane-render/purchase/" title="">Studio+</a> and has a macOS stepsibling called <a href="https://home.otoy.com/octane-x-ipad/?utm_source=chatgpt.com">Octane X</a>.</em></p>
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<h3 id="virtual-textures-now-allowed-on-the-farm" class="wp-block-heading">Virtual textures, now allowed on the farm</h3>



<p class="wp-block-paragraph"><a href="https://home.otoy.com/?utm_source=chatgpt.com">OTOY</a> shipped <a href="https://home.otoy.com/render/octane-render/?utm_source=chatgpt.com">OctaneRender</a> 2026.3 with a headline change that matters to anyone who has ever watched a heavy lookdev scene bully a GPU: network rendering now supports virtual textures. Virtual textures arrived earlier in the 2026 cycle, and 2026.3 extends that system beyond the local box so you can run the same approach in distributed jobs instead of treating it like a workstation-only party trick.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-22.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="177"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-22.png?resize=1200%2C177&quality=72&ssl=1"  alt="A collection of software logos displayed in a horizontal row, featuring vibrant designs. Prominent tools like Blender, Cinema 4D, Houdini, and Unreal Engine are depicted, highlighting their unique branding colors and styles, representing the world of 3D modeling and animation."  class="wp-image-274095"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-22.png?w=1242&quality=72&ssl=1 1242w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-22.png?resize=768%2C113&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-22.png?resize=1200%2C177&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-22.png?resize=380%2C56&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-22.png?resize=550%2C81&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-22.png?resize=800%2C118&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-22.png?resize=1160%2C171&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-22.png?resize=80%2C12&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-22.png?resize=760%2C112&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-22.png?resize=1100%2C162&quality=72&ssl=1 1100w" ></a></figure>



<p class="wp-block-paragraph">If your pipeline leans on huge texture sets, this is the kind of change that can reduce the amount of manual babysitting around what fits where. It does not magically fix bad asset hygiene, but it can remove one common excuse for why a scene behaves differently on an artist’s machine versus a render node. The release notes also call out a reduction in time to first sample in render nodes when scenes contain large image counts, which pairs naturally with the idea of texture-heavy shots that take too long just to begin doing anything visible.</p>



<p class="wp-block-paragraph">One practical footnote: <a href="https://render.otoy.com/forum/viewtopic.php?t=85624" title="">the release notes</a> explicitly say that virtual textures are not supported for texture displacement. That line sits inside a crash fix description, but the constraint itself matters. If your assets rely on displacement driven by high-resolution maps, you still need to plan for the old reality there, even while the rest of the texture stack gets more flexible.</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">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/LYV0I5cwrLQ?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="trace-sets-shadow-catchers-and-other-production-glue" class="wp-block-heading">Trace sets, shadow catchers, and other production glue</h3>



<p class="wp-block-paragraph">2026.3 continues to sand down workflow edges around features introduced earlier in the 2026 line. Trace set visibility rules can now also apply to shadow catchers, which sounds small until you are trying to art-direct what reflects in what while keeping plate integration sane. Shadow catchers often sit at the intersection of lighting cheats and comp expectations, so anything that reduces the number of special cases usually pays back quickly.</p>



<p class="wp-block-paragraph">There is also an update to USD import preferences: you can override point instances so they can be used to instance other external geometries. That is a very specific knob, but pipelines that move a lot of set dressing through <a href="https://digitalproduction.com/tag/usd/" title="USD">USD</a> tend to accumulate a lot of “why does this instance not behave like that instance” questions. Having an explicit override in the import preferences at least gives TDs another lever that lives in the tool instead of in an external patch script.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/odk7uvmjiju-00-10-55-7-intro-to-octane-for-blender-lighting-materials-rendering-basics.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/odk7uvmjiju-00-10-55-7-intro-to-octane-for-blender-lighting-materials-rendering-basics.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital workspace displays a 3D rendering of a semi-transparent sphere, showcasing a soft blue gradient on its surface. To the right, a panel reveals various settings and parameters, while programming text fills the left side, indicating active computational adjustments."  class="wp-image-274099" ></a></figure>



<p class="wp-block-paragraph">The same release adds support for importing float and colour primvars from USD curves, and it fixes an issue where motion blur was not visible when using USD curves. If you push curves for hair, cables, trails, or procedural motion guides, this is the kind of boring detail that stops being boring the moment it breaks a shot.</p>



<p class="wp-block-paragraph">For readers tracking platform standards, this is another reminder that renderer updates are increasingly about interchange stability as much as raw features. You still want speed, but you also want fewer surprises when assets cross DCC borders.</p>



<h3 id="materialx-displacement-support-gets-more-real" class="wp-block-heading">MaterialX displacement support gets more real</h3>



<p class="wp-block-paragraph">The 2026.3 release adds MaterialX import support for displacement shader sub graphs. It also fixes a handful of MaterialX-related issues, including proper operation for TransformNormal and TransformPoint, errors when loading scenes with Time and Frame nodes, alpha blending in HexTiledImage for color4 outputs, and import issues around bi-tangent inputs that could break normal mapping.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/c3p-bcw4pp4-00-00-48-7-octanerender-20261-beta.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/c3p-bcw4pp4-00-00-48-7-octanerender-20261-beta.png?resize=1200%2C675&quality=72&ssl=1"  alt="A screen displaying a detailed interface for a design software, featuring various categories like &#039;Geometry,&#039; &#039;Textures,&#039; and &#039;Application.&#039; The prominent title &#039;MaterialX&#039; is central, surrounded by neatly organized icons and options, showcasing a rich assortment of tools for graphic creation."  class="wp-image-274098" ></a></figure>



<p class="wp-block-paragraph">If your studio has been treating <a href="https://materialx.org/?utm_source=chatgpt.com">MaterialX</a> as “great in theory, wobbly in practice”, this is a concrete step toward the practical side. A step, not the finish line! Not even for Scandinavian Studios! It does not claim perfect parity with every other tool, but it does show attention to the unglamorous parts: node correctness, error spam, and consistent interpretation of common transforms.  A separate behavior tweak affects anisotropy: rotation in Standard Surface now matches OpenPBR and other renderers, and existing scenes are not affected. Hopefully</p>



<h3 id="nrc-memory-use-drops-plus-a-grab-bag-of-fixes" class="wp-block-heading">NRC memory use drops, plus a grab bag of fixes</h3>



<p class="wp-block-paragraph"><a href="https://home.otoy.com/?utm_source=chatgpt.com">OTOY</a> says memory usage has been reduced when using the Neural Radiance Cache, referred to as NRC. The same notes mention fixes for render artifacts when using volume media in combination with NRC, plus a crash fix when rendering starts while virtual textures compile and are used in texture displacement, with the earlier reminder that virtual textures do not support texture displacement.</p>



<p class="wp-block-paragraph">There is also a long list of resolved issues touching a lot of interchange formats and stability landmines: fixes for Alembic loading with materials saved as non-constant FaceSet objects, multiple FBX importer and exporter issues around vertex attributes and vertex animations, crashes on unsupported or invalid SPZ files, and potential application crashes upon initialisation on Windows and Linux.</p>



<p class="wp-block-paragraph">A small but very real quality-of-life fix: empty file name nodes no longer get replaced with the directory of the containing OCS file, and they stay empty. That is the sort of bug that creates invisible path issues that only show up in a farm run at 3 a.m. on a Saturday night, while you are trying to remember what these things called “Weekends” were, the strange people in the group called “Friends” on Discord are blabbing about.  Random example. </p>



<h3 id="drivers-os-baselines-and-what-your-it-team-will-ask" class="wp-block-heading">Drivers, OS baselines, and what your IT team will ask</h3>



<p class="wp-block-paragraph">The release notes list two explicit minimums. The minimum NVIDIA driver version required is R555, and it is R572 for GeForce RTX50 series. The minimum version of macOS required is 14.5.</p>



<h3 id="lua-api-tweaks-for-pipeline-tinkerers" class="wp-block-heading">Lua API tweaks for pipeline tinkerers</h3>



<p class="wp-block-paragraph">2026.3 includes Lua API changes that target data handling and introspection. Several octane.node functions now accept raw C arrays for cases where the API expects an array, and there are new helpers for querying animator types and retrieving animator data as a raw C array. It also states that for non-array attributes, you are allowed to set animators with different channel counts from that of the attribute type.</p>



<p class="wp-block-paragraph">If your facility uses Lua to automate scene setup, tool integration, or pipeline hooks, or just is full of Autohotkey-Nerds (My People!) these are the kind of changes that can reduce wrapper code and make scripts less fragile. It is not the most glamorous section , but it is often where studios quietly win back hours.</p>



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



<p class="wp-block-paragraph"><a href="https://home.otoy.com/render/octane-render/?utm_source=chatgpt.com">OctaneRender</a> 2026.3 is available via downloads linked from the release notes, including standalone builds for Windows, Linux, and macOS, plus node builds for Windows and Linux, and demo downloads for Windows and Linux.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/home.otoy.com/wp-content/uploads/2025/11/Octane-BF-Bundle-collage-v2.jpg?w=1200&quality=80&ssl=1"  alt="https://home.otoy.com/wp-content/uploads/2025/11/Octane-BF-Bundle-collage-v2.jpg" ></figure>



<p class="wp-block-paragraph">Pricing is subscription-based via <a href="https://home.otoy.com/render/octane-render/purchase/?utm_source=chatgpt.com">Studio+</a>. The OctaneRender Studio+ subscription is  24€ per month billed monthly, and 20€ per month billed yearly for an annual subscription. There is also an OctaneRender Offline USB Dongle for 49 euros.</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">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/S4RLX_QvOcs?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">Even if the feature list sounds perfect for your exact setup, treat it like any other renderer update: test it on your own scenes, with your own texutres, on your own farm, before you let it anywhere near a delivery schedule.<br /><a href="https://render.otoy.com/forum/viewtopic.php?t=85624&utm_source=chatgpt.com">https://render.otoy.com/forum/viewtopic.php?t=85624</a></p><p>The post <a href="https://digitalproduction.com/2026/04/29/octanerender-2026-3-adds-virtual-texture-netrender/">OctaneRender 2026.3 adds virtual texture netrender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/manuelkotulla/">Manuel Kotulla</a>. </p></div>]]></content:encoded>
					
		
		
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<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/20263-splash.jpg?fit=1000%2C527&#038;quality=80&#038;ssl=1" width="1000" height="527" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A visually striking red and black background featuring vertical bars of light, creating a dynamic and modern aesthetic. Prominently displayed is the OctaneRender logo, accompanied by the version number '2026.3'. The overall vibe is sleek and tech-savvy.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">273959</post-id>	</item>
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		<title>Autodesk Flow Studio adds AI Rigging and Neural Layer for character workflows</title>
		<link>https://digitalproduction.com/2026/04/28/autodesk-flow-studio-adds-ai-rigging-and-neural-layer-for-character-workflows/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 28 Apr 2026 14:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[AI character animation]]></category>
		<category><![CDATA[AI Rigging]]></category>
		<category><![CDATA[Autodesk Flow Studio]]></category>
		<category><![CDATA[automated rigging]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[character pipeline]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Neural Layer]]></category>
		<category><![CDATA[neural rendering]]></category>
		<category><![CDATA[Unreal Engine]]></category>
		<category><![CDATA[virtual production]]></category>
		<category><![CDATA[Wonder Dynamics]]></category>
		<category><![CDATA[Wonder Studio]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=272493</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/flowstudio_rnl_image1.jpg?fit=1200%2C654&quality=80&ssl=1" width="1200" height="654" title="" alt="UI panel titled 'Place joints' with color-coded joint markers on a 3D character, legend on left and 'Confirm' button on bottom right" /></div><div><p>The Flow Studio update introduces automated rigging, video-driven animation, neural rendering enhancements, and export to Maya, Blender, and Unreal.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/28/autodesk-flow-studio-adds-ai-rigging-and-neural-layer-for-character-workflows/">Autodesk Flow Studio adds AI Rigging and Neural Layer for character workflows</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/2026/04/flowstudio_rnl_image1.jpg?fit=1200%2C654&quality=80&ssl=1" width="1200" height="654" title="" alt="UI panel titled 'Place joints' with color-coded joint markers on a 3D character, legend on left and 'Confirm' button on bottom right" /></div><div><p class="wp-block-paragraph"><em>For those who do not know the tool: <a href="http://flowstudio.com/" title="Autodesk Flow">Flow Studio</a> is <a href="https://digitalproduction.com/tag/autodesk/" title="Autodesk">Autodesk</a>’s current platform for AI-assisted character work and live-action integration, which was previously called Wonder Studio. In production terms, it sits somewhere between character generation, animation, and shot finishing. The idea is to let users bring CG characters into live-action footage with less manual prep than a conventional VFX workflow usually demands.</em></p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:14250,&quot;href&quot;:&quot;http:\/\/flowstudio.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;https:\/\/www.autodesk.com\/products\/flow-studio\/overview&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]"></span>


<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">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/dMrSRhwSkTQ?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">Autodesk has added AI Rigging and Neural Layer to Flow Studio, pushing the platform further from AI-assisted asset work toward a broader character performance pipeline. AI Rigging is available across all tiers, while Neural Layer is limited to paid tiers. Both features are used within Live Action projects and are meant to reduce the amount of technical wrestling required between “nice model” and “usable shot.”</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/1_fs_ai-rigging_rig-your-generated-characters.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="654"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/1_fs_ai-rigging_rig-your-generated-characters.jpg?resize=1200%2C654&quality=80&ssl=1"  alt="A digital character model stands centered in a sleek interface. The character is a young adventurer with a cheerful expression, wearing a warm scarf and light clothing, hands outstretched. On the left, tools for customization are visible, with options like &quot;Retouch&quot; and &quot;Remove,&quot; while on the right, various stylized models are displayed."  class="wp-image-273967" ></a></figure>



<p class="wp-block-paragraph">That gap is where many AI workflows become oddly quiet (And it is a serious challenge not to link three dozen “AI driven startups” that are flodding our inboxes…) . Generating a 3D asset is relatively easy. Turning it into something that can move, light well, hold up in a close-up, and survive a handoff to the rest of the pipeline is where the actual labor starts charging rent. </p>



<p class="wp-block-paragraph">Autodesk’s answer is to bundle rigging, motion transfer, neural enhancement, and export into a single workflow that promises speed without removing artist control. As usual, the practical question is not whether it works in a launch demo, but how much cleanup it causes five minutes later.</p>



<h3 id="ai-rigging-automated-setup-for-3d-characters" class="wp-block-heading">AI Rigging: automated setup for 3D characters</h3>



<p class="wp-block-paragraph">According to Autodesk, AI Rigging automates one of the more technical parts of character production by preparing 3D characters for animation with minimal setup. The company says users can turn 3D models into animation-ready characters in minutes rather than building or refining rigs manually through a traditional setup process.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/21_fs_ai-rigging_character-adjustments.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="654"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/21_fs_ai-rigging_character-adjustments.jpg?resize=1200%2C654&quality=80&ssl=1"  alt="A 3D character model displayed in a center panel, showcasing a young boy with tousled brown hair and a friendly expression. He wears a warm scarf and casual attire, standing with arms outstretched. Beside him are adjustable sliders labeled &quot;Left & Right,&quot; &quot;Scale,&quot; and &quot;Rotate&quot; for character customization options."  class="wp-image-273966" ></a></figure>



<p class="wp-block-paragraph">Autodesk also says the resulting characters can be driven directly from video inputs, positioning the feature as a bridge between static 3D assets and motion-driven character performance. Once prepared, rigged assets can be exported to <a href="https://digitalproduction.com/tag/maya/" title="Maya">Maya</a>, <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender</a>, and <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal </a>for more advanced downstream work. Autodesk is making AI Rigging available across all tiers of Flow Studio.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/4_fs_neural-layer_bring-rigged-charcters-to-live-action-projects.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="654"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/4_fs_neural-layer_bring-rigged-charcters-to-live-action-projects.jpg?resize=1200%2C654&quality=80&ssl=1"  alt="In a lush green forest, a young boy stands, wearing a blue kimono-style shirt and gray pants, looking contemplative as he glances downward. The soft sunlight filters through the trees, highlighting the serene, vibrant environment. A digital interface is visible on the left, displaying playback controls and character options."  class="wp-image-273965" ></a></figure>



<h3 id="neural-layer-a-neural-rendering-and-enhancement-stage" class="wp-block-heading">Neural Layer: a neural rendering and enhancement stage</h3>



<p class="wp-block-paragraph">Neural Layer is Autodesk’s new rendering and enhancement component inside Flow Studio. While AI Rigging is aimed at character preparation and motion, Neural Layer is aimed at the look of the result. Autodesk describes it as a “faster and more accessible way” to push characters closer to cinematic output without having to leave the platform immediately.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/3_fs_ai-rigging_animation-preview-of-rigged-characters.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="654"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/3_fs_ai-rigging_animation-preview-of-rigged-characters.jpg?resize=1200%2C654&quality=80&ssl=1"  alt="A stylized 3D character of a young boy in a casual adventure outfit. He sports tousled brown hair and wears a scarf over a light shirt, paired with pants and sturdy shoes. The backdrop is softly blurred, emphasizing the character&#039;s vibrant appearance and playfulness."  class="wp-image-273969" ></a></figure>



<p class="wp-block-paragraph">The feature is intended to enhance realistic skin, hair, fur, and materials, while also adding more dynamic film-style lighting. Autodesk further says Neural Layer supports nuanced facial performance and micro-expressions, more grounded motion through improved AI mocap, and natural physics, cloth simulation, and compositing. Neural Layer is available only in the paid tiers of <a href="http://flowstudio.com/" title="">Flow Studio</a>.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fs_demo-still_rigging-and-neural-layer-3.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fs_demo-still_rigging-and-neural-layer-3.png?resize=1200%2C675&quality=72&ssl=1"  alt="A stylized anthropomorphic bee stands confidently with arms outstretched. It has a vibrant yellow and black striped body, large expressive eyes, and wears a shiny, modern jacket adorned with colorful buttons. The background is dark, highlighting the character&#039;s playful features."  class="wp-image-273972" ></a></figure>



<h3 id="from-asset-generation-to-performance" class="wp-block-heading">From asset generation to performance</h3>



<p class="wp-block-paragraph">Autodesk presents this release as the next step after Wonder 3D, shifting from static character creation toward animated performances. That matters because it changes how Flow Studio should be read in a production context. The platform is no longer being pitched mainly as a tool for generating a character asset or dropping a CG character into footage. It is increasingly becoming a character performance system that tries to cover more of the route from concept to finished shot in one place.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fs_demo-still_rigging-and-neural-layer-4.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fs_demo-still_rigging-and-neural-layer-4.png?resize=1200%2C675&quality=72&ssl=1"  alt="A stylized 3D wireframe model of a character resembling a humanoid insect, complete with antennae. The figure stands with arms extended, set against a simple gray background that enhances its translucent appearance, revealing a complex geometric structure."  class="wp-image-273973" ></a></figure>



<p class="wp-block-paragraph">The company says users can still export scenes to their preferred DCC tools for manual refinement, or stay inside Flow Studio and use Neural Layer to accelerate the process. Autodesk wants the product to appeal both to experienced artists who still want Maya, Blender, or Unreal in the loop, and to users with less 3D experience who want a faster route to a somewhat polished result. Whether that balance holds up under production pressure is another matter, but at least the escape hatch is there.</p>



<p class="wp-block-paragraph">Still, the technical direction is clear. Flow Studio now combines AI-assisted character preparation, video-driven animation, neural visual enhancement, and export to standard downstream tools in one package. For smaller teams and fast-turnaround productions, that is useful. For larger facilities, the more relevant questions remain the boring ones, which is usually a good sign: rig quality, cleanup time, motion consistency, interoperability, and how controllable the neural stage remains once a sequence stops.</p>



<p class="wp-block-paragraph"><a href="http://flowstudio.com/" title="">Autodesk Flow Studio</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/04/28/autodesk-flow-studio-adds-ai-rigging-and-neural-layer-for-character-workflows/">Autodesk Flow Studio adds AI Rigging and Neural Layer for character workflows</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>Reallusion ships Headshot 3 for CC5</title>
		<link>https://digitalproduction.com/2026/04/28/reallusion-ships-headshot-3-for-cc5/</link>
					<comments>https://digitalproduction.com/2026/04/28/reallusion-ships-headshot-3-for-cc5/#comments</comments>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 28 Apr 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Reallusion]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D character animation]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[character animation]]></category>
		<category><![CDATA[Character Creator]]></category>
		<category><![CDATA[HEadshot]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[reallusion]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=273611</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-3-comparison.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A split image of a woman's face featuring distinct lighting and background colors. The left side has a bright white background, showcasing her natural beauty and freckles. The right side presents a darker backdrop, emphasizing her features with enhanced shadows and highlights, offering a dramatic contrast." /></div><div><p>Headshot 3 arrives for Character Creator 5 with single photo heads, mesh wrapping, texture tools, and an early bird bundle through May 31.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/28/reallusion-ships-headshot-3-for-cc5/">Reallusion ships Headshot 3 for CC5</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/2026/04/headshot-3-comparison.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A split image of a woman's face featuring distinct lighting and background colors. The left side has a bright white background, showcasing her natural beauty and freckles. The right side presents a darker backdrop, emphasizing her features with enhanced shadows and highlights, offering a dramatic contrast." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://www.reallusion.com/character-creator/headshot/" title="">Headshot</a> is a plug-in inside <a href="https://www.reallusion.com/character-creator/" title="">Character Creator 5</a> for turning photos or head meshes into rigged CC characters that can move on to <a href="https://www.autodesk.com/products/maya/overview">Autodesk Maya</a>, <a href="https://www.blender.org/">Blender</a>, <a href="https://www.unrealengine.com/">Unreal Engine</a>, and <a href="https://unity.com/">Unity</a>.</em></p>
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<h3 id="two-ways-in-photo-or-mesh" class="wp-block-heading">Two ways in: photo or mesh</h3>



<p class="wp-block-paragraph"><a href="https://www.reallusion.com/character-creator/headshot/" title="">Headshot</a> now sits at version 3 and requires <a href="https://www.reallusion.com/character-creator/" title="">Character Creator 5</a>. The tool targets digital humans built from either a single portrait or an existing 3D head model, with both paths ending in a fully rigged CC character ready for animation work.</p>



<p class="wp-block-paragraph">The image workflow starts from a facial photo and runs through automatic 3D head generation plus topology and shape refinement, camera lens correction, normal map creation, and texture reprojection. The mesh workflow targets static head models and runs automatic head wrapping, mesh refinement, and texture baking. The same product page frames the mesh workflow as optimized for photogrammetry, sculpted assets, and mobile scanned models.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-2-step1-auto-detection.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="600"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-2-step1-auto-detection.jpg?resize=1200%2C600&quality=80&ssl=1"  alt="A digital workstation displays three panels with a character model. The left panel shows a wireframe face with green alignment points, the center features a realistic face sculpt, while the right presents a lifelike rendering of a bald male head with detailed facial features."  class="wp-image-273612" ></a></figure>



<p class="wp-block-paragraph">Both workflows chase the same goal: convert reference into a character that stays on CC topology so facial animation and downstream retargeting behave predictably. That matters more than the marketing word salad, because your rig cares about edge flow, not adjectives.</p>



<h3 id="image-workflow-faster-first-pass-more-knobs-after" class="wp-block-heading">Image workflow: faster first pass, more knobs after</h3>



<p class="wp-block-paragraph">The image workflow focuses on building a likeness from a single portrait. Headshot 3 adds AI Image Enhancement tools described as head leveling, expression neutralization, lighting correction, stray hair removal, and 4K upscaling, all applied to source photo material used for the head build.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-3-4k-head-gen.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-3-4k-head-gen.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A detailed close-up view of a digital character&#039;s face, featuring smooth skin texture and expressive eyes. The character has a shaved head, a calm expression, and subtle facial details, set against a dark background with a user interface overlay displaying editing options."  class="wp-image-273613" ></a></figure>



<p class="wp-block-paragraph">Headshot 3 also adds AI Image Generation, (text to image generation) with portrait images up to 4K resolution and side or full body images up to 2K resolution. AI Image Generation is powered by <a href="https://www.google.com/">Google</a> Nano Banana and requires credits for each generation. The same ecosystem also promises you can swap or replace textures after mesh changes, with texture reprojection that updates after mesh modifications.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-2-step3-generate-head.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="600"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-2-step3-generate-head.jpg?resize=1200%2C600&quality=80&ssl=1"  alt="A 3D modeling software interface displays a half-rendered human head, covered in a red wireframe mesh. The background is stark black, emphasizing the head&#039;s contours. Various tool options are visible at the top and side, enhancing the creative workspace."  class="wp-image-273616" ></a></figure>



<p class="wp-block-paragraph">For anyone who has ever tried to fix a face by nudging ten sliders and then regretted it on frame 180, Headshot 3 adds preset driven morphing on top. The version has 58 facial presets intended to enhance depth and highlight unique features, with an adjustable slider for fine tuning per applied preset. This is the part to pressure test early. New tools and innovations should be tested before use in production, especially when your deliverable lives or dies on a tight closeup.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-3-preset-sliders-1.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-3-preset-sliders-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A close-up of a realistic digital human face, showcasing detailed skin textures, wrinkles, and subtle facial features. The background displays a digital interface with various controls and settings for enhancing the character model, enhancing the immersive visual experience."  class="wp-image-273622" ></a></figure>



<h3 id="mesh-workflow-wrap-sculpt-and-keep-topology-honest" class="wp-block-heading">Mesh workflow: wrap, sculpt, and keep topology honest</h3>



<p class="wp-block-paragraph">The mesh workflow centers on converting a static head model into a fully rigged CC character using head wrapping, refinement, and baking. It is positioned for turning scans and sculpts into animation ready characters while keeping CC topology.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-2-step4-refine-mesh.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="600"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-2-step4-refine-mesh.jpg?resize=1200%2C600&quality=80&ssl=1"  alt="Close-up view of a digital 3D model of a human nose, showing detailed mesh lines and soft color gradients. The image is framed by a dark background with various software tools and controls visible at the top, indicating a focus on digital modeling and design."  class="wp-image-273614" ></a></figure>



<p class="wp-block-paragraph">Headshot 3 adds a spline based reshaper that supports portrait and profile views for alignment of features such as double eyelids and nasolabial folds, described as enabling more accurate facial animation. As well as Bezier controls for refining front and side profiles, with granular adjustment aimed at eyelid structures, mouth curves, and the flow of laugh lines when used with CC5 characters.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-3-bezier-eyelids-eye-socket.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-3-bezier-eyelids-eye-socket.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="Close-up view of a woman&#039;s face focusing on her striking eyes. The skin is smooth, and the eyes are a deep brown, framed by well-defined eyebrows. Green markers delicately trace the contours of her eyelids within a digital editing interface, suggesting an eye enhancement or retouching process."  class="wp-image-273615" ></a></figure>



<p class="wp-block-paragraph">Texture work also gets more explicit tooling. The forum post describes a De light function that removes shadows and highlights to produce a clean albedo texture and can generate roughness and normal maps automatically for a full PBR texture set. It also brings a 3D mask brush for removing unwanted blemishes and photo artifacts such as stray hair or eyelashes, with edits on selected texture channels or across all channels at once.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-3-preset.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-3-preset.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A close-up profile of an older man with thin, gray hair and a gentle expression. Beside him, a digital interface displays customization options for facial features, showcasing various adjustments. The overall scene emphasizes a blend of realism and technology in character design."  class="wp-image-273617" ></a></figure>



<h3 id="body-matching-and-the-bigger-character-pipeline" class="wp-block-heading">Body matching and the bigger character pipeline</h3>



<p class="wp-block-paragraph">Headshot 3 pushes beyond the head with body matching. The launch post describes using full body reference photos so the AI automatically generates a matching body shape to complement the face, producing a cohesive character build that is fully rigged and ready for animation within the Character Creator 5 ecosystem.</p>



<p class="wp-block-paragraph">On the promo side, that means a single workflow aims to move from reference to a complete character rather than a floating head. On the pipeline side, it means you still need to verify your own handoff points like shading conventions, texture packing, and how far the exported result matches your studio standards for facial rigs and blendshape naming.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-3-preset-sliders.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/headshot-3-preset-sliders.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A close-up of a realistic human face rendered in 3D, showcasing intricate details such as skin texture, subtle wrinkles, and lifelike facial features. The background displays software tools and sliders for digital character creation, emphasizing the design process."  class="wp-image-273618" ></a></figure>



<p class="wp-block-paragraph">If you are tracking internal workflow topics, this release lands squarely in <a href="https://digitalproduction.com/tag/character-animation/?utm_source=chatgpt.com">character animation</a> and the places where facial rigs meet real production schedules. It also sits close to <a href="https://digitalproduction.com/tag/mocap/?utm_source=chatgpt.com">mocap</a> cleanup, since a fast character build only helps if the face holds up once you start driving it.</p>



<p class="wp-block-paragraph">Again, new tools and innovations should be tested before use in production. Do the boring tests now so you do not do the expensive ones later.</p>



<h3 id="pricing-promos-and-what-is-actually-specified" class="wp-block-heading">Pricing, promos, and what is actually specified</h3>



<p class="wp-block-paragraph">There is an Early Bird Offer running April 27 through May 31 and it includes Headshot Morphs 1400 plus valued at $99 and 100 AI Image Gen Credits valued at $30. It lists a starter package for Character Creator 5 at $329 from $498, Headshot 3 at $129 from $199 as a member special, and an upgrade price of $99 for Headshot 2 customers.All prices are for Windows perpetual licenses.</p>



<p class="wp-block-paragraph">New users can purchase Headshot 2 for $129 as a special offer and get Headshot 3 free at launch, and that Headshot 1 and 2 owners can upgrade to Headshot 3 for $99 starting on launch day. The early bird offer runs until May 31st, 2026.</p>



<p class="wp-block-paragraph">If you plan to lean on AI Image Generation, remember the product page also states it requires credits for each generation. Test the workflow, confirm what consumes credits in your actual use, and validate liekness under your lighting and animation range before you commit it to a client deliverable.</p>



<p class="wp-block-paragraph"><br /><a href="https://www.reallusion.com/character-creator/headshot/?utm_source=chatgpt.com">https://www.reallusion.com/character-creator/headshot/</a><br /><br /><a href="https://discussions.reallusion.com/t/headshot-3-is-coming-pre-launch-offer-live-now/16736?utm_source=chatgpt.com">https://discussions.reallusion.com/t/headshot-3-is-coming-pre-launch-offer-live-now/16736</a><br /><br /></p>



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



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/04/28/reallusion-ships-headshot-3-for-cc5/">Reallusion ships Headshot 3 for CC5</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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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
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	<media:description type="html"><![CDATA[A split image of a woman's face featuring distinct lighting and background colors. The left side has a bright white background, showcasing her natural beauty and freckles. The right side presents a darker backdrop, emphasizing her features with enhanced shadows and highlights, offering a dramatic contrast.]]></media:description>
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		<title>Drivers 2.0 cleans up Blender rigs</title>
		<link>https://digitalproduction.com/2026/04/27/drivers-2-0-cleans-up-blender-rigs/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 27 Apr 2026 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Auto-Rig]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Blender export addon]]></category>
		<category><![CDATA[Drivers]]></category>
		<category><![CDATA[free addon]]></category>
		<category><![CDATA[GPL]]></category>
		<category><![CDATA[keyframes]]></category>
		<category><![CDATA[Pro]]></category>
		<category><![CDATA[rigging]]></category>
		<category><![CDATA[Rigify]]></category>
		<category><![CDATA[ShapeKeys]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[Superhive]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=272362</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-05-4-drivers-2-intro-_-blender-addon1.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="Cartoon man in a teal shirt leaps between glowing blue neon squares." /></div><div><p>Drivers 2.0 puts shape key drivers, rig UI panels, and action constraints in one Blender sidebar. Less hunting, more animating.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/27/drivers-2-0-cleans-up-blender-rigs/">Drivers 2.0 cleans up Blender rigs</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/2026/04/fottrm1ewtm-00-00-05-4-drivers-2-intro-_-blender-addon1.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="Cartoon man in a teal shirt leaps between glowing blue neon squares." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://superhivemarket.com/products/drivers" title="">Drivers </a>is a <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender </a>rigging and animation add-on that builds driver setups for shape keys, adds viewport control panels, and manages action constraints, all from one sidebar so you can stop spelunking in editors.</em></p>
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<p class="wp-block-paragraph"></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">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/fotTrm1ewTM?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="what-drivers-2-0-is-actually-shipping" class="wp-block-heading">What Drivers 2.0 is actually shipping</h3>



<p class="wp-block-paragraph">Drivers 2.0 is a paid <a href="https://www.blender.org/">Blender</a> add-on that groups three ideas into one place: shape key drivers, viewport control panels, and action constraint management. The pitch stays practical. You pick a mesh, select a bone, set min and max, then wire a shape key to a bone transform with one click. The product explicitly calls out “No graph editor, no scripting.” That alone will make some riggers cheer and others quietly back up their files.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?resize=1200%2C675&quality=72&ssl=1"  alt=""  class="wp-image-272637"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon.png?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



<p class="wp-block-paragraph">Drivers also frames itself as a workflow organizer for animators and riggers, with a focus on keeping controls in a clean N-panel interface. That is the part that usually gets messy first once a rig grows beyond a face and two hands.</p>



<h3 id="shape-keys-without-the-ceremony" class="wp-block-heading">Shape keys without the ceremony</h3>



<p class="wp-block-paragraph">The Drivers tab centers on instant shape key automation. Shape key values can follow bone rotation, location, or scale in real time, and the listing includes support claims for <a href="https://docs.blender.org/manual/en/latest/addons/rigging/rigify/index.html">Rigify</a>, Auto-Rig Pro, and custom rigs.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/vmno-qswvb4-00-00-52-4-shape-key-drivers-using-drivers-addon-_-blender-tutorial.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/vmno-qswvb4-00-00-52-4-shape-key-drivers-using-drivers-addon-_-blender-tutorial.png?resize=1200%2C675&quality=72&ssl=1"  alt=""  class="wp-image-272639" ></a></figure>



<p class="wp-block-paragraph">That makes it a tool for people who build facial systems, create corrective shapes, or apply quick pose-based deformations and want the setup to feel less like a spreadsheet and more like an actual rigging task. The appeal is speed, and also staying orgnaized once there are dozens of relationships to maintain.</p>



<p class="wp-block-paragraph">Drivers 2.0 also bundles bone highlighting and bone colour management into the same UI, so the rig can communicate what is what without relying on naming discipline alone.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-15-4-drivers-2-intro-_-blender-addon.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-15-4-drivers-2-intro-_-blender-addon.png?resize=1200%2C675&quality=72&ssl=1"  alt=""  class="wp-image-272638" ></a></figure>



<h3 id="viewport-panels-that-behave-like-controllers" class="wp-block-heading">Viewport panels that behave like controllers</h3>



<p class="wp-block-paragraph">The Panels tab focuses on in-viewport control panels. It can spawn custom-shape bone panels in the viewport, with square, horizontal, and vertical control styles, and the idea is simple: drag a controller to blend shape keys without leaving the 3D view.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-09-4-drivers-2-intro-_-blender-addon.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-09-4-drivers-2-intro-_-blender-addon.png?resize=1200%2C675&quality=72&ssl=1"  alt=""  class="wp-image-272642" ></a></figure>



<p class="wp-block-paragraph">Text labels can be attached to panel bones via font objects, with type, scale, and offset controls exposed in the N-panel. That makes the UI layer explicit, which matters when a rig gets handed off to someone who did not build it.</p>



<p class="wp-block-paragraph">There is also a master control option that adds a master bone to reposition every panel as one group, with offsets baking automatically when you hit Done. On top of that, a global lock can freeze panels to prevent accidental movement or edits before delivery.</p>



<p class="wp-block-paragraph">If you have ever watched a control panel drift two pixels per shot because someone grabbed the wrong thing, you already know why that lock button exists.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-19-4-drivers-2-intro-_-blender-addon.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-19-4-drivers-2-intro-_-blender-addon.png?resize=1200%2C675&quality=72&ssl=1"  alt=""  class="wp-image-272640" ></a></figure>



<h3 id="actions-get-their-own-manager" class="wp-block-heading">Actions get their own manager</h3>



<p class="wp-block-paragraph">Drivers 2.0 includes an Action Constraint Manager in an Actions tab. It can assign directional action constraints to any control bone and uses a viewport glow highlight to show which bone is being edited live. The product page also lists compatibility notes that mention Blender 5.x layered actions alongside rig systems like <a href="https://docs.blender.org/manual/en/latest/addons/rigging/rigify/index.html">Rigify</a> and Auto-Rig Pro. In the same listing, the details section lists a Blender version range of 5.0 to 5.1, while another compatibility line states Blender 5.1+.</p>



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/fottrm1ewtm-00-00-03-4-drivers-2-intro-_-blender-addon1.png?resize=1200%2C675&quality=72&ssl=1"  alt=""  class="wp-image-272643" ></a></figure>



<h3 id="pricing-license-and-where-it-lives" class="wp-block-heading">Pricing, license, and where it lives</h3>



<p class="wp-block-paragraph">Drivers 2.0 sells for $30 on <a href="https://superhivemarket.com/">Superhive</a>, on a  GPL license. The add-on is developed by <a href="https://weybec.com/?utm_source=chatgpt.com">Weybec</a>,and remember: New tools should earn their keep the boring way: install, stress test, version-check, and only then let them near production rigs.</p>



<p class="wp-block-paragraph"><a href="https://superhivemarket.com/products/drivers?utm_source=chatgpt.com">https://superhivemarket.com/products/drivers</a><br /><a href="https://weybec.com/?utm_source=chatgpt.com">https://weybec.com/</a></p><p>The post <a href="https://digitalproduction.com/2026/04/27/drivers-2-0-cleans-up-blender-rigs/">Drivers 2.0 cleans up Blender rigs</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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