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		<title>Chaos V-Ray 7 Update 3 goes real time</title>
		<link>https://digitalproduction.com/2026/04/16/chaos-v-ray-7-update-3-goes-real-time/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 16 Apr 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[3dsmax]]></category>
		<category><![CDATA[Anima]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[Chaos Group]]></category>
		<category><![CDATA[Cloud]]></category>
		<category><![CDATA[Cosmos]]></category>
		<category><![CDATA[OpenVDB]]></category>
		<category><![CDATA[OSL]]></category>
		<category><![CDATA[Rhino]]></category>
		<category><![CDATA[SketchUp]]></category>
		<category><![CDATA[V-Ray]]></category>
		<category><![CDATA[Vantage]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=269963</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/a_main_hero_parallax_interiors_-1920x1080-1.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="Aerial view of a bustling city at twilight, featuring a tall, sleek skyscraper gleaming in the fading light. Below, beautifully illuminated park paths meander through lush greenery, with vibrant city buildings densely packed around the serene oasis, creating a striking contrast between nature and urban life." /></div><div><p>Viewport real time meets offline finals in one workflow. Update 3 adds AI lighting help, new materials tools, and tighter review loops.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/16/chaos-v-ray-7-update-3-goes-real-time/">Chaos V-Ray 7 Update 3 goes real time</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>
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04:49:14&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14089,&quot;href&quot;:&quot;https:\/\/globeplants.com\/?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;},{&quot;id&quot;:14090,&quot;href&quot;:&quot;https:\/\/evermotion.org\/?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;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://www.chaos.com/vray">V-Ray</a> runs inside <a href="https://www.sketchup.com/">SketchUp</a>, <a href="https://www.rhino3d.com/">Rhino</a>, and <a href="https://www.autodesk.com/products/3ds-max/">3ds Max</a>. Update 3 pulls real-time from <a href="https://www.chaos.com/vantage">Vantage</a>, feeds assets from <a href="https://www.chaos.com/cosmos">Cosmos</a>, and pushes approvals through <a href="https://www.chaos.com/cloud">Cloud</a>, with traffic extras via <a href="https://www.chaos.com/anima">Anima</a>.</em></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/ykwbL62U2EE?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="real-time-now-without-the-app-hopping" class="wp-block-heading">Real time, now without the app hopping</h3>



<p class="wp-block-paragraph">Chaos released V-Ray 7 Update 3 for SketchUp, Rhino, and 3ds Max. Update 3 adds real-time rendering directly in the V-Ray viewport through a Vantage Viewport Live Link workflow. The goal sits squarely on convenience: keep modeling, keep assigning materials, keep nudging lights, and see the result update instantly.</p>



<p class="wp-block-paragraph">The live viewport workflow supports continuous scene edits. Walls, columns, material tweaks, and object selections update in real time. Assets dropped in from Cosmos appear immediately as high-quality models, including people, vegetation, and props.</p>



<p class="wp-block-paragraph">Lighting edits also happen inside the viewport workflow. Cosmos light fixtures with built-in light sources work in this mode, and V-Ray lights can be placed and adjusted interactively, including intensity adjustments while the real-time view stays active.</p>



<p class="wp-block-paragraph">The real-time viewport mode supports large scenes. Vantage can handle millions of polygons with no noticeable lag in the described workflow, and it uses full ray tracing, without rasterization or approximation in that workflow description.</p>



<p class="wp-block-paragraph">The real-time viewport workflow includes camera and look controls for composition and presentation. It supports adjusting the sun and adding effects including lens flares, photometrics, fog, and depth of field, while staying inside the host application viewport.</p>



<h3 id="parallax-interiors-go-native-and-finally-leave-osl-behind" class="wp-block-heading">Parallax interiors go native, and finally leave OSL behind</h3>



<p class="wp-block-paragraph">Parallax interiors in Update 3 target a familiar archviz cheat: add convincing depth behind windows without modeling full rooms. Update 3 adds a native parallax texture map that works across integrations and also works in Vantage. This matters for integrations that do not expose <a href="https://github.com/AcademySoftwareFoundation/OpenShadingLanguage">Open Shading Language</a>, where older OSL-based approaches were less usable.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/parallax_interiors_b-1920x1080-1.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/parallax_interiors_b-1920x1080-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A modern, glass-fronted skyscraper glimmers against the twilight sky, intricately designed with a unique angular facade. Illuminated office spaces reflect vibrant city lights below, creating a lively urban scene filled with a sense of sophisticated energy."  class="wp-image-270167" ></a></figure>



<p class="wp-block-paragraph">Cosmos includes parallax interior shaders designed for drag-and-drop use behind windows. The shaders maintain depth and perspective from any camera angle and support variation controls to avoid obvious repetition across facades.</p>



<h3 id="quick-caustics-and-gaussian-splats-get-more-practical" class="wp-block-heading">Quick caustics and Gaussian splats get more practical</h3>



<p class="wp-block-paragraph">Quick Caustics in Update 3 bring sunlight caustics through water, a common request for pools, lakes, and other outdoor scenes. V-Ray includes a general caustics engine, and the update adds a specific option intended to quickly approximate caustics caused by sunlight going through water surfaces. The workflow is enabling Quick Caustics in the material and lighting with V-Ray Sun so caustics appear immediately.</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/quick-caustics-a-b-1920x1080-1.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/quick-caustics-a-b-1920x1080-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A tranquil swimming pool with crystal-clear water, surrounded by a modern patio. Sun loungers in vibrant yellow and green tones are arranged neatly, and a yellow inflatable ring floats gently on the surface. Lush greenery and palm trees frame the scene, creating a serene oasis."  class="wp-image-270169" ></a></figure>



<p class="wp-block-paragraph">The current Quick Caustics behavior works best with displaced surfaces. It works with the built-in V-Ray water texture in SketchUp and Rhino, and it also supports other displacement textures. A depth parameter controls how far the caustics effect reaches. Reflective caustics can be enabled for shimmering patterns, and the caustics render element can be isolated for easier adjustment after the render.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/gaussian_splat_relight_a-b-1920x1080-1.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/gaussian_splat_relight_a-b-1920x1080-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="The image presents a captivating nighttime view of a tall clock tower, illuminations casting ambient lighting around the structure. The tower features a distinct design, with a prominent opening shaped like a teardrop. Surrounding the tower, trees and pathways create a park-like atmosphere, with small groups of people leisurely strolling, enhancing the sense of tranquility."  class="wp-image-270170" ></a></figure>



<p class="wp-block-paragraph">Gaussian Splats Relighting allows Gaussian splats to receive illumination from scene lights so they blend more naturally with the rest of the scene. A dedicated parameter controls how the lighting blend behaves, and V-Ray lights can be used with their full parameters in this workflow.</p>



<h3 id="node-materials-arrive-scatter-gets-a-brush-decals-get-distributed" class="wp-block-heading">Node materials arrive, scatter gets a brush, decals get distributed</h3>



<p class="wp-block-paragraph">Update 3 adds a node-based material editor for V-Ray for SketchUp and V-Ray for Rhino in preview. The node editor supports creating, picking, and editing materials and textures in a visual graph. Cosmos assets can be dragged directly into the graph. Texture nodes can be added and combined, maps can be mixed, and materials can be combined visually. Material types including blend, two-sided, overrdie, and wrapper appear as nodes.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/node-material-editor_2-1920x1080-1.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/node-material-editor_2-1920x1080-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A cozy corner of a modern room features a plush white armchair facing a large abstract painting. The walls showcase a blend of exposed brick and a smooth blue section, while a potted plant adds greenery beside a clay vase. A stylish floor lamp stands near."  class="wp-image-270186" ></a></figure>



<p class="wp-block-paragraph">V-Ray 7.3 also adds a scatter brush workflow in V-Ray for SketchUp and V-Ray for Rhino. Objects can be scattered using a paintbrush approach for precise distribution of plants and similar objects. The workflow supports building a base layer and painting additional clusters, following predefined lines from plans or painting freely. Density can be adjusted via brush radius, and unwanted areas can be painted out. The workflow also supports shaping vegetation placement to match camera angles for composition.</p>



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



<h3 id="ai-mood-match-and-ai-enhancer-focus-on-faster-look-decisions" class="wp-block-heading">AI Mood Match and AI Enhancer focus on faster look decisions</h3>



<p class="wp-block-paragraph">AI Mood Match expands the Light Gen workflow for V-Ray for SketchUp and V-Ray for Rhino. It adjusts environment lighting to match a visual reference instead of trial-and-error tweaks. The workflow describes uploading a reference image, generating multiple lighting scenarios, browsing results, choosing one, and applying it with a click, then refining lighting further as needed.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/ai_mood_match_a-b-1920x1080-1.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/ai_mood_match_a-b-1920x1080-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A modern house featuring smooth horizontal wood siding and large glass windows, surrounded by vibrant green trees. In the foreground, purple flowers bloom near a serene body of water, with sunlight casting a warm glow on the structure at dusk."  class="wp-image-270173" ></a></figure>



<p class="wp-block-paragraph">AI Enhancer adds improved accuracy and object-level control. The described workflow includes detecting characters, vegetation, and large surfaces after upload, then enhancing selected elements without affecting the rest of the image.</p>



<p class="wp-block-paragraph">For people, the controls include parameters such as age, gender, ethnicity, hair color, and facial expression, with results applied as an enhancement. A creativity mode adds refinement while preserving the original look. Multiple selections can be enhanced at once, enhanced objects appear in an object enhancement list, and results can be saved as a new version.</p>



<p class="wp-block-paragraph">Large Surface Coverage targets fast breakup of flat or repetitive surfaces. Controls include creativity to add intrical detail and an age option intended to introduce natural weathering, including stains, micro-cracks, and subtle color variation.</p>



<p class="wp-block-paragraph">AI Materials now support 4K generation and higher-resolution maps. The described workflow includes a redesigned interface and an interactive 3D preview that can switch between sphere, box, and cylinder models, plus lighting direction adjustments and normal and roughness tweaks with instant updates.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/camera_improvements_1-1920x1080-1.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/camera_improvements_1-1920x1080-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A modern, angular home with large windows and a sleek facade sits gracefully among tall trees in a lush green landscape. A curved driveway leads to the entrance, highlighting two parked cars. Vibrant pink blossoms add a pop of color in the foreground, creating an inviting atmosphere."  class="wp-image-270175" ></a></figure>



<h3 id="frame-buffer-tweaks-and-per-camera-controls-in-3ds-max" class="wp-block-heading">Frame Buffer tweaks and per-camera controls in 3ds Max</h3>



<p class="wp-block-paragraph">V-Ray for 3ds Max adds Physical Camera tools intended to make scene variations and view management easier. Objects can be excluded from visibility per camera without affecting the rest of the scene. Focus can be set to object mode by picking an object to remain in focus, keeping it sharp regardless of camera target position, which changes depth of field control behavior.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/camera_improvements_2-1920x1080-1.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/camera_improvements_2-1920x1080-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A bright and inviting living room features a plush white sofa adorned with decorative pillows, facing a stunning wooden coffee table. Sunlight pours through large windows, illuminating indoor plants and eclectic decorations, creating a warm ambiance. A patterned rug anchors the space."  class="wp-image-270176" ></a></figure>



<p class="wp-block-paragraph">Update 3 also improves the V-Ray Frame Buffer. A new histogram widget provides insight into color distribution and exposure. Background and foreground folders support reference images, watermarks, and backgrounds. Scaling and positioning tools improve alignment, and effects apply consistently to added elements in this workflow description.</p>



<h3 id="cloud-reviews-video-notes-and-3d-streaming-annotation" class="wp-block-heading">Cloud reviews, video notes, and 3D streaming annotation</h3>



<p class="wp-block-paragraph">Cloud Reviews adds a review hub for sharing work with teams and clients. Reviews can be started from the render engine or created in a review tab workflow. Renders can be uploaded and stakeholders invited. Stakeholders can explore images or 360-degree experiences and leave comments directly on elements that need adjustment. Project status can be updated, new versions uploaded, and an approvers list used to finalize the design.</p>



<p class="wp-block-paragraph">Video collaboration adds timeline-based commenting. Comments can be pinned to an exact second or a time span, and comments can be repositioned. Annotation tools include markers such as drawing, line, and rectangle tools for pointing out specific areas. Comments can fade out automatically after their time span for a cleaner preview.</p>



<p class="wp-block-paragraph">3D streaming in the same ecosystem allows real-time navigation once a scene is uploaded. The workflow includes switching cameras and adjusting lighting dynamically, sharing a 3D stream for interactive exploration, and adding annotations. Comments save automatically, and annotations can include attached images or links for context. If your review chain includes external stakeholders, run a dry test early to catch permission and browser issues before a deadline catches you. Or you have an audience, when you try to remember your password. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/chaoscloudcollab_reviews_overview.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="455"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/chaoscloudcollab_reviews_overview.jpg?resize=1200%2C455&quality=80&ssl=1"  alt="A digital interface showcasing a project management dashboard on a light background. Sections include &#039;My projects&#039;, &#039;Shared with me&#039;, and &#039;Trash&#039;. Three thumbnail previews labeled &#039;Discovery 01&#039;, &#039;Test_Collab_Review&#039;, and &#039;Your’s 01&#039; are visible, with some highlighted and marked with checkboxes."  class="wp-image-270183" ></a></figure>



<p class="wp-block-paragraph">Have a look at the tools here: Chaos Cloud Reviews documentation<br /><a href="https://documentation.chaos.com/space/VCLOUD/521797640/Reviews" title="">https://documentation.chaos.com/space/VCLOUD/521797640/Reviews</a></p>



<h3 id="anima-6-parking-lots-and-smarter-vehicle-lighting" class="wp-block-heading">Anima 6: parking lots and smarter vehicle lighting</h3>



<p class="wp-block-paragraph">Anima 6 adds tools aimed at faster traffic population and more believable vehicle behavior. A parking lot feature lets users define parking zones and fill them with vehicles. Zones can be resized, orientations adjusted, density changed, vehicles added or removed, and layouts regenerated. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/automatic-vehicle-lightings_-1920x1080-1.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/automatic-vehicle-lightings_-1920x1080-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A sleek gray sedan with a bold black grille makes a sharp turn on a rainy urban street. The wet asphalt reflects the headlights of nearby vehicles, including a red SUV and a blue compact car, while soft evening lights illuminate the surroundings."  class="wp-image-270179" ></a></figure>



<p class="wp-block-paragraph">Anima 6 also adds automatic vehicle lighting for traffic simulation. Brake lights activate when stopping and turn signals engage when changing direction. A road staying tendency parameter controls whether vehicles continue straight or take available turns. If you want to show somebody how they should be driving their bloody SUVs, Anima will help make it look like it should, not like the BMW drivers do mostly behave. </p>



<h3 id="cosmos-sets-and-new-assets" class="wp-block-heading">Cosmos sets and new assets</h3>



<p class="wp-block-paragraph">Cosmos adds Sets, described as curated groups of assets that can be placed as a set and then rearranged or duplicated as needed.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/a_main_hero_cosmos_assets_variation_1_-1920x1080-1.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/a_main_hero_cosmos_assets_variation_1_-1920x1080-1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt="A stylish modern salon features a spacious layout with large windows letting in natural light. Plush sofas in soft colors surround a round coffee table, while three elegant salon stations with mirrors and hair products sit against a wooden backdrop, creating a sophisticated and inviting atmosphere."  class="wp-image-270180" ></a></figure>



<p class="wp-block-paragraph">Update 3 adds over 700 new assets, including 400 high-detailed plant models from <a href="https://globeplants.com/?utm_source=chatgpt.com">Globe Plants</a>, plus additional branded models. Cosmos also includes new models from <a href="https://evermotion.org/?utm_source=chatgpt.com">Evermotion</a>, new people assets, and additional scatter presets and scan material range in the described workflow.</p>



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



<p class="wp-block-paragraph">Update 3 releases first for V-Ray for SketchUp and V-Ray for Rhino. Real-time rendering in the V-Ray viewport requires an active Vantage license or an active V-Ray Collection license.</p>



<p class="wp-block-paragraph">New features can shift habits fast. Test Update 3 on real scenes, real assets, and your actual hardware before it enters a production .</p>



<p class="wp-block-paragraph"><a href="https://www.chaos.com/vray">https://www.chaos.com/vray</a></p>



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/04/16/chaos-v-ray-7-update-3-goes-real-time/">Chaos V-Ray 7 Update 3 goes real time</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[Aerial view of a bustling city at twilight, featuring a tall, sleek skyscraper gleaming in the fading light. Below, beautifully illuminated park paths meander through lush greenery, with vibrant city buildings densely packed around the serene oasis, creating a striking contrast between nature and urban life.]]></media:description>
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		<title>Media-Anywhere launches AirFrame.One</title>
		<link>https://digitalproduction.com/2026/04/06/media-anywhere-launches-airframe-one/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 06 Apr 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[AirFrame]]></category>
		<category><![CDATA[AirFrame.One]]></category>
		<category><![CDATA[Cloud]]></category>
		<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[Editing]]></category>
		<category><![CDATA[Media-Anywhere]]></category>
		<category><![CDATA[Premiere]]></category>
		<category><![CDATA[remote]]></category>
		<category><![CDATA[S3]]></category>
		<category><![CDATA[WebCodecs]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=266324</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/screenshot-2026-03-27-at-001430.webp?fit=1200%2C801&quality=72&ssl=1" width="1200" height="801" title="" alt="A sleek silver laptop sits on a light wooden surface, displaying a dark interface with file details and a video thumbnail. Behind it, vibrant purple light streaks highlight a dynamic scene featuring athletes in action, adding an energetic and modern atmosphere." /></div><div><p>AirFrame.One serves frame-addressable media straight from cloud storage to a browser portal and Premiere, no file shuffling required.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/06/media-anywhere-launches-airframe-one/">Media-Anywhere launches AirFrame.One</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-2026-03-27-at-001430.webp?fit=1200%2C801&quality=72&ssl=1" width="1200" height="801" title="" alt="A sleek silver laptop sits on a light wooden surface, displaying a dark interface with file details and a video thumbnail. 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08:19:19&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-11 15:20:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-16 11:24:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-23 05:56:34&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-23 05:56:34&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><a href="https://airframe.one/" title="">AirFrame.One</a> ships with a simple idea that feels obvious only after you hear it. Ingest media once into cloud storage, then treat it as an addressable web resource from that moment on. No copies, no proxy treadmill, no dragging the creative team behind a VPN just to see yesterday’s footage.</p>



<p class="wp-block-paragraph">The underlying platform assigns a unique URL to every frame. Creative tools request exactly the frames they need, exactly when they need them, over standard web protocols. The goal is to invert the usual push chain of transfers and transcodes into a pull model where the media stays put and the requests travel.</p>



<p class="wp-block-paragraph">That frame-level addressability is the novelty here. It is not a new NLE. It is infrastructure that wants to behave more like internet-scale video delivery, but applied all the way back to the point of ingest.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/airframe.one/hs-fs/hubfs/Remote%20editing%20Beach-1.png?w=1200&quality=72&ssl=1"  alt="https://airframe.one/hs-fs/hubfs/Remote%20editing%20Beach-1.png?width=1200&height=797&name=Remote%20editing%20Beach-1.png" ></figure>



<h3 id="what-you-can-actually-touch-today" class="wp-block-heading">What you can actually touch today</h3>



<p class="wp-block-paragraph">The first module is Media Access. It gives editorial teams two front doors: a web portal with a <a href="https://www.w3.org/TR/webcodecs/">WebCodecs</a> player, and a dedicated panel inside Adobe Premiere. Editors browse media through a familiar folder-style view organised by tags rather than a replicated file system. Select a clip, hit Link to Project, and native-format media becomes available in the Premiere timeline from anywhere.</p>



<p class="wp-block-paragraph">AirFrame.One also draws a bright line around what it avoids. It does not mount cloud media as a local drive, and it does not stream or replicate entire files to the workstation. The client downloads only the relevant frames at the moment they are needed. Recently accessed frames may be cached locally in encrypted form for responsive playback, and the cache becomes inaccessible without valid credentials.</p>



<p class="wp-block-paragraph">Permissions, user groups, and SSO integration are managed centrally from the AirFrame.One portal. Every frame request is independently authenticated and encrypted, aiming at an auditable zero-trust model where access can be verified request by request.</p>



<h3 id="smart-frames-and-the-end-of-the-proxy-side-quest" class="wp-block-heading">Smart Frames and the end of the proxy side quest</h3>



<p class="wp-block-paragraph">A key component is Smart Frames, described as handling broadcast formats on demand by transcoding from source at the moment of request and adapting to available bandwidth in real time. No proxy files and no duplicate storage is the headline promise. </p>



<p class="wp-block-paragraph">For workflows that live or die on turnaround, the pitch is that editors start cutting as soon as media lands in storage, rather than waiting for a proxy pipeline to finish the warm-up lap. Think News & Broadcast, as well as today’s multichannel sports circus. </p>



<p class="wp-block-paragraph">AirFrame.One also positions itself as a better fit for near-live thinking, where time-addressable media and frame-level access aim to reduce the latency baggage that chunk-based systems can introduce. </p>



<h3 id="storage-and-governance-with-fewer-footguns" class="wp-block-heading">Storage and governance, with fewer footguns</h3>



<p class="wp-block-paragraph">AirFrame.One says it connects to an existing <a href="https://aws.amazon.com/s3/">AWS S3</a> bucket with no migration. Access is rights-based, and the security model is built around frame requests rather than mounted volumes. When access is revoked, encryption keys are invalidated and any locally cached frames become permanently inaccessible automatically.</p>



<p class="wp-block-paragraph">It also claims governance at frame-level granularity, including the ability to restrict access to individual frames within a clip rather than the whole clip. </p>



<p class="wp-block-paragraph">This is the part pipeline TDs will actually care about: not just whether playback works, but whether permissions, auditing, and revocation behave cleanly when freelancers come and go.</p>



<h3 id="pilots-roadmaps-and-where-to-meet-humans" class="wp-block-heading">Pilots, roadmaps, and where to meet humans</h3>



<p class="wp-block-paragraph"><a href="https://www.avrotros.nl/">AVROTROS</a> is named as a pilot, aiming for location-independent work with native-format media, without moving files or generating proxies, and with on-location additions becclientoming instantly available. Future modules are already signposted: additional releases are planned for live and file-based ingest, distribution, playout, web browser based editing, and AI-assisted creative workflows.</p>



<p class="wp-block-paragraph">AirFrame.One is available now, and <a href="https://media-anywhere.com/?utm_source=chatgpt.com">Media-Anywhere</a> directs interested customers to get in touch to discuss deployment and enterprise onboarding. Pricing is not specified, so it appears to be on request. </p>



<p class="wp-block-paragraph">If you are going to the <a href="https://www.nabshow.com/">NAB Show</a> in Las Vegas from 19 to 22 April, AirFrame.One will be demonstrated there, and you can meet the team directly by booking a private session.</p>



<p class="wp-block-paragraph">As always, test new tools and workflows hard before you trust them with real deadlines and real clients.</p>



<p class="wp-block-paragraph"><a href="https://airframe.one/?utm_source=chatgpt.com">https://airframe.one/</a></p><p>The post <a href="https://digitalproduction.com/2026/04/06/media-anywhere-launches-airframe-one/">Media-Anywhere launches AirFrame.One</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>Beeble Background Remover hits Cloud app</title>
		<link>https://digitalproduction.com/2026/04/03/beeble-background-remover-hits-cloud-app/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 03 Apr 2026 09:00:00 +0000</pubDate>
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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/background-remover-refinement.png?fit=1200%2C669&quality=72&ssl=1" width="1200" height="669" title="" alt="A dynamic football scene captures an athlete in an orange jersey leaping mid-air, showcased against a dramatic backdrop of players in black and yellow uniforms on the field. The action is intense, with movement and excitement palpable in the atmosphere." /></div><div><p>Background Remover unbundles fast AI masking into a standalone workflow with preview, refinement, and RGBA or alpha-only exports for comps.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/03/beeble-background-remover-hits-cloud-app/">Beeble Background Remover hits Cloud app</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>
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02:56:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-13 06:36:35&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-17 01:38:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 05:45:19&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-23 15:06:44&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-28 09:14:13&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-28 09:14:13&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13926,&quot;href&quot;:&quot;https:\/\/beeble.ai\/pricing-cloud?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;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://beeble.ai/?utm_source=chatgpt.com">Beeble</a> runs AI relighting and pass generation in the browser via the <a href="https://app.beeble.ai/">Cloud app</a> and locally via <a href="https://beeble.ai/beeble-studio?utm_source=chatgpt.com">Beeble Studio</a>, using <a href="https://beeble.ai/research/switchlight-3-0-is-here?utm_source=chatgpt.com">SwitchLight</a> for video-to-PBR work and <a href="https://beeble.ai/research/switchx?utm_source=chatgpt.com">SwitchX</a> for background swaps, with exports that slot into comps in <a href="https://www.foundry.com/products/nuke">Nuke</a> and motion work in <a href="https://www.adobe.com/products/aftereffects.html">After Effects</a>.</em></p>



<p class="wp-block-paragraph">Background Remover does not add a brand new trick. It pulls the same AI masking model used in <a href="https://docs.beeble.ai/beeble/vfx-pass-generator?utm_source=chatgpt.com">VFX Pass Generator</a> into a standalone, faster workflow meant for the quick matte job, with the provided materials calling it more credit-efficient than a full pass as a marketing claim. Exports lean hard into practical comp handoffs, including RGBA video with alpha, RGBA <a href="https://www.w3.org/TR/png/">PNG</a> sequences, and alpha-only sequences, which fits motion graphics work where you want clean holdouts so titles and design layers can live behind moving subjects.</p>



<p class="wp-block-paragraph">For more background, see Digital Production coverage of <a href="https://digitalproduction.com/2026/02/27/beeble-switchx-focuses-on-easy-background-swaps/" title="">SwitchX background swaps</a>, <a href="https://digitalproduction.com/2025/12/10/beeble-studio-4k-ai-relighting-on-your-desktop/?utm_source=chatgpt.com">Studio local 4K relighting</a>, and <a href="https://digitalproduction.com/2025/11/11/beeble-launches-switchlight-3-0/?utm_source=chatgpt.com">SwitchLight 3.0</a>.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/W1GflzbRSOA?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="the-real-news-is-the-shortcut" class="wp-block-heading">The real news is the shortcut</h3>



<p class="wp-block-paragraph">Background Remover lives inside the <a href="https://app.beeble.ai/">Cloud app</a> as a standalone alpha extraction workflow. The core promise is not mystery science. It is a packaging change that targets one task, foreground mattes, with fewer steps and fewer credit demands than running a broader multi-pass job.</p>



<p class="wp-block-paragraph">That matters because a lot of shots do not need a full buffet of passes. Plenty of days you just want a clean subject cutout so you can comp a replacement plate, push a quick relight downstream, or build motion graphics behind a moving performer. Background Remover aims at that moment when you would normally sigh, open your roto tool of choice, and start paying for coffee by the hour.</p>



<p class="wp-block-paragraph">It also draws a bright line between where it runs and where it does not. Background Remover is available exclusively in the Cloud app and it is not available in the desktop product yet.</p>



<h3 id="inputs-that-match-real-world-chaos" class="wp-block-heading">Inputs that match real-world chaos</h3>



<p class="wp-block-paragraph">The tool accepts three kinds of input: a single image, a video, or an image sequence. Single images support common formats, including PNG and JPEG. Image sequences support up to 2,000 frames. For video, the supported container and codec combinations include MP4 using H.264 and MOV using ProRes 422, ProRes 4444, or H.265. The maximum file size is 2 GB. The tool supports up to 2K resolution at 2048 pixels, and it will downscale larger video. It supports clips up to 60 seconds and up to 30 fps, with higher frame rates reduced.</p>



<p class="wp-block-paragraph">Color handling has a practical bias. Rec. 709 for video and sRGB for images are called out as the best quality settings, while other color spaces such as Log can degrade quality. That is less of a moral stance and more of a reminder that alpha extraction likes predictable input, not surprise curves.</p>



<h3 id="preview-first-then-commit-unless-you-like-living-dangerously" class="wp-block-heading">Preview first, then commit, unless you like living dangerously</h3>



<p class="wp-block-paragraph">Background Remover runs a two-phase workflow for video. First comes a preview stage that extracts a preview frame and generates rough alpha previews. This stage exists for sanity checking. The preview alpha is explicitly rough, not pixel-perfect, and fine details like hair edges and semi-transparent areas are refined during full extraction.</p>



<p class="wp-block-paragraph">If you want to steer the result, there is an interactive refinement step. The workflow uses an Edit Alpha action inside the preview dialog. That opens a rotoscoping UI designed around quick subject selection. The demo workflow shows clearing the existing mask and selecting only the subjects you want to keep by clicking them, then applying the alpha.</p>



<p class="wp-block-paragraph">There is also a Skip Review mode. It bypasses preview and refinement and runs full extraction immediately. In that mode, the first frame becomes the reference and the pipeline runs without manual review. It is intended for simpler shots with clear subjects and consistent backgrounds. None of this replaces judgment. It simply gives you the option to front-load a small amount of control before you burn the full render.</p>



<h3 id="exports-that-behave-in-comps" class="wp-block-heading">Exports that behave in comps</h3>



<p class="wp-block-paragraph">Background Remover produces two output types: RGBA results with transparency applied, and grayscale alpha mattes. For RGBA, it can output a MOV file with an embedded alpha channel, plus RGBA PNG output as a sequence or a single image. The MOV output is 10-bit RGBA in sRGB. The PNG RGBA output is 8-bit in sRGB.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-2.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1139"  height="479"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-2.png?resize=1139%2C479&quality=72&ssl=1"  alt="A digital display screen showcasing a comprehensive table. The table includes columns for &#039;Format&#039;, &#039;Color Channels&#039;, &#039;Bit Depth&#039;, &#039;Color Space&#039;, and &#039;Note&#039;, detailing various video and image formats such as MOV and PNG in a sleek, modern style."  class="wp-image-265852" ></a></figure>



<p class="wp-block-paragraph">For alpha-only delivery, it can output an MP4 grayscale matte as well as grayscale PNG output as a sequence or a single image. Grayscale alpha outputs are 8-bit and represent the matte range from 0.0 to 1.0.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-3.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1121"  height="497"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-3.png?resize=1121%2C497&quality=72&ssl=1"  alt="A dark-themed table of video and image formats, displaying their attributes like format, color channels, bit depth, and color space. The backgrounds are deep gray, and text is in contrasting light shades, creating a sleek, modern aesthetic."  class="wp-image-265853" ></a></figure>



<p class="wp-block-paragraph">The point here is pipeline friction. An embedded-alpha MOV can drop straight into <a href="https://www.adobe.com/products/aftereffects.html">After Effects</a>, <a href="https://digitalproduction.com/tag/resolve/" title="Resolve">DaVinci Resolve</a>, or <a href="https://www.apple.com/final-cut-pro/">Final Cut Pro</a> without juggling a separate matte file. When you do want a separate matte, the alpha-only options cover both video-centric and frame-centric workflows.</p>



<p class="wp-block-paragraph">If you build motion graphics, this is the part that keeps paying rent. A clean matte lets typography, UI, and graphic elements sit behind a moving subject while staying readable. That trick stays stubbornly useful, even when the rest of the shot changes.</p>



<h3 id="credits-pricing-and-the-part-everyone-asks-first" class="wp-block-heading">Credits, pricing, and the part everyone asks first</h3>



<p class="wp-block-paragraph">Pricing is expressed in credits and it is published on the official pricing page for the Cloud plans. Background Remover is listed at 1 credit per second of video, and 1 credit per image. VFX Pass Generator is listed at 3 credits per second of video, and 3 credits per image. That is the math behind the one-third claim.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-4.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="730"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-4.png?resize=1200%2C730&quality=72&ssl=1"  alt="A colorful pricing table for Beeble, featuring three subscription tiers: Starter, Creator, and Professional. Each tier includes different features like credit allowances, background removal tools, and editing options, clearly labeled with corresponding monthly fees."  class="wp-image-265856" ></a></figure>



<p class="wp-block-paragraph">Plan details and credit bundles live on the <a href="https://beeble.ai/pricing-cloud?utm_source=chatgpt.com">Cloud pricing</a> page, including per-plan limits. Note that Background remover is not included in the free tier. </p>



<h3 id="limits-that-matter-when-you-are-on-a-deadline" class="wp-block-heading">Limits that matter when you are on a deadline</h3>



<p class="wp-block-paragraph">Image and image-sequence uploads have a maximum of 100 MB per file. Resolution supports up to 2K at 2048 pixels, and larger files are rejected. Video uploads support up to 2K, with larger video downscaled. Video duration supports up to 60 seconds and frame rates up to 30 fps, with higher rates reduced.</p>



<p class="wp-block-paragraph">Bulk handling exists too. The tool supports bulk downloading multiple completed results at once. For anybody juggling variants, alt takes, or multiple elements, that avoids the classic cloud workflow of clicking download until your wrist files a complaint.</p>



<h3 id="where-it-fits-in-the-larger-toolset" class="wp-block-heading">Where it fits in the larger toolset</h3>



<p class="wp-block-paragraph">Background Remover sits as a focused subset next to the broader pass workflows. If you only need a matte, it keeps you out of the heavier multi-pass path. If you need more, the pass generator remains the place for depth, normals, and other map outputs that support relighting and downstream work in 2.5D and 3D contexts.</p>



<p class="wp-block-paragraph"><br /><a href="https://app.beeble.ai/">https://app.beeble.ai/</a><br /></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/04/03/beeble-background-remover-hits-cloud-app/">Beeble Background Remover hits Cloud app</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/2026/04/background-remover-refinement.png?fit=1200%2C669&#038;quality=72&#038;ssl=1" width="1200" height="669" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A dynamic football scene captures an athlete in an orange jersey leaping mid-air, showcased against a dramatic backdrop of players in black and yellow uniforms on the field. The action is intense, with movement and excitement palpable in the atmosphere.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">265848</post-id>	</item>
		<item>
		<title>Rendering the Inferno at RiseFX: The Lost Bus</title>
		<link>https://digitalproduction.com/2025/12/02/rendering-the-inferno-at-risefx-the-lost-bus/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 02 Dec 2025 07:00:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Cloud]]></category>
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		<category><![CDATA[deep compositing]]></category>
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		<category><![CDATA[matchmove]]></category>
		<category><![CDATA[Nuke]]></category>
		<category><![CDATA[Painting]]></category>
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		<category><![CDATA[Rise FX Riseflow]]></category>
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		<category><![CDATA[The Lost Bus]]></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/2025/12/rise-1.jpg?fit=1200%2C676&quality=80&ssl=1" width="1200" height="676" title="" alt="A wide shot of a bridge spanning a canyon, surrounded by snow-covered cliffs and trees. The bridge features a sturdy metal structure and guardrails, with a clear blue sky in the backdrop." /></div><div><p>128 shots, 15 sequences, and GPUs on the brink: RISE FX’s Oliver Schulz explains how his team built the burning world of The Lost Bus.</p>
<p>The post <a href="https://digitalproduction.com/2025/12/02/rendering-the-inferno-at-risefx-the-lost-bus/">Rendering the Inferno at RiseFX: The Lost Bus</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/2025/12/rise-1.jpg?fit=1200%2C676&quality=80&ssl=1" width="1200" height="676" title="" alt="A wide shot of a bridge spanning a canyon, surrounded by snow-covered cliffs and trees. 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<p class="wp-block-paragraph"><strong><a href="https://www.imdb.com/de/title/tt21103218/">The Lost Bus</a></strong> is a 2025 survival-drama directed by <a href="https://www.imdb.com/de/name/nm0339030/?ref_=tt_ov_1_1">Paul Greengrass</a> for <a href="https://www.blumhouse.com/film/the-lost-bus" title="">Blumhouse Productions</a> in association with <a href="https://www.instagram.com/comet.pictures/?hl=en" title="">Comet Pictures</a> and Apple Original Films. The film is based on the non-fiction book <em><a href="https://www.goodreads.com/book/show/56024292-paradise">Paradise: One Town’s Struggle to Survive an American Wildfire</a></em> by journalist <a href="https://www.lizziejohnson.net/">Lizzie Johnson.</a> Set against the 2018 Camp Fire in Paradise, California, it follows a school-bus driver and a teacher who fight to guide 22 children to safety through an encroaching inferno. Combining Greengrass’s documentary-style direction with large-scale visual effects and environmental reconstruction by RISE FX, the film depicts one of the deadliest wildfires in recent history with stark realism.</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/kQFiO88d_gk?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">Supervising the inferno: <strong>Oliver Schulz</strong> (<a href="https://www.imdb.com/de/name/nm4576459/" title="">IMDB </a>| <a href="https://www.linkedin.com/in/oliver-schulz-0a363318b/?originalSubdomain=de" title="">Linkedin</a>) is a senior Visual Effects Supervisor at <a href="https://www.risefx.com/" title="">RISE FX</a>, the Berlin-based VFX studio. Over more than a decade at RISE he has guided VFX supervision on major international productions including Fantastic Beasts: The Secrets of Dumbledore, Blue Beetle and Megalopolis, among many others. </p>


<div class="wp-block-image">
<figure class="alignleft size-full is-resized"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/1563919958126-1.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="800"  height="800"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/1563919958126-1.jpg?resize=800%2C800&quality=80&ssl=1"  alt="A man with tousled hair and a beard smiling softly at the camera, wearing a dark sweater against a light gray background."  class="wp-image-231514"  style="width:251px;height:auto" ></a></figure>
</div>


<p class="wp-block-paragraph">His background spans concept art, digital matte painting and 3D environments; skills that helped him to take the creative lead on blockbuster-scale environment and FX heavy shows. In this interview he reveals how he and his team at RISE tackled the challenge of recreating a burning landscape for The Lost Bus, combining procedural geography, wind-driven vegetation, deep-rendered volumetrics, and machine-learning techniques for depth integration, to bring the inferno to life on screen.</p>



<p class="wp-block-paragraph"><strong>DP: How did you get onto the Lost Bus? </strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> I came on board after wrapping up on Megalopolis and jumped onto the very first meeting with <a href="https://www.imdb.com/de/name/nm0633563/?ref_=nv_sr_srsg_0_tt_0_nm_8_in_0_q_Charlie%2520Noble" title="">Charlie Noble</a> and <a href="https://www.imdb.com/de/name/nm1575338/" title="">Gavin Round,</a> Production VFX Supervisor and Producer. The project was already awarded at that time so we directly started talking about the Sequences and the scope of the Rise portion of work. </p>



<p class="wp-block-paragraph">Luckily or better sad tragically this was a real event so in regards of look, there were many references and documentation of this day. So our first meeting was looking through a lot of real world footage from all available sources. Charlie had been prepping reference reels from the very beginning, so we could hone in on a lot of specific ones for each portion of the work because he had references for all of them!</p>



<p class="wp-block-paragraph"><strong>DP: Roughly how big was the RISE team on The Lost Bus, and how long did you spend from first build to final comp?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> We started with a very small core team in May 24 and delivered the last shots at the beginning of 25.  I think around 50-60 people worked on the show in total during the production with up- and downramping based on specific project needs like temp deliveries for example.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?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/2025/11/thelostbus_rise_itw_01b.webp?resize=1200%2C675&quality=72&ssl=1"  alt="A red vehicle driving towards a set of blue climbing walls in an outdoor area, with trees and a building in the background under a partly cloudy sky."  class="wp-image-231556"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: The antagonist of the movie is the geography of a very particular area, and the fact that it is on fire – how did you make sure that it was recognizably that specific part of the world? </strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> We started with real world data derived from elevation models. That gave us a pretty good grounding in reality. We got lidar scans for very specific locations like the Pulga Bridges for example which was invaluable as this is usually something one doesn’t get from any publicly available sources. We spent quite a bit of time to get us a very good foundation of all key locations, which meant that everything had a geometrical base until the very last mountain you see on the horizon.</p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"></blockquote>



<p class="wp-block-paragraph">Our <a href="http://Lidar Supervisor David Salamon" title="">Lidar Supervisor David Salamon</a> was instrumental in setting up this base. He used some maps imagery to give a rough base color to all those individual geometries that served as a rough guide later on in layout and surfacing for distributions of materials or assets. One has to keep in mind that most data was post 2018 so for instance vegetation had to be recreated from mostly photographic references shot before the fire. We tried to stay as true as possible to real world geography, but later on of course things had to be changed for storytelling reasons. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?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/2025/11/thelostbus_rise_itw_01a.webp?resize=1200%2C675&quality=72&ssl=1"  alt="Two vintage cars driving on a bridge surrounded by rocky cliffs under a clear sky. Dust rises behind the vehicles, suggesting a remote, adventurous setting."  class="wp-image-231554"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: When merging New Mexico plates into your California canyon builds, how did you maintain scale and geological continuity?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> As production did not have access or in case of some very sketchy roads didn’t shoot at the original location for safety reasons, they did some scouting through the US and chose some New Mexico locations as stand ins for some of our sequences. The most prominent was the Pulga road for sure. In the film, the first responding firefighters trying to get to the origin of the camp fire first get sight when they are on top of the Pulga Highway bridge crossing the Feather River Canyon. </p>



<p class="wp-block-paragraph">Without any better option they decide their best shot is to try and get to the fire following a very narrow road on the slope of the canyon. All shots on Pulga Bridge were shot on a Studio Backlot featuring full CG Environments including the FG bridge. This narrow path however was all shot on the New Mexico location with two big fire engines driving a slightly wider road. </p>



<p class="wp-block-paragraph">In production that meant that we replaced most of the visible Environment due to a couple of reasons. First of course it needed to have the right roadwidth and the correct canyon in the background. Second we needed to have very windy vegetation everywhere. Third in case all of that worked in camera which was pretty rare we still needed to put FX Elements into every shot consisting of dust, debris, smoke and later also embers. With those guidelines in place probably 90% of the shots became full CG exteriors only keeping small bits of photography for fire engines and some road pieces. </p>



<p class="wp-block-paragraph">Once all those went into layout we made sure to keep a senseful progression to those shots meaning having the firefighters travel along the road during those shots in cutorder. The topography of the shooting location though was pretty different from the storypoint progression on the pulga road, so was the framing in camera when pointing at the fire from the fire engine interiors. </p>



<p class="wp-block-paragraph">That of course meant as good and real our base was, it needed to be heavily augmented to make sense with storytelling and framing choices. Most shots feature the correct BG canyon but the midground is totally made up to allow for good view to the fire origin. All of this had to be understandable even with very frenetically moving handheld cameras.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?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/2025/11/thelostbus_rise_itw_01c.webp?resize=1200%2C675&quality=72&ssl=1"  alt="A panoramic view of a snow-covered bridge spanning a deep canyon, surrounded by rocky cliffs and frosted trees under a clear sky."  class="wp-image-231557"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: Let’s talk vegetation: How much botanical creative freedom did you have?  </strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> Vegetation was a big part of the environment and one of the reasons for the rapid spread of the fire. All FVX vendors had to tackle it in one way or the other which meant all were contributing to the research for which plant goes where. The foundation was once again the research and material collection from Charlie and his team. </p>



<p class="wp-block-paragraph">We focused on the most common species found in this region of CA and made sure the level of dryness and the distribution made sense. So in this sense there was not too much freedom here as everyone tried to make this as real as possible from this point of view. For the build we actually just used the most common ground which is Speedtree with some augmentations done in Houdini. Part of the assets were also shares from other vendors which just needed ingestion and rigging in FX.</p>



<p class="wp-block-paragraph"><strong>DP: You mentioned building a hierarchical “ecosystem” in Houdini. How modular was this system, and how much hand-authoring did artists still need to do per shot?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> This was something we actually invested a bit of time in at the very beginning and was overseen by CG Supervisor <a href="https://www.imdb.com/de/name/nm6414609/?ref_=nv_sr_srsg_0_tt_1_nm_7_in_0_q_David%2520Schulz" title="">David Schulz</a> and Layout <a href="https://www.imdb.com/de/name/nm9186258/?ref_=nv_sr_srsg_0_tt_0_nm_1_in_0_q_Mareike%2520Loges" title="">Lead Mareike Loges</a> / Senior Layout Artist <a href="https://www.imdb.com/de/name/nm14776040/?ref_=fn_t_1">Björn Markgraf</a>. The core idea is nothing new and hierarchical just means that you start from the biggest Elements in your kit and than go smaller and smaller based on the previous distribution of Elements. First step is to either scatter or handplace big trees for example, following this you end up with a certain distribution. </p>



<p class="wp-block-paragraph">Based on this the system places smaller entities like younger trees or seedlings and smaller shrubs and bushes around or between the big trees. This distribution is based on simple rules like distance or terrain steepness. In case of the Pulga road we divided it up in two categories: mountains and roads. Both had similar procedures. We would always start with the rough blocking geometries matching either scan data, elevation data or sometimes just made up. From there we would generate the base coverage of rock cliffs which would hold out trees mostly in those areas. Following this we created the trees and bigger vegetation which would determine the ground coverage of rocks vs more pepply ground.</p>



<p class="wp-block-paragraph">Roads were pretty similar but less complex as they mostly feature small stones. Again here we used some manually created maps to drive the distribution of small vs bigger pebbles that mostly accumulate on the side for example.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?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/2025/11/thelostbus_rise_itw_02b.webp?resize=1200%2C675&quality=72&ssl=1"  alt="Two trucks driving along a dusty, winding road surrounded by dense shrubs and trees in a rugged outdoor landscape."  class="wp-image-231560"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



<p class="wp-block-paragraph">The toolset itself worked pretty well and as it was applicable as a template we could have a fully laid out shot in a day. Shot specific adjustments were applied on almost every shot though, mostly for continuity, visibility or art direction purpose. </p>



<p class="wp-block-paragraph"><strong>DP: Vegetation, environment, and FX were all dependent on one another. How did you keep versioning sane between departments?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz: </strong> That was a big topic indeed and it only is possible with two things: a rigorous approval system and a good pipeline that helps you track those approved layouts. We rely on our usd pipeline to do exactly that for us, it makes it somewhat easy (Im sure layout and production will hit me for this) to track department versioning. For each layout update we`d always get automatic QC renders that run through our inhouse “slapstick” system which is our inhouse auto comp engine.</p>



<p class="wp-block-paragraph">When Layout would do a specific change it would publish this either on a shot or on an Sequence/Environment level. This will trigger a QC render from the shotcam of the affected shots. Once the rendering is done it will have a postjob that combines it with the prepped plate in nuke and runs another renderjob that will give you the layout reviewable which is than checked and can be approved and pushed into the pipeline from RV. This Layout than becomes available to the FX department which would run all needed simulations and hand off another QC reviewable for approval. Without those systems in place it would have been a nightmare to stay on top of all these versions!</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?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/2025/11/thelostbus_rise_itw_02c.webp?resize=1200%2C675&quality=72&ssl=1"  alt="A winding dirt road hugs the side of a mountain, surrounded by dense coniferous trees in grayscale. A river can be seen below, snaking through the forested valley under a clear sky."  class="wp-image-231561"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: You said the layout department drove wind direction and strength instead of FX. How did that change your creative workflow?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> Yes that was indeed true and one of our early conversations we had internally to determine the approach all Environment builds would share. It was a practical decision based on two factors: We would simulate all vegetation on the asset level in different windspeeds for efficiency reasons and we wanted to keep iteration loops to a minimum.</p>



<p class="wp-block-paragraph">This meant that I wanted to look at layout versions with moving vegetation as the strong directional wind would make it necessary to consider this already while layouting trees. As the direction is clearly visible you cant rely on spinning a tree 360 deg free in Y to create variations as the direction is “baked” in, so you need to see it moving in order to determine if an environment looks good! </p>



<p class="wp-block-paragraph">The second reason is that FX needed to take care of vegetation simulation only once and when approved never needed to come back. This system worked really well and was accessible to the layout artists down to the single blade of grass, meaning one could really art direct where and how much specific things should move.</p>



<p class="wp-block-paragraph"><strong>DP: You divided smoke into “hero” and “residual” categories. How did you manage density and readability without losing visual clarity?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> These two categories were simply based on the fact that we needed to deal with smoke in almost every shot. The ever present residual smoke needed to inherit a direction, needed to be art directable and also needed to render as fast as possible. Its pretty much the equivalent of atmospheric perspective in a wildfire scenario. Our Fx Supervisor <a href="https://www.imdb.com/de/name/nm6756149/?ref_=nv_sr_srsg_0_tt_2_nm_2_in_0_q_Akin%2520G%25C3%25B6cmenli">Akin Göcmenli</a> came up with a system of instanced presimulated caches that sometimes could consist of thousands of individual ones. </p>



<p class="wp-block-paragraph">We started by doing simulations of smoke with a constant wind direction and speed that had a hidden source of emission and diffused pretty soon. That gave us a very soft falloff to the edges of the simulation grid which made these simulations perfect to overlap and look as one big single instance of smoke. On top due to those aspects it was quite easy to remove single containers and punch holes into the wall of smoke for visibility. We also invested a bit of time to develop shaders and render efficiencies to cut down on notoriously long volumetric rendertimes for this element.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?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/2025/11/thelostbus_rise_itw_02a.webp?resize=1200%2C675&quality=72&ssl=1"  alt="An aerial view of a fire truck on a dirt road, surrounded by tall evergreen trees, with dust swirling up in the air, indicating a challenging landscape. Smoke can be faintly seen in the background."  class="wp-image-231562"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



<p class="wp-block-paragraph">Hero smoke was the category which either had a visible emission source in frame or simply had a hero storytelling element. These were usually shot or sequence simulations as they were mostly much denser and most of the time also much closer to camera. We also spend a good amount of time matching shading and simulation to real world references.  The secret to readability also lies in relentless QCing of outputs to make sure once you kickoff the expensive lighting renders, you are as certain as possible all elements are going to work. </p>



<p class="wp-block-paragraph"><strong>DP: The ember work looks incredibly detailed. How did you simulate believable motion in strong winds without visible repetition or looping patterns?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> Embers were a big part of the equations so by now you might guess…. Yes we spend a bit of time in asset prep to build some solid foundations. The first thing is of course the driving factor for all fx aspect: the wind.</p>



<p class="wp-block-paragraph">FX developed hero wind forces that we used to simulate all elements with. A good amount of chaos and variance is key to not run into issues with readable patterns in any simulation. Another factor is collision. Embers will behave a certain way when they collide and thats what we tried to replicate. Also the ground plays a big role especially with the heavier emberclumps that slide over it. </p>



<p class="wp-block-paragraph">Reality is unbeaten when it comes to little quirks and anomalies especially for something as complex as this. As no one is able to have a ground as detailed as the real world we also sometimes had a collision geometry that had slightly more displacement in order to have more detailed collisions happening. </p>



<p class="wp-block-paragraph"><strong>DP: Lighting and volumetrics are natural enemies. How did you maintain physically plausible lighting through that much smoke and fire?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> That was one of the biggest questions going into this project, considering that what was shot on set sometimes had very little to do with what ended up on screen, especially in terms of atmospherics. The best base for something to look real is to match the real thing. We did so in our asset phase and made sure our shaders and lightrigs were physically plausible, especially the ones only used to develop assets. </p>



<p class="wp-block-paragraph">We would match greyballs and reference macbeth charts in order to make sure scene lighting was correct in terms of lightbalancing. Then from there we developed shaders for all aspects.One of the most common issues I see is that volume and surface renders aren’t lookdeved in conjunction. What you end up having to do is to grade surface and volume render differently. This leads to very unrealistic renders very fast because there is no ground truth you can come back to. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?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/2025/11/thelostbus_rise_itw_03b.webp?resize=1200%2C675&quality=72&ssl=1"  alt="A tranquil snowy landscape illuminated by warm orange light, with silhouettes of trees in the background. The snow-covered ground reflects the warm tones, creating a serene and inviting atmosphere."  class="wp-image-231563"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



<p class="wp-block-paragraph">We tried to make sure all our shaders worked with each other to have exactly this common base. Also when dealing with dozens of light sources and those issues on top that’s definitely a position you don’t want to be in when time is running…. All volumetrics do have very different properties to them where one of the biggest is how they scatter light. Back to front scattering can take a volume from being ultrabright to consuming all lighting energy and being pitchblack. So once you matched the real thing, use those tools wisely to deviate from there and support the story. </p>



<p class="wp-block-paragraph">We tried to always start with a balancing pass usually done still in lighting. This goes to comp as the foundation to do all the finetuning with. Still there was a lot of tuning left for comp and also we needed to break reality more than once to make sure that what you wanted to read in a frame remained readable when tons of smoke and fire went in front. Sometimes we needed to go as far as use the deep data to pull things in and out of the smoke to make them visible. Still the most valuable tool you have is the artist’s eye to determine the sweet spot of good vs real.</p>



<p class="wp-block-paragraph"><strong>DP: You mentioned deep rendering bottlenecks, like OIIO running out of patience with too many AoVs. What exactly went wrong first?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> Haha yes that was one of the issues that came when switching to full deep with our renders. That means you have each component of each lightgroup rendered with deep data to put it back together in comp. That resulted in a lot of channels that apparently were too much for OIIO to handle. Thank god that was fixed otherwise I wouldn’t write this story now ;)</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?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/2025/11/thelostbus_rise_itw_03a.webp?resize=1200%2C675&quality=72&ssl=1"  alt="A dramatic scene with thick smoke and sparks in the air, creating an intense atmosphere. The landscape appears obscured, with indistinct shapes suggesting activity in the background amidst a fiery glow."  class="wp-image-231564"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



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



<p class="wp-block-paragraph"><strong>DP: Rendering holdouts took up to an hour per frame. Did you develop any automation or optimisation to make deep rendering less painful?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> Indeed rendering times for deep holdouts were quite painful and nothing to speed up really. With so many volumetric elements you need to deep hold out everything with everything to make sure its accurate. If you multiply this with the number of separate elements rendered and with the amount of light Aovs times the amount of components you end up with a staggering number of renders. </p>



<p class="wp-block-paragraph">Plus in the end you need to denoise all frames so the best solution was try to plan out delivery dates as good as possible to have time for all those thousands prerenders to run on the farm. Still our compositing Supervisor <a href="https://www.imdb.com/de/name/nm3386580/?ref_=nv_sr_srsg_0_tt_2_nm_6_in_0_q_Oliver%2520Hohn">Oliver Hohn</a> and Lead <a href="https://www.imdb.com/de/name/nm13471860/?ref_=nv_sr_srsg_0_tt_1_nm_7_in_0_q_Nicolas%2520Burgers">Nicolas Burgers </a>had some longer evenings ensuring all renders were there the next morning to be picked up by the compositing Artists.</p>



<p class="wp-block-paragraph"><strong>DP: You used machine-learning depth generators to create deep data from plates. What tools powered that, and how reliable were the results?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> We started testing tools quite early in anticipation of very challenging compositing work. DepthAnything v2 was what we ended up using as a default prerender pass. The results were a mixed bag considering the wide range of plates we worked with, although it proved to be valuable to have. Comp remapped the relative value output of the depth passes to absolute values from deep data with help of lidarscans or renders and was able to create some good integration especially with more wispy type of smoke. </p>



<p class="wp-block-paragraph">For denser smoke and more accurate holdouts especially for actors we still needed to rely on a lot of manual roto for good integration. The AI passes proved to be pretty successful though for fast temp work as you get something going in no time. Issues were mostly the missing good temporal stability and also the lack of precision. </p>



<p class="wp-block-paragraph"><strong> DP: Before deploying new tech like ML depth generators or procedural ecosystems, how do you test them safely inside production?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> We implemented those during production directly on our project infrastructure, so developed, tested and used simultaneously. </p>



<p class="wp-block-paragraph"><strong>DP: Were there any spectacular ML depth map failures, like smoke reading as solid or background cliffs collapsing?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> Depth popping or lost shapes were the most common ones. But as none of these passes were used without correction in comp I’m sure I haven’t seen all of them!</p>



<p class="wp-block-paragraph"><strong>DP: With so many volumetric layers, how did compositors manage complexity without drowning in passes?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> We have standard workflows for loading CG renders into nuke which do provide a basic level of organization. However the more elements you have the bigger the compscripts and we had some good ones for sure!</p>



<p class="wp-block-paragraph"><strong>DP: Fire colouration is tricky. Did you use any spectral rendering or rely purely on LUTs to match on-set lighting and heat distortion?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> That is very true.. Luckily production tried to shoot everything with a practical fire which provided a good level of references in camera. If you than try to render as physically plausible as possible and have something in frame that you can match exposure to you are already halfway there. We didn’t use any spectral rendering here and rendered everything through Houdinis Karma in RGB.</p>



<p class="wp-block-paragraph"><strong>DP: You switched to full motion-blur sampling for embers instead of faked streaks. How much did that impact render time, and was it worth it?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> Oh that was worth every minute of rendertime.. Real Motionblur for an element which is mainly visible in motionblur is a good investment. Plus the rendertimes weren’t actually that bad and took only a couple of minutes as you are not dealing with an expensive shading as well. The biggest benefit is getting nice curved and very interesting blurs especially with collisions.  The trick actually is to only invest time where its needed and render other elements with less costly settings. Deep compositing allows for it as you are not bound to any holdouts and you can combine differently rendered motion blur without any problems.</p>



<p class="wp-block-paragraph"><strong>DP: How crucial was RiseFlow for distributing simulations and maintaining consistency across all sequences?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> We started implementing RiseFlow at the very beginning once we had our initial workflow for distributing elements figured out. The development was done by our Head of Pipeline <a href="https://www.imdb.com/de/name/nm6365014/?ref_=nv_sr_srsg_0_tt_0_nm_8_in_0_q_Paul%2520Schweizer">Paul Schweizer</a> and the implementation on the show was spearheaded by <a href="https://www.imdb.com/de/name/nm11608777/?ref_=nv_sr_srsg_0_tt_1_nm_1_in_0_q_Jonas%2520Sorgenfrei">Jonas Sorgenfrei</a>. </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/pbroOzT42F8?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">It actually is a very versatile framework that we use for a variety of tasks here at Rise. Its a modular node based System that can take arbitrary inputs and execute them in a chained workflow. FX built templates for various scenarios that got exposed variables like wind direction, speed, inputs for collision geometry etc. These could than be varied per shot and sent to the farm for execution. Once all those Sims were done, QC renders were submitted to the Farm and when completed, auto comped in Slapstick. </p>



<p class="wp-block-paragraph">That meant that one artist could do changes on a big number of shots by adjusting the template and than resimming and rendering them over night. All render elements were deepcomped with our deep plate workflow and reviewed the next morning. This allowed for rapid adjustments and turnarounds which was a very crucial aspect of this fast paced production. </p>



<p class="wp-block-paragraph"><strong>DP: How did RiseFlow and Slapstick communicate between departments for reviews and dailies?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> RiseFlow and Slapstick are two different things really. The point where they communicate is that Riseflow might trigger a farmjob where Slapstick is hooked in as a post process that gets triggered after completion of the render. Slapstick again is a modular node based system implemented in Nuke that allows for a generalized template to be created. These inputs could take for instance all general elements that comp might use to layer a shot like mainplates, rotos, colorcorrections, lensdistortions etc and comp them together. We use Slapstick in all departments to create automatic reviewables for assetbuild like turntables with reference images, lighting slaps,fx slaps and so on.</p>



<p class="wp-block-paragraph"><strong>DP: You’ve called The Lost Bus the toughest matchmove job you’ve ever seen. How did you solve the handheld, wet, low-light camera challenge?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> That was a tough one indeed. To solve this it really just comes down to the excellence of all individual artists that created those matchmoves. So there is no magic recipe to get through so many challenging matchmoves…</p>



<p class="wp-block-paragraph"><strong>DP: <a href="https://www.imdb.com/de/name/nm0339030/?ref_=tt_ov_2_2" title="">Greengrass </a>loves long, continuous takes. How did you manage to iterate and render efficiently on such heavy, unbroken shots?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> I guess it is really to choose your battles wisely… Invest into a good foundation early on and make sure to be as precise as possible in prep phase. Once the show is running and you are in full delivery mode there is no time to go back and redevelop anything. </p>



<p class="wp-block-paragraph">Render optimization as much as possible and then relying on everything that was set up in the beginning is key to not have to think about accuracy anymore when you are trying to finish the shots. We did this and it really paid off, though having a couple of long shots with lots of elements to render we never ran into the issue of having to fear a render didn’t get finished in time.</p>



<p class="wp-block-paragraph">There were some challenging shots for all departments involved but again the prep phase paid off and we managed to deliver everything in time. It’s really a Situation in which the Production team led by <a href="https://www.imdb.com/de/name/nm4415506/?ref_=nv_sr_srsg_0_tt_0_nm_8_in_0_q_Michelle%2520Cullen">Michelle Cullen</a> and Production Manager <a href="https://www.imdb.com/de/name/nm11280111/?ref_=fn_t_1" title="">Androniki Nikolaou</a> outdid themselves by planning and scheduling every milestone in production to make sure we had what we needed to finish shots in time. Of course that also means adjusting and revising this schedule each and every day based on client comments and changes.. It’s a tough job to make sure the whole production runs like a well oiled machine!</p>



<p class="wp-block-paragraph"><strong>DP: Deep compositing only works if all layers align perfectly in space. Did you use diagnostic tools or pure visual QC to verify deep accuracy?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> The good thing about deep is that it’s pretty accurate as long as the sampling increments in depth are small enough for certain elements. It’s a game of keeping error thresholds low enough so you don’t pick them up actually. The balancing is precision versus filesize. Surface renders aren’t an issue really as you are dealing with front and backsides of hard surface objects really. </p>



<p class="wp-block-paragraph">The fun starts with volumetric elements and this is where you need to tweak the settings a bit to make sure you don’t end up having 5GB per frame in volumetric renders. Still frames could grow to well over 1GB on bigger shots with all elements included, so we needed to do some rough calculations beforehand to make sure we weren’t running out of allocated serverspace.</p>



<p class="wp-block-paragraph"><strong>DP: How did you maintain consistency for fire behaviour across sequences? Was there a single reference look, or did it evolve shot by shot?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> One of the big topics obviously here as the quality of the fire not only needed to remain consistent but also serve the story in how it behaves. When you look at fires in reality they all have very different qualities to them depending on a ton of external factors like what is burning, where it burns, what is the actual heat it produces and what is the influence of the wind and so on. So yes it’s crucial to pick a reference and not try to incorporate them all. The initial tactic we used was to create asset based fires with all components. </p>



<p class="wp-block-paragraph">The two types that production defined as assets were “spotfires” and “forestfires”. Pretty generalized in description though mostly divided up by scale. So we took those two types into asset development and created a little scene with them. Forestfire in the background and spotfires in the foreground. This scene actually was the same one we used to lookdev all assets in. So we had a common ground for all assets really and the fx ones were not different. </p>



<p class="wp-block-paragraph">We picked a general reference we felt was working well for each category and supplemented that with references that production had shot on set. The shot element though were mostly run by gas so wouldnt really emit any smoke but were a general ref in terms of breakup and edge qualities. Also those would come in native resolution where most of the actual refs are cellphone captures of much poorer quality.</p>



<p class="wp-block-paragraph">So with all those references in place we started matching the fires again in different windspeeds. We tried to also implement all little details especially on the bigger forest fire like flambursts on dry wood, falling burning pieces of wood etc. Once fire was in place we hooked it up with all secondary elements like smoke and embers. We had already pretty robust setups developed for each of them individually so we could already build on a solid foundation using those as a base.</p>



<p class="wp-block-paragraph">Once this little scene was successfully approved by production to go into shots we splitted out the individual components as assets again. These had all elements attached like smoke emission, ember emission, lots of different masks for heat distortion and were ready to be dropped into shots.</p>



<p class="wp-block-paragraph">Using this technique we had a very solid foundation of very similar looking and behaving fires. Of course for hero shots we would need to resim those, but with setups in place and our template system it was mostly straightforward. Of course there are shots that need to tell a certain story like a fire coming right at you towards camera. Solving a problem like reading a perspective of a selfilluminating matter coming right towards camera is a different beast though you can’t prep for! This just takes a lot of creativity and trial and error to get right…</p>



<p class="wp-block-paragraph"><strong>DP: What’s the single biggest creative takeaway from The Lost Bus you’d carry into your next show?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz: </strong> Don’t try to put out all the fires at once….</p>



<p class="wp-block-paragraph"><strong>DP: Which shot makes you proudest or gives you flashbacks?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> Oh there are so many good ones really, honestly when I was watching all shots in a row I was so happy about the overall level of quality the team achieved in every aspect. So hard to pick singles but the Embercam full CG shots looked amazing on the big screen and were pretty spectacular… but getting them to the state we delivered them in was quite a journey…</p>



<p class="wp-block-paragraph"><strong>DP: Finally, if you had to redo The Lost Bus from scratch, what would you rebuild first? Vegetation tools, compositing templates, or your caffeine reserves?</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> Myself :)</p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/12/02/rendering-the-inferno-at-risefx-the-lost-bus/">Rendering the Inferno at RiseFX: The Lost Bus</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>Photoshop 26.11: Firefly hops in, CJK text sharpens up</title>
		<link>https://digitalproduction.com/2025/09/24/photoshop-26-11-firefly-hops-in-cjk-text-sharpens-up/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 24 Sep 2025 12:29:38 +0000</pubDate>
				<category><![CDATA[News]]></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/2025/09/ps-projects-workspace-updated.webp?fit=1200%2C775&quality=72&ssl=1" width="1200" height="775" title="" alt="A screenshot of a dark-themed application interface showing a sidebar with options like 'Home,' 'Learn,' and 'Projects' highlighted. The 'Projects' section features a grid of project thumbnails, including one labeled 'Adobe Brand System.'" /></div><div><p>Firefly jumps into Photoshop, CJK text looks less like pixel soup. New update, same question: stable enough for production?</p>
<p>The post <a href="https://digitalproduction.com/2025/09/24/photoshop-26-11-firefly-hops-in-cjk-text-sharpens-up/">Photoshop 26.11: Firefly hops in, CJK text sharpens up</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/2025/09/ps-projects-workspace-updated.webp?fit=1200%2C775&quality=72&ssl=1" width="1200" height="775" title="" alt="A screenshot of a dark-themed application interface showing a sidebar with options like 'Home,' 'Learn,' and 'Projects' highlighted. 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<p class="wp-block-paragraph">The September 2025 update of <a href="https://www.adobe.com/de/products/photoshop.html">Adobe Photoshop</a> (version 26.11) is modest in scope but introduces a structural change: cross-app cloud projects. Alongside that, <a href="https://digitalproduction.com/tag/adobe/" title="Adobe">Adobe </a>has added Firefly asset import and vector rendering for CJK text. The typography and Firefly updates are clear feature upgrades. The cloud projects, however, touch the way teams manage and share assets across applications.</p>



<h3 id="from-libraries-to-projects-what-changed" class="wp-block-heading">From Libraries to Projects: what changed?</h3>



<p class="wp-block-paragraph">Creative Cloud has offered “Libraries” for years: shared collections of colours, brushes, symbols, and logos. Libraries are lightweight, designed to pass assets around quickly. But they do not handle project-level structure or permissions.</p>



<p class="wp-block-paragraph">Photoshop 26.11 introduces <strong>cloud projects</strong> as containers for multiple file types and assets across <a href="https://www.adobe.com/de/products/illustrator.html">Illustrator</a>, <a href="https://www.adobe.com/de/products/photoshop.html">Photoshop</a>, and <a href="https://www.adobe.com/express">Adobe Express</a>. Unlike Libraries, cloud projects can: Group full files (not just swatches or elements) into a single unit. They also can Assign user roles: <strong>editors</strong> can change content, while <strong>commenters</strong> can only review and annotate. So to Keep project-wide organisation, rather than loose collections of items. </p>



<ul class="wp-block-list"></ul>



<p class="wp-block-paragraph">In essence, a cloud project is Adobe’s attempt at a collaborative folder, integrated directly into Creative Cloud apps.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://helpx-prod.scene7.com/is/image/HelpxProdLoc/ps-projects-workspace-updated?$pjpeg$&jpegSize=200&wid=1200"  alt="https://helpx-prod.scene7.com/is/image/HelpxProdLoc/ps-projects-workspace-updated?$pjpeg$&jpegSize=200&wid=1200" ></figure>



<h3 id="collaboration-practical-gains-and-limits" class="wp-block-heading">Collaboration: practical gains and limits</h3>



<p class="wp-block-paragraph">For freelancers and small studios, cloud projects could simplify version control. Instead of shuttling Illustrator vectors, Photoshop comps, and Express exports back and forth via email or cloud drives, everything lives in one Adobe-managed container.</p>



<p class="wp-block-paragraph">For larger pipelines, the situation is less straightforward. Many VFX, post, and design studios already rely on dedicated asset management (ShotGrid, ftrack, or in-house DAMs). These systems support pathing, metadata, and automation in ways Creative Cloud has historically struggled with.</p>



<p class="wp-block-paragraph">Questions remain open:</p>



<ul class="wp-block-list">
<li>How are conflicts handled if two editors open the same file?</li>



<li>Does Adobe keep a file history or only the latest save?</li>



<li>How are large binary files (e.g. layered PSDs >1 GB) treated inside projects?</li>
</ul>



<p class="wp-block-paragraph">Adobe has not provided detailed technical documentation on these points. Until clarified, projects should be considered convenience features rather than replacements for established pipeline tools.</p>



<h3 id="permissions-useful-but-basic" class="wp-block-heading">Permissions: useful, but basic</h3>



<p class="wp-block-paragraph">Role-based access in cloud projects is limited to two tiers: edit and comment. Unlike enterprise DAM systems, there is no granular control over layers, linked assets, or export rights. For example, a user with “comment” rights cannot modify a PSD, but they can still see full-resolution assets. This may raise concerns in projects with strict confidentiality requirements. For teams needing more controlled distribution (for instance, advertising agencies under NDA), traditional controlled file-sharing may remain preferable.</p>



<h3 id="the-firefly-angle" class="wp-block-heading">The Firefly angle</h3>



<figure class="wp-block-image"><img  decoding="async"  src="https://helpx-prod.scene7.com/is/image/HelpxProdLoc/ps-firefly-generation-workspace?$pjpeg$&jpegSize=200&wid=1200"  alt="https://helpx-prod.scene7.com/is/image/HelpxProdLoc/ps-firefly-generation-workspace?$pjpeg$&jpegSize=200&wid=1200" ></figure>



<p class="wp-block-paragraph">The new Firefly integration is deliberately narrow. Firefly-generated images can be imported into Photoshop for refinement, but Firefly remains a standalone app. Edits are non-destructive, meaning the Firefly original is preserved while Photoshop creates a modified copy. This workflow may fit well with cloud projects. Teams could keep Firefly outputs and Photoshop refinements in the same shared project container, reducing file duplication across drives and emails. Still, without in-app generation, the workflow remains split across two applications.</p>



<h3 id="cjk-text-better-previews-fewer-headaches" class="wp-block-heading">CJK text: better previews, fewer headaches</h3>



<p class="wp-block-paragraph">Typography in Chinese, Japanese, and Korean (CJK) has long been one of Photoshop’s weaker areas. Raster-based previews made text appear jagged and inconsistent, especially when shared across machines. Photoshop 26.11 replaces this with vector-based rendering. On-screen previews should now match Illustrator’s fidelity, giving artists sharper results and reducing misalignment in multilingual layouts. In cloud projects, where documents may be passed between different Creative Cloud versions, this could cut down on errors.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://helpx-prod.scene7.com/is/image/HelpxProdLoc/ps-add-edit-text-text-panel-updated-blurred?$pjpeg$&jpegSize=200&wid=1200"  alt="https://helpx-prod.scene7.com/is/image/HelpxProdLoc/ps-add-edit-text-text-panel-updated-blurred?$pjpeg$&jpegSize=200&wid=1200" ></figure>



<h3 id="adoption-strategy-cautious-roll-out" class="wp-block-heading">Adoption strategy: cautious roll-out</h3>



<p class="wp-block-paragraph">Photoshop 26.11 is available via <a href="https://www.adobe.com/creativecloud.html">Creative Cloud</a> subscriptions at no extra cost. Version rollout may vary by OS and region. For individual users, cloud projects and Firefly import may improve daily efficiency. For studios, adoption should be cautious. Cross-app projects may not play well with custom pipeline scripts or local render automation.</p>



<p class="wp-block-paragraph">As always: <strong>test before deploying to production</strong>.</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/2025/09/24/photoshop-26-11-firefly-hops-in-cjk-text-sharpens-up/">Photoshop 26.11: Firefly hops in, CJK text sharpens up</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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