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		<title>Comment: We Were Told Sora Would Replace VFX by Next Year. Awkward.</title>
		<link>https://digitalproduction.com/2026/03/25/comment-we-were-told-sora-would-replace-vfx-by-next-year-awkward/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 25 Mar 2026 16:00:00 +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/2026/03/chatgpt-image-25-marz-2026-15_50_03.jpg?fit=1200%2C800&quality=80&ssl=1" width="1200" height="800" title="" alt="A blue cloud icon with a white face is hovering over a flaming barrel in a dark, dramatic scene. The background features a mysterious, illuminated landscape with cosmic elements." /></div><div><p>OpenAI has killed Sora before the proposed Disney deal ever closed. One expensive AI showpiece is gone, while the wider industry still shovels absurd amounts of money into data centers in the hope that a business model will wander in and introduce itself.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/25/comment-we-were-told-sora-would-replace-vfx-by-next-year-awkward/">Comment: We Were Told Sora Would Replace VFX by Next Year. Awkward.</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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The background features a mysterious, illuminated landscape with cosmic elements." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:13795,&quot;href&quot;:&quot;https:\/\/www.hollywoodreporter.com\/business\/digital\/sora-disney-openai-deal-collapse-1236546434&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260325151020\/https:\/\/www.hollywoodreporter.com\/business\/digital\/sora-disney-openai-deal-collapse-1236546434\/&quot;,&quot;redirect_href&quot;:&quot;https:\/\/www.hollywoodreporter.com\/business\/digital\/sora-disney-openai-deal-collapse-1236546434\/&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-03-25 16:25:26&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-29 09:35:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-01 17:04:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-07 10:49:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-24 17:31:23&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-29 14:18:49&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 14:18:49&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13796,&quot;href&quot;:&quot;https:\/\/www.reuters.com\/technology\/openai-set-discontinue-sora-video-platform-app-wsj-reports-2026-03-24&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;:13797,&quot;href&quot;:&quot;https:\/\/openai.com\/de-DE\/index\/announcing-the-stargate-project&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;:13798,&quot;href&quot;:&quot;https:\/\/en.wikipedia.org\/wiki\/Stargate_(film)&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260221223539\/https:\/\/en.wikipedia.org\/wiki\/Stargate_(film)&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-03-25 15:08:26&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 07:10:21&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-02 09:29:01&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-07 10:49:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-24 17:31:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-29 14:19:13&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 14:19:13&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13799,&quot;href&quot;:&quot;https:\/\/blogs.windows.com\/windows-insider\/2026\/03\/20\/our-commitment-to-windows-quality&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260325063835\/https:\/\/blogs.windows.com\/windows-insider\/2026\/03\/20\/our-commitment-to-windows-quality\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-03-25 15:08:35&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-30 07:10:21&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-02 09:30:32&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-07 10:53:28&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-24 17:32:47&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-29 14:20:23&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 14:20:23&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13800,&quot;href&quot;:&quot;https:\/\/www.reuters.com\/technology\/openai-plans-desktop-superapp-simplify-user-experience-wsj-reports-2026-03-19&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;:13801,&quot;href&quot;:&quot;https:\/\/openai.com\/index\/announcing-the-stargate-project&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;:13802,&quot;href&quot;:&quot;https:\/\/www.reuters.com\/business\/media-telecom\/openai-oracle-softbank-plan-five-new-ai-data-centers-500-billion-stargate-2025-09-23&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">Usually, we do not report on the daily droppings from the AI sphere. There are too many of them, and most evaporate between a keynote slide and a too-late LinkedIn sermon. And they are droppings. But Sora was one of the few cases that “prompted” (hehehehe) concern beyond the hype fog. The amount of attention, capital, and outright fanaticism made it look less like a toy and more like a symptom. That makes its shutdown worth commenting on.</p>



<h3 id="what-happened" class="wp-block-heading">What happened? </h3>



<p class="wp-block-paragraph">OpenAI is discontinuing Sora, its standalone AI video product, and the proposed Disney tie-up around it never even reached the point where money changed hands. Reuters reports that the planned arrangement included a three-year partnership, a $1 billion <a href="https://www.hollywoodreporter.com/business/digital/sora-disney-openai-deal-collapse-1236546434/" title="">Disney </a>investment and licensing for more than 200 characters, but the deal never formally closed. (<a href="https://www.reuters.com/technology/openai-set-discontinue-sora-video-platform-app-wsj-reports-2026-03-24/" title="">reuters.com</a>)</p>



<p class="wp-block-paragraph">Reuters reports the decision came down to computing costs and “strategic refocusing”. OpenAI is reportedly shifting resources toward coding tools, enterprise products, robotics, and (because this industry cannot go five minutes without inventing a new universal solvent), a desktop “super-app.” </p>



<p class="wp-block-paragraph">The all-encompassing killer app is, as usual, nearly here. It can sit with the killer app for VR, the mainstream breakthrough for HFR, and the long-awaited distribution channel for stereo 3D. They have all been waiting very patiently. </p>



<h3 id="and-that-means" class="wp-block-heading">And that means …. </h3>



<p class="wp-block-paragraph">From a professional media perspective, it is just not especially useful to generate five seconds of synthetic spectacle for social feeds. It is much harder to turn that into a sustainable product with clear rights, predictable costs, real workflow value and adherence to agreed-upon broadcast standards. </p>



<p class="wp-block-paragraph">Sora did very well in the attention economy. The cash economy appears to have been less impressed. That is not the end of AI video, but it is a useful embarrassment for a sector that spent years talking as if VFX production were a minor clerical issue. </p>



<p class="wp-block-paragraph">The wider absurdity is that none of this seems to have dented the appetite for infrastructure spending. OpenAI said in January 2025 that “<a href="https://openai.com/de-DE/index/announcing-the-stargate-project/" title="">Stargate</a>” (Does anybody remember <a href="https://en.wikipedia.org/wiki/Stargate_(film)" title="">what came through that gate?</a>)  intended to invest $500 billion over four years, with $100 billion to be deployed immediately. OpenAI, Oracle and SoftBank were expanding that plan with five new sites as part of the same huge data-centre push. So one of the flagship consumer outputs gets put down because the economics do not make sense, but the server-hall buildout continues with all the restraint of a drunk aristocrat at a casino. </p>



<p class="wp-block-paragraph">There may be a second-order effect worth watching here. OpenAI was, after all, the company that lit the fuse on the current phase of the generative AI mania. If OpenAI is now cutting visibly expensive showpiece products and retreating toward things that might plausibly earn their keep, others may eventually have to write down their own unsustainable AI bets and return to the quaint old business of building tools people can actually use. Not demos that photograph well in investor decks. Tools. The kind of tools that professionals open on purpose. That remains an inference, not a confirmed market trend. Still, it is already more plausible than the old doctrine of infinite scale first and monetisation as a character-building exercise later. </p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-32.png?quality=72&ssl=1"><img data-recalc-dims="1" height="502" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-32.png?resize=1200%2C502&quality=72&ssl=1"  alt="A webpage header featuring a colorful abstract design in shades of purple and green, with the title &quot;Our commitment to Windows quality&quot; displayed prominently above a written message addressing Windows Insiders."  class="wp-image-262982" ></a></figure>



<p class="wp-block-paragraph">Even Microsoft appears to have noticed that stuffing AI into every available corner of the desktop was not, in retrospect, the cleanest route to user delight. In a Windows Insider post from 20 March 2026, Microsoft said it was “reducing unnecessary Copilot entry points,” naming Snipping Tool, Photos, Widgets and Notepad. That does not mean Windows is becoming anti-AI. Still, it does suggest that even one of the largest AI evangelists on the platform side has rediscovered the radical idea that people sometimes want software to help them work rather than constantly be beta testers. (<a href="https://blogs.windows.com/windows-insider/2026/03/20/our-commitment-to-windows-quality/" title="">blogs.windows.com</a>)</p>



<p class="wp-block-paragraph">None of this proves that the AI bubble has burst. Markets can remain irrational for longer than product teams can remain employed, and there is still enough capital in the system to keep several thousand GPUs warm if not useful. But Sora’s death does show something more useful than a sarcastic footnote in future, human-written Wikipedia articles: It shows that even inside one of the companies most responsible for the current hype cycle, very visible AI-video bets were not worth the cost of keeping alive. </p>



<p class="wp-block-paragraph">From a Digital Production point of view, the conclusion is quite obvious (If you manage to stay off LinkedIn for a few days): The gap between AI video as social-media confetti and AI video as dependable professional tooling remains very large. If the post-Sora phase nudges the industry away from synthetic demo bait and toward software that solves actual production problems, that would count as progress. Modest, unsexy, economically literate progress. Which is probably why it takes so fucking long. </p>



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



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



<p class="wp-block-paragraph">Reuters, “OpenAI drops AI video tool Sora, startling Disney, sources say” (<a href="https://www.reuters.com/technology/openai-set-discontinue-sora-video-platform-app-wsj-reports-2026-03-24/" title="">reuters.com</a>)</p>



<p class="wp-block-paragraph">Reuters, “OpenAI plans desktop ‘superapp’ to streamline user experience” (<a href="https://www.reuters.com/technology/openai-plans-desktop-superapp-simplify-user-experience-wsj-reports-2026-03-19/" title="">reuters.com</a>)</p>



<p class="wp-block-paragraph">OpenAI, “Announcing The Stargate Project” (<a href="https://openai.com/index/announcing-the-stargate-project/" title="">openai.com</a>)</p>



<p class="wp-block-paragraph">Reuters, “OpenAI, Oracle, SoftBank plan five new AI data centres for $500 billion Stargate project” (<a href="https://www.reuters.com/business/media-telecom/openai-oracle-softbank-plan-five-new-ai-data-centers-500-billion-stargate-2025-09-23/" title="">reuters.com</a>)</p>



<p class="wp-block-paragraph">Windows Insider Blog, “Our commitment to Windows quality” (<a href="https://blogs.windows.com/windows-insider/2026/03/20/our-commitment-to-windows-quality/" title="">blogs.windows.com</a>)</p><p>The post <a href="https://digitalproduction.com/2026/03/25/comment-we-were-told-sora-would-replace-vfx-by-next-year-awkward/">Comment: We Were Told Sora Would Replace VFX by Next Year. Awkward.</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>FMX 2026 program goes live</title>
		<link>https://digitalproduction.com/2026/03/12/fmx-2026-program-goes-live/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 12 Mar 2026 14:11:01 +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/2025/10/FMX-2026_Header_Base_1920x1080px_251023_roter-streifen_mittiger.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A futuristic landscape featuring a large robotic vehicle and floating rock formations against a twilight sky. The scene includes text that reads 'THE ROAD AHEAD' and details about the FMX 2026 film and media exchange event." /></div><div><p>The FMX program is live for the 30th edition, with RENO pipeline lessons, generative video craft, and European collab on Predator: Badlands.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/12/fmx-2026-program-goes-live/">FMX 2026 program goes live</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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<p class="wp-block-paragraph"><em>For those who don’t know the event: <a href="https://fmx.de/en/home">FMX</a> is where post, VFX, and realtime folks compare notes, spot new workflows, and meet toolmakers from <a href="https://www.foundry.com/">Foundry</a> to <a href="https://ynput.io/ayon/">AYON</a> .</em> </p>



<p class="wp-block-paragraph">The 30th edition runs on site May 5 to May 7, with Online and On Campus on May 8, and On Demand from May 9 to June 9.<a href="https://fmx.de/en/tickets"> Early Bird ticket options run until March 20</a>. Tickets are sold through the <a href="https://fmx.de/en/tickets">ticket shop,</a> and the full schedule is published as an <a href="https://fmx.de/en/program/program-2026/schedule" title="">online program schedule</a>. </p>



<p class="wp-block-paragraph">This year’s reveal is a broad spread across VFX, animation, and digital media creation, with more updates promised as additional speakers and topics get added. The headline message is simple: the program is live now, and it is designed to be browsed like a buffet. Get your preferred morsels here :) </p>



<figure class="wp-block-image"><img  decoding="async"  src="https://ev3nts.animationsinstitut.de/rs/fmx/15/image/event/35043/2?mode=FHD"  alt="https://ev3nts.animationsinstitut.de/rs/fmx/15/image/event/35043/2?mode=FHD" ></figure>



<h3 id="reno-turns-a-studio-inward" class="wp-block-heading">RENO turns a studio inward</h3>



<p class="wp-block-paragraph">A newly confirmed session in the Shorts track focuses on <a href="https://www.lavfx.com/blog/reno?utm_source=chatgpt.com">RENO</a>, an original sci fi short used as a live testbed for virtual production and machine learning workflows. The session names Tav Flett, Rob Hifle, James Pollock, and Paul Silcox, and describes how a traditionally post-driven VFX studio re-engineered its pipeline for a newly opened virtual production stage. It also calls out Gaussian splat scanning, automated rotoscoping, and marker removal as tools for streamlining production.</p>



<h3 id="generative-video-now-with-shot-notes" class="wp-block-heading">Generative video, now with shot notes</h3>



<p class="wp-block-paragraph">The hype cycle is almost over. The bubble tends to pop the moment somebody asks where this stuff fits into an actual production pipeline. That is the useful angle of <a href="https://www.moonvalley.com/" title="">Moonvalleys</a>‘  session in the “<a href="https://fmx.de/en/program/program-2026/list?t=1940" title="">The Road ahead</a>” track. . Instead of treating generative video as a party trick, Ben Lock looks at what happens when studios try to use it for real: control, continuity, versioning, integration, governance, and all the other small details that usually kill shiny ideas on contact.</p>



<p class="wp-block-paragraph">For VFX and animation teams, that is the point. Not more halfbaked sizzle reels, but a sober look at where generative video already helps, where it still breaks, which parts of the panic were never grounded in production reality, and when studios may begin hiring artists again once practical applications, and their many many limits, are easier to assess.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-21.png?quality=72&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1008"  height="548"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-21.png?resize=1008%2C548&quality=72&ssl=1"  alt="A close-up of a menacing creature with sharp teeth and glowing red eyes, set against a dark background. Inset images show two male creators smiling. The overall theme suggests danger in inhospitable environments."  class="wp-image-260170" ></a></figure>



<h3 id="predator-badlands-built-as-a-handoff" class="wp-block-heading">Predator: Badlands, built as a handoff</h3>



<p class="wp-block-paragraph">A joint presentation in the VFX for Features track names Laurens Ehrmann from <a href="https://theyard-vfx.com/?utm_source=chatgpt.com">The Yard VFX</a> and Dominik Zimmerle from <a href="https://www.trixter.de/?utm_source=chatgpt.com">TRIXTER</a> discussing work on <a href="https://www.disneyplus.com/browse/entity-da3aa9ca-01ff-4b8f-91e0-d622a01b954d?utm_source=chatgpt.com">Predator: Badlands</a>. Shared assets, shared look development, and constant creative exchange across studios to ensure continuity while elevating environments, characters, creatures, and effects, plus a deep dive into selected sequences and the creative and technical challenges behind them.</p>



<p class="wp-block-paragraph">And there is more to come! Much more! </p>



<p class="wp-block-paragraph"><br /><a href="https://fmx.de/en/program/program-2026/overview?utm_source=chatgpt.com">https://fmx.de/en/program/program-2026/overview</a><br /><br /></p><p>The post <a href="https://digitalproduction.com/2026/03/12/fmx-2026-program-goes-live/">FMX 2026 program goes live</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/2025/10/FMX-2026_Header_Base_1920x1080px_251023_roter-streifen_mittiger.jpg?fit=1200%2C675&#038;quality=80&#038;ssl=1" width="1200" height="675" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A futuristic landscape featuring a large robotic vehicle and floating rock formations against a twilight sky. The scene includes text that reads 'THE ROAD AHEAD' and details about the FMX 2026 film and media exchange event.]]></media:description>
</media:content>
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<post-id xmlns="com-wordpress:feed-additions:1">260167</post-id>	</item>
		<item>
		<title>FMX 2026 spotlights fire, fur and pipelines</title>
		<link>https://digitalproduction.com/2026/02/19/fmx-2026-spotlights-fire-fur-and-pipelines/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 19 Feb 2026 09:32:51 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Accenture Song VFX]]></category>
		<category><![CDATA[AMCRS]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Avatar Fire and Ash]]></category>
		<category><![CDATA[AYON]]></category>
		<category><![CDATA[Conference]]></category>
		<category><![CDATA[Disney]]></category>
		<category><![CDATA[FMX]]></category>
		<category><![CDATA[Hoppers]]></category>
		<category><![CDATA[Illogic Studios]]></category>
		<category><![CDATA[Le mal aimé]]></category>
		<category><![CDATA[Pipeline]]></category>
		<category><![CDATA[Pixar]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[Wētā FX]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=255020</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/screenshot-2026-02-19-094248.png?fit=1200%2C523&quality=72&ssl=1" width="1200" height="523" title="" alt="A turquoise banner displays "FMX 2026 THE ROAD AHEAD" with event dates: On site May 5-7, Online & On Campus May 8, and On Demand May 9 - June 9. The text is bold and stands out against the background." /></div><div><p>FMX 2026 adds Wētā FX, Pixar and Illogic Studios sessions, plus new Premium Partners AMCRS, Accenture Song VFX and AYON.</p>
<p>The post <a href="https://digitalproduction.com/2026/02/19/fmx-2026-spotlights-fire-fur-and-pipelines/">FMX 2026 spotlights fire, fur and pipelines</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/2026/02/screenshot-2026-02-19-094248.png?fit=1200%2C523&quality=72&ssl=1" width="1200" height="523" title="" alt="A turquoise banner displays "FMX 2026 THE ROAD AHEAD" with event dates: On site May 5-7, Online & On Campus May 8, and On Demand May 9 - June 9. 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<p class="wp-block-paragraph"><em>For those who don’t know the event: FMX is an annual conference in Stuttgart focused on animation, VFX and digital media production. It connects studios, software vendors and production teams across features, commercials and games. Details and tickets are available via <a href="https://fmx.de/en/home" title="">FMX</a>.</em></p>



<p class="wp-block-paragraph">FMX 2026 has confirmed new sessions covering large-scale feature VFX, stylised feature animation and high-end commercial character work. The programme additions include speakers from <a href="https://digitalproduction.com/2021/08/25/weta-digital-sidefx-wirtschaft/" title="Weta Digital & SideFX | Economy">Wētā FX</a>, <a href="https://digitalproduction.com/tag/pixar/" title="Pixar">Pixar</a> and <a href="https://www.illogicstudios.com/" title="">Illogic Studios</a>, alongside new Premium Partners <a href="https://amcrs.de/en/" title="">AMCRS</a>, <a href="https://www.accenture.com/us-en/services/song/visual-effects" title="">Accenture Song VFX</a> and <a href="https://ynput.io/ayon/production-tracking/" title="">AYON</a>. The event will take place on site from May 5 to 7, followed by online and on-campus sessions on May 8, with on-demand access running from May 9 to June 9. Early Bird ticket options are available until March 20 via the FMX ticket shop.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/avatar-fire-and-ash_00-%C2%A9-2025-20th-century-studios.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="633"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/avatar-fire-and-ash_00-%C2%A9-2025-20th-century-studios.jpg?resize=1200%2C633&quality=80&ssl=1"  alt="Two blue humanoid figures wearing tribal garments stand amidst lush greenery, with fantastical flying creatures soaring in the sky above them. The vibrant landscape is marked by tropical plants and a bright, clear sky."  class="wp-image-255024" ></a></figure>



<h3 id="pandora-fire-and-3100-shots" class="wp-block-heading">Pandora, fire and 3,100 shots</h3>



<p class="wp-block-paragraph">Senior VFX Supervisor Eric Saindon and VFX Supervisor Sam Cole from Wētā FX will present work from Avatar: Fire and Ash. According to FMX, the studio delivered more than 3,100 shots for the film.</p>



<p class="wp-block-paragraph">The presentation will cover the integration of extensive native stereo photography with CG environments, fully digital performance captured characters and physics based coupled effects simulations. Native stereo photography refers to imagery captured simultaneously for left and right eye views, rather than converted in post. Coupled effects simulations describe interdependent simulations, for example fire interacting with wind and character motion, solved together to maintain physical consistency.</p>



<p class="wp-block-paragraph">Saindon and Cole will also discuss a new tool called Kora, developed to provide more art directable fire. FMX states that Kora was created to allow greater control over flame behaviour while retaining physically based characteristics. No further technical specifications have been released at press time.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/hoppers-16_online-use-%C2%A92024_disney-pixar.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="645"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/hoppers-16_online-use-%C2%A92024_disney-pixar.jpg?resize=1200%2C645&quality=80&ssl=1"  alt="A group of animated forest animals including a tall bear, a small yellow chick, a round orange creature, a pinkish-brown animal, and a deer, all gathered on a rock with a scenic backdrop of mountains and a blue sky."  class="wp-image-255025" ></a><figcaption class="wp-element-caption">(L-R): Ellen Bear (voice of Melissa Villaseñor), Dragonfly, Loaf (voice of Eduardo Franco), Mabel Beaver (voice of Piper Curda), Tom Lizard (voice of Tom Law), King George (voice of Bobby Moynihan), Lucy Deer, and Barbara Duck in Disney and Pixar’s “Hoppers,” releasing in U.S. theaters March 6, 2026.</figcaption></figure>



<h3 id="stylisation-as-pipeline-logic" class="wp-block-heading">Stylisation as pipeline logic</h3>



<p class="wp-block-paragraph">In the Feature Animation track, Visual Effects Supervisor Beth Albright from Pixar will present Hoppers. The session is titled Stylization as a System.</p>



<p class="wp-block-paragraph">The session will address how the team preserved physical realism to maintain emotional stakes while shaping surfaces for clarity and appeal. This includes coordination across modelling, animation, simulation and lighting.</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/2026/02/le-mal-aime-01-%C2%A9-illogic-studios.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="502"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/le-mal-aime-01-%C2%A9-illogic-studios.jpg?resize=1200%2C502&quality=80&ssl=1"  alt="Animated characters at a festive dinner table in a woodland setting, with a wolf smiling at the center. Surrounding him are various other animals including a dog and a pig, illuminated by soft candlelight and surrounded by delicious food."  class="wp-image-255026" ></a></figure>



<h3 id="a-wolf-a-supermarket-and-feature-grade-craft" class="wp-block-heading">A wolf, a supermarket and feature grade craft</h3>



<p class="wp-block-paragraph">The Shorts track will include a presentation by animation director Benoit Bargeton from Illogic Studios on the Intermarché commercial Le mal aimé. The campaign features a wolf attempting to gain the trust of other animals in the forrest by becoming vegetarian. The film went viral globally, and you propaly have already seen it. </p>



<p class="wp-block-paragraph">Bargeton’s talk will focus on how feature film animation was achieved in a commercial context. This includes artistic and acting choices, as well as technical decisions supporting those directions. Cross department collaboration between modelling, rigging and animation will be addressed.</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/4jzaZk7EzZ4?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
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<p class="wp-block-paragraph">Commercial schedules typically impose tighter timelines and smaller teams than feature productions. FMX states that Illogic Studios adapted its workflow and resources to deliver a project of this scale. Specific software, renderers or proprietary systems used have not been disclosed in the announcement.</p>



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



<h3 id="premium-partners-on-the-floor" class="wp-block-heading">Premium Partners on the floor</h3>



<p class="wp-block-paragraph">FMX has also announced three Premium Partners.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/fmx-2026_gold-partner_newsletter-banner_260211_amcrs_02.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1170"  height="270"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/fmx-2026_gold-partner_newsletter-banner_260211_amcrs_02.jpg?resize=1170%2C270&quality=80&ssl=1"  alt="Logo featuring a stylized lion&#039;s head alongside the text &#039;ANIMATION MEDIA CREATORS REGION STUTTGART&#039; and &#039;FMX 2026 GOLD PARTNER&#039; in a modern design over a dark starry background."  class="wp-image-255027" ></a></figure>



<p class="wp-block-paragraph">AMCRS, the Animation Media Creators Region Stuttgart network, represents more than 30 VFX providers, animation studios, game developers and interactive media companies, along with six colleges. The network was initiated by MFG, the regional media and film society.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/fmx-2026_silver-partner_newsletter-banner_260211_accenture-song_02.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1170"  height="270"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/fmx-2026_silver-partner_newsletter-banner_260211_accenture-song_02.jpg?resize=1170%2C270&quality=80&ssl=1"  alt="A banner featuring the Accenture Song logo in bold, colorful letters, displaying the hashtag #VFX, under a starry background. Below is text indicating &quot;FMX 2026 SILVER PARTNER&quot; in a clean font."  class="wp-image-255028" ></a></figure>



<p class="wp-block-paragraph">Accenture Song VFX is an award winning team guiding projects from script and concept art to final delivery. FMX states that the team has earned nine Emmy nominations over the past six years and secured an Emmy Award last year for work on HBO’s The Penguin. No additional production credits are listed in the announcement.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/fmx-2026_silver-partner_newsletter-banner_260216_ynput.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1170"  height="270"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/fmx-2026_silver-partner_newsletter-banner_260216_ynput.jpg?resize=1170%2C270&quality=80&ssl=1"  alt="A graphic featuring the brand name &#039;AYON&#039; with a stylized knot symbol and an arrow pointing to three triangular icons, alongside a caption that reads &#039;FMX 2026 Silver Partner&#039; at the bottom."  class="wp-image-255029" ></a></figure>



<p class="wp-block-paragraph">AYON is presented as a production backbone for animation and VFX, combining pipeline and production tracking with review, planning, scheduling and resource management. Producers, supervisors, pipeline TDs and developers use AYON to unify creative data and automate handoffs. At FMX, AYON will host talks, demos, panels and Q&As in its dedicated room. The focus will include review, scheduling and resource planning updates, roadmap insights and practical studio case studies. </p>



<p class="wp-block-paragraph">Many additional sessions are still to be announced! </p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/02/19/fmx-2026-spotlights-fire-fur-and-pipelines/">FMX 2026 spotlights fire, fur and pipelines</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
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	<media:description type="html"><![CDATA[A turquoise banner displays "FMX 2026 THE ROAD AHEAD" with event dates: On site May 5-7, Online & On Campus May 8, and On Demand May 9 - June 9. The text is bold and stands out against the background.]]></media:description>
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		<title>Mufasa heads to MPC</title>
		<link>https://digitalproduction.com/2025/02/14/mufasa-heads-to-mpc/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 14 Feb 2025 04:25:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[topnews]]></category>
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		<category><![CDATA[Audrey Ferrara]]></category>
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		<category><![CDATA[world building]]></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/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-27.jpeg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="" /></div><div><p>The Prequel of a remake of a animated movie, based on a Shakespeare play... and still worth watching! We got a Chance to talk to Audrey Ferrara, MPCs VFX Supervisor for Mufasa</p>
<p>The post <a href="https://digitalproduction.com/2025/02/14/mufasa-heads-to-mpc/">Mufasa heads to MPC</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
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<p class="wp-block-paragraph">Under the direction of <a href="https://www.imdb.com/name/nm1989536/">Barry Jenkins</a>, <a href="https://www.linkedin.com/company/mpcvfx/posts/?feedView=all">MPC </a>explored his unique style while bringing the Pride Lands to life. Combining artistry and technology, the team delivered detailed VFX that capture the essence of the story. Led by Production VFX Supervisor <a href="https://www.imdb.com/de/name/nm0883628">Adam Valdez</a>, Animation Supervisor <a href="https://www.imdb.com/name/nm0287182/">Daniel </a><a href="https://www.imdb.com/de/name/nm1375082/?ref_=ttfc_fc_cr">Fotheringham</a>, VFX Producer <a href="https://www.imdb.com/de/name/nm2749960">Barry St. John</a>, MPC VFX Supervisor <a href="https://www.imdb.com/name/nm2772932">Audrey Ferrara</a>, and VFX Producer <a href="https://www.linkedin.com/in/georgie-duncan-40a776105/">Georgie Duncan</a>, more than 1,700 artists, production crew, and technologists at MPC created the visual effects for <em>Mufasa: The Lion King</em>.</p>



<p class="wp-block-paragraph">A few notes on the scope of the project: More than 1,700 artists, supervisors, and production crew contributed to the making of “Mufasa: The Lion King” at MPC. Storage requirements hit 25 petabytes which is the equivalent storage of 5.6 million DVDs. Rendering the film in final quality took 150M hours. It would take a single computer 17,123 years to complete.</p>



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<p class="wp-block-paragraph"><strong>DP: How did you first join the project for Mufasa: The Lion King?</strong><br />Audrey Ferrara: In summer 2020, right in the middle of the pandemic, we received the first draft of “Mufasa: the Lion King” and I was asked to breakdown the environments part of the script. This was the first point of connection with the project. Later on, I was asked to supervise the post-production visual effects, MPC side, and I accepted. How can you not say yes to this story…… But I have to say, the challenges were big and it was my first time supervising such a massive project. September 2021, after working closely on the pre-production side with Mark Friedberg, the production designer, we headed to LA for the shoot!</p>



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<p class="wp-block-paragraph"><strong>DP: What was the size and structure of the team involved in creating the visual effects for Mufasa?</strong>Audrey Ferrara: In total, we had a staggering team of 1700 artists who played some part on the project, coming from different sites across the world. We had to structure the project in multiple “departments”, not quite yet in the sense of a traditional company structure…. Think of it as an expert department dedicated to the movie. So we had a department for animation, itself split into 3 units, with 3 anim supervisors (Dan Blacker, El Sulliman, Ruth Bailey), due to the sheer volume of work. We had a sets department, supervised by 2 sets supervisors (Andrea Vincenti and Luca Bonatti), who were in charge of all the 77 environments: modelling, texturing, and also the greens library, used to set dress those sets. We had one character supervisor (Klaus Skovbo) in charge of all the animals (118 unique species), one FX supervisor (William Banti), dealing with the water work, snow, fire, clouds….. One techanim supervisor (Will Fife), in charge of animals and dynamic foliage. And one lighting supervisor (Francois de Villiers), who worked with James Laxton, the cinematographer, to understand his style and his typical light-rigs choices.</p>



<p class="wp-block-paragraph">When it was time to gather everything in comp, we split all the shots in 3 comp units, with 6 comp supervisors (Luke Bigley, Adam Arnot, Anuj, Wineeth, Sandesh, Sourahb), so once again we could work in parallel, and deal with the volume. Lastly, we had one stereo department, supervised by Nicola Casanova, who set up eye divergence early on, at the layout process.</p>



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<p class="wp-block-paragraph">What is interesting is the structure of the show evolved during the 4 years it lasted, following its needs at certain times, so it changed along the way. We had to be flexible, for the schedule and anything else that we couldn’t foresee. For example, we didn’t start the show with 3 anim units straight away… We started with one, then the second one came along and finally the third one later on.<br /></p>



<p class="wp-block-paragraph"><strong>DP: Can you walk us through the technical pipeline for the movie? What software, tools, or workflows were critical to bringing these photorealistic animals to life?</strong><br />Audrey Ferrara: On this film we start using Unreal Engine from Epic Games.  Using a game engine software creates several new kinds of workflows.  First, because we started the film during a pandemic, we had to figure out a way to start collaborating on full-cg world building while in different cities (London, New York & LA).  Unreal has a kind of “multi-player” function in its editor that facilitates several computers networking together to view the same content.  And then Unreal’s realtime performance allows for the use of VR headsets, which really helps immerse during the exploration process.</p>



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<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/078_MC_4180_still_anim.1066-hd.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="700"  data-id="158882"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/078_MC_4180_still_anim.1066-hd.jpg?resize=1200%2C700&quality=80&ssl=1"  alt=""  class="wp-image-158882" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/078_MC_4180_still_comp.1066-hd.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="700"  data-id="158878"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/078_MC_4180_still_comp.1066-hd.jpg?resize=1200%2C700&quality=80&ssl=1"  alt=""  class="wp-image-158878" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/079_NK_4010_still_anim.1171-hd.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="700"  data-id="158880"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/079_NK_4010_still_anim.1171-hd.jpg?resize=1200%2C700&quality=80&ssl=1"  alt=""  class="wp-image-158880" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/079_NK_4010_still_comp.1171-hd.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="700"  data-id="158879"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/079_NK_4010_still_comp.1171-hd.jpg?resize=1200%2C700&quality=80&ssl=1"  alt=""  class="wp-image-158879" ></a></figure>
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<p class="wp-block-paragraph"><br /><br />We also used Unreal to do our virtual shooting process.  Once our shoot is completed, we have a rough layout of our movie in this game-engine type state, and we download each take as data into the MPC main pipeline to start creating all the photo-realistic work.  We still use Autodesk Maya as a main workbench.  This is where animators do their job, and where a lot of shot construction happens.  We use Houdini for complex simulations for water and fur movement, as well as the procedural creation of very complex environments phenomena, to finish the 3D work on shots.  All of that then ends up in Renderman.  We have teams at MPC who are always updating material shader definitions based on the latest understandings, and we saw great improvements on the rendering of fur in particular for this show.  Lighting work in Katana for final lighting setups and pipeline.  Finally we use Nuke for the ability to really get into both the subtleties of how a photographic looks, but work on complex ideas like how the sun moves through atmosphere, or how a lion made of clouds changes over time.<br /></p>



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<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/022_WL_0030_still_comp.1064-hd.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="700"  data-id="158885"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/022_WL_0030_still_comp.1064-hd.jpg?resize=1200%2C700&quality=80&ssl=1"  alt=""  class="wp-image-158885" ></a></figure>
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<p class="wp-block-paragraph"><br />All in all its a big chain of software, one for each specialist job.   Within each commercial software, of course there are years of MPC tools that aid in tasks, or create pipelines that flow the data along the chain.  At MPC there are so many pieces of software that complete the whole studio, it’s fairly mind boggling, but it’s a powerful system that sits on top of some very big infrastructural layers which gives us the ability to operate at scale, and globally.</p>



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<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-0-47-1.jpeg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="158760"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-0-47-1.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158760" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-0-472.jpeg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="158761"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-0-472.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158761" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-0-49.jpeg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="158762"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-0-49.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158762" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-0-52.jpeg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="158763"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-0-52.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158763" ></a></figure>
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<p class="wp-block-paragraph"><strong>DP: What were the biggest creative challenges on this project, and how did the team overcome them?</strong><br />Audrey Ferrara: One of the first challenges was to make all the characters relatable and engaging emotionally: from intense emotion, to very subtle reactions. Iin order to offer the animation team all this range, the MPC character LAB supervisor, Klaus Skovbo, pushed the quality of the model to the next level. The models saw a dramatic increase in the detail, represented in geometry as more and more polygons, as well as the hair count on each character. MPC also reworked its fur pipeline from scratch and developing LOMA, a new fur system. For example: Each lion had over 30,000,000 hairs to achieve the realistic look<br />of fur. Mufasa’s mane alone had 16,995,454 hair curves. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-0-561.jpeg?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/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-0-561.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158764" ></a><figcaption class="wp-element-caption">Simulating realistic lion manes required 40,000– 80,000 dynamic curves per character, with custom presets for different weather and physical conditions. Long shots took up to a week per iteration, with final fur caches exceeding 800 GB</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: The environments in Mufasa look breathtakingly real. How did the team approach designing these spaces to feel immersive and expansive while staying faithful to the “original” Lion King aesthetic?</strong><br />Audrey Ferrara: For quite a few years, and now quite a few films, MPC has developed a very complete approach to fully-Cg, 3D world building.  Production design is so important on any film, and here we own the responsibility to completely represent Africa, the designed spaces of the film that support camera, composition and photography, and ultimately bring a feeling and tone to each sequence via the look of the world of the film.  It’s really one of the single biggest jobs on the film next to the acting.   <br /><br />We always scout and data-gather from real places.  We’d been to Africa before for “The Lion King” but this time the pandemic prevented us from making a trip as a team.  So we sent local scouts to various locations to data gather and collect our references.  This time many parts of Africa donated content for the journey portion of the story.</p>



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<p class="wp-block-paragraph"><br /><br />You can think of the world building in layers.  There is a library of objects like individual plants and trees and rocks.  But for any one location there is also a library of terrain pieces, like modules of the required landscape that allow for complexity near the camera.  The entire landscape is usually a sculpted thing, based on reference.  So you can think of a valley having an overall sculpt, with modular towers of rock that are resued and arranged, and then set dressing with library objects.  Finally, there are ways of combining textures in layers, and procedurally-generated maps for things like weathering and water flow and fine-object scatter distribution, that glue things together.</p>



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<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-46.jpeg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="158772"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-46.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158772" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-461.jpeg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="158773"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-461.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158773" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/057_MM_2110_still_comp.1100-hd.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="700"  data-id="158877"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/057_MM_2110_still_comp.1100-hd.jpg?resize=1200%2C700&quality=80&ssl=1"  alt=""  class="wp-image-158877" ></a></figure>



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<p class="wp-block-paragraph"><br />The team really pushed all of this to the next level for this film.  We had more sets, more space to cover, and more variety than ever.  For each eco-system, there is a whole period of look-development, balancing the shaders of the landscape for different looks.  Snow was a new challenge for this film, and we made an effort to represent the ice crystals and other complexities of icy sheen that builds up from snow that sits for a long time in a cold place.  The team really pushed themselves on the entire film. </p>



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<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/029_KR_1290_still_comp.1075-hd.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="700"  data-id="158871"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/029_KR_1290_still_comp.1075-hd.jpg?resize=1200%2C700&quality=80&ssl=1"  alt=""  class="wp-image-158871" ></a></figure>
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<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>DP: Iterating on models and assets is often the backbone of a project like this. How much influence did the animated classic have, versus footage from “refrence settings” in reality?</strong><br />Audrey Ferrara: We don’t really look to the animated films to have a big influence on the new films, other than understanding the mythology and legacy of them.  Those films work as animation, and this is supposed to look and feel and relate to the audiences as live-action.  Thus we don’t let things like design influence us too much.  That said, of course we are all personally influenced by those original animated films, and we love and respect them.  We know that they work by giving the audience a heightened sense of storytelling, a magical quality and a sense of beauty and awe, and we aspire to effect people in the same way. So in all our artists’ work, we are very aware of those original films and try to honor them, without copying them. </p>



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<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/058_MM_3080_still_comp.1213-hd.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="700"  data-id="158873"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/058_MM_3080_still_comp.1213-hd.jpg?resize=1200%2C700&quality=80&ssl=1"  alt=""  class="wp-image-158873" ></a></figure>
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<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>DP: How did MPC and the director collaborate creatively on Mufasa? Was there room for experimentation, or was the process more about refining a clear vision from the start?</strong><br />Audrey Ferrara: All filmmaking involves discovery along the way. Our script, and our director Barry Jenkins, have a strong starting point of view about what the movie is about, the feeling to create, and a kind of mode of storytelling.  Barry has more than a style, but a kind of voice, a way of telling you a story from a very intimate place close to the characters.  Sometimes the camera literally swirls close to their faces, as if you put the audience as close as possible to them. </p>



<p class="wp-block-paragraph">Barry was doing an animated film for the first time so we tried really hard to make the whole process flexible for him.  It’s not easy because it’s a huge machine and it takes so many months to go from the idea of a shot to finally seeing a shot become real.  But at the many steps of the process, you see more and more, and by mid-way through the making of the film, Barry was really an expert on the process and could tell if things were going to work in the long-run.  </p>



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



<p class="wp-block-paragraph">Disney as a studio provides the schedule and budget to adapt to change over time.  They know the movie will slowly emerge, and that all of us won’t know precisely if it works or what might need improving, until midway.  So we are fortunate to have that kind of support and space to improve as we go.</p>



<p class="wp-block-paragraph"><strong>DP: What role did concept art play in the pre-production phase? Did any early designs significantly evolve during production?</strong><br />Audrey Ferrara: The pre-production phase was crucial in exploring the new environments needed for the story, and how extensive the journey would be for the heroes. Mark Friedberg’s art department did all the concept art for those environments and then proceeded to build them in unreal, in order to allow the director to scout them in VR. The collaboration between art department and MPC was important, so they could use the assets already built on the first movie, and be a starting point for the rest of the development phase. The art department also established the looks of the characters, almost building the genealogy tree of the lions, so they could define family features. </p>



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<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-531.jpeg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="158782"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-531.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158782" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-55.jpeg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="158779"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-55.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158779" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-571.jpeg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="158783"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-571.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158783" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-58.jpeg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="158780"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-58.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158780" ></a></figure>
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<p class="wp-block-paragraph">The construction of the sets in unreal provided a high quality previz, that resolved almost every creative challenge early one on the show. In some sequences, the final shots are very close to the intentions in the previz, which shows how well thought the design and previz were.</p>



<p class="wp-block-paragraph"><strong>DP: With your experience on The Lion King and the Jungle Book, what changed in the pipeline since the 2019-film?</strong><br />Audrey Ferrara: I think when we started Jungle Book, the question was “can we do this today?”  Now, this kind of filmmaking is expected.  Films like Jungle Book open up how we think about making films, exploring more and more complex worlds to build, how photography and computer graphics mix, and being ambitious.  The pipeline in its basic way is roughly the same.  We make 3D content, we render it, and we comp it.  <br /><br />I think world building has probably had the biggest evolution.  Many of those departments in the industry were called “3D DMP” a long time ago, because it was digital matte painting which was the main tool.  That evolved into projections and mixes of 3D and 2D in clever ways.  For a film like this, we now are like a hybrid between a game company and a vfx company in this area, because the approach to world building is so intensive and mostly 3D.  </p>



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<p class="wp-block-paragraph">Also, it should be said that MPC has to do a lot of things internally to be ready and manage shows of this size and complexity.  There are a lot of standards and pipelines and inter-departmental things to help orchestrate it all.    </p>



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<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/001_SA_0010_still_comp.1019-hd.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="700"  data-id="158891"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/001_SA_0010_still_comp.1019-hd.jpg?resize=1200%2C700&quality=80&ssl=1"  alt=""  class="wp-image-158891" ></a></figure>
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<p class="wp-block-paragraph"><strong>DP: Virtual production is becoming a game-changer. Did you use Unreal Engine or a similar tool for virtual sets, and how did this impact your workflow compared to traditional methods?</strong><br />Audrey Ferrara: Mark Friedberg and his art department built all the sets in Unreal, so the filmmakers could do the scouts of sets in VR. After a set was approved, james Laxton, the cinematographer would spend time setting up his lights in the scenes, getting ready for the shoot. Unreal offered an incredible flexibility for the filmmakers, allowing them to walk the environments, art direct live the spaces or the action of the lions, thanks to the quadcap tool developed by MPC, or to change the lighting live if necessery. <br />Any kind of reshoot was also easy to do, since we just had to bring up the desired scene in unreal, and shoot whatever was required.</p>



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<p class="wp-block-paragraph"><strong>DP: Expectations for photorealism are higher than ever. How did MPC approach creating assets in 2024, and what new techniques were implemented to make them even more believable?</strong><br />Audrey Ferrara: Yeah, films like this have many kinds of assets, from props and ground-scatter items, 3D set components with multi-layered texture shaders that are very procedural, to the intensity that is a 3D character who can act and interact with its environment.  They all have to be unified by a quality and visual standard or they don’t render together, and that’s a huge challenge.  The teams at MPC attack the problem with a bunch of different techniques, but in the end it has to be art directed and CG-supervised by top talent who understand what ‘good enough’ is for these films, and have the artistry and techniques to back that up.  </p>



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



<p class="wp-block-paragraph">For Mufasa, MPC developed a new fur pipeline called LOMA. It allowed the team to have more fur, better control of the curves of the hair, and more precise simulations. The different weather conditions throughout the movie resulted in new challenges for the techanim team: drenched fur, snow covered fur, close ups of lions fighting with their manes interacting with each other etc….. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-03.jpeg?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/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-03.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158765" ></a></figure>



<p class="wp-block-paragraph">Mufasa has 600,000 hairs on his ears, 6.2 million hairs on his legs, and 9 million hairs covering the middle<br />portion of his body.</p>



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<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="158794"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-191.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158794" ></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="158795"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-201.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158795" ></figure>
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<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-121.jpeg?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/2025/01/4-MPC-Mufasa_-The-Lion-King-VFX-Breakdown-YouTube-0-1-121.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-158813" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: The lighting and atmosphere in Mufasa are stunningly diverse across scenes. What was your approach to crafting the look and feel of the movie, and how much of this was driven by technical tools versus artistic intuition?</strong><br />Audrey Ferrara: James Laxton, the DoP on the movie, spent long hours defining the lighting in every scene for the shoot, aided by the onset lighting supervisor Sam Maniscalco. He chose carefully each single sky, from an HDRI library provided by MPC, and set up all his lights. In parallel, MPC’s lighting supervisor, Francois De Villiers, explored test shots, in order to get familiar with James’ lens choices and style. This happened way before we received the sfirst turnover shots. It allowed us to do our homework with James, and be ready with the shots were coming our way. The continuity between pre-prod, shoot and post-prod really helped keeping the lighting team on brief throughout the production. </p>



<p class="wp-block-paragraph">One amazing thing about James’ style of lighting is that he very rarely “tweak” or moves around his set up. Which is an amazing advantage in post-production, when you have a consistent lighting throughout an entire scene. It really helped the MPC team to keep lightrigs clean and consistent .</p>



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<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/024_FS_0400_still_comp.1024-hd.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="700"  data-id="158899"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/024_FS_0400_still_comp.1024-hd.jpg?resize=1200%2C700&quality=80&ssl=1"  alt=""  class="wp-image-158899" ></a></figure>
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<p class="wp-block-paragraph"><strong>DP: Motion capture was usedin creating the lifelike movements of Mufasa’s characters. How did you integrate mocap data into the pipeline to achieve something so natural-looking yet entirely digital?</strong> Audrey Ferrara: Motion capture was used for our “quadcap” new tool for the shoot: with this tool, the lion front legs would “snap” onto human legs, so Daniel Fotheringham, our client animation supervisor could act the lion part on stage. The rear end of the animal would be simulated to follow the front, and snap onto the ground. This was the part where motion capture helped for the shoot and blocking the action. But once the scenes were turned over to MPC, the animation team made each single frame of the movie by hand. Everything has been hand animated on the movie, after carefully studying and selecting references for the animals.</p>



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<p class="wp-block-paragraph"><strong>DP: You worked on “The lion King”, “Jungle Book” and now Mufasa: What is your asset library like, and how did you approach Mufasa versus something like Passengers or Alien:Covenant?</strong><br />Audrey Ferrara: I would say the biggest difference between projects like “Mufasa” or “Jungle Book” and “Alien:covenant” or “Passengers” is the volume of work and time really.</p>



<p class="wp-block-paragraph">Both types of shows can be extremely complex to achieve, but on a movie like “Mufasa”, you have to keep going for a long time. It’s a big marathon, with a lot of aspects to manage. Everything is bigger: the amount of time, the amount of work, the amount of people working on the show. And it can be daunting sometimes, to look at the mountain of work in front of you that you’re gonna have to climb, a way or another. </p>



<p class="wp-block-paragraph">I felt so overwhelmed with the work on “Jungle Book” that I had to breakdown everything, and take one task at the time, to make it manageable.</p>



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<p class="wp-block-paragraph">So, it is my first advice when a junior starts on a show like this: one step at the time, but keep the bigger picture in the back of your head, so you know where you’re going. And that they’re not alone in it. That’s what is great on big shows: there are a lot of people working on it, and you can always find someone that has the answers you need and help you. </p>



<p class="wp-block-paragraph"><strong>DP: Do you have a favorite shot or sequence in the movie? </strong><br />Audrey Ferrara: My favorite shot ever in the movie is the one where Kiros chases Mufasa in the caves at the end: the shot switches to slow-motion, before resuming to normal speed. This shot is SO cool: the lighting, the animation, the camera, everything is great in this shot. Will definitely add it to my demoreel!</p>



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<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/Dt8sor4H1V4?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
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<p class="wp-block-paragraph"><strong>DP: If you could go back to the beginning of the project, what advice would you give yourself?</strong><br />Audrey Ferrara: “Mufasa” was my first time as a VFX supervisor, on a project of that scale. I would tell myself to trust my instincts and the process, to avoid unnecessary stress. </p>



<p class="wp-block-paragraph"><strong>DP: Without breaking any NDAs, what’s next for you? Are there any new challenges or areas of exploration that you’re excited about?</strong><br />Audrey Ferrara: Over time I have become more and more driven by design.  On this film I was lucky to participate fully in that phase, and I hope to do more and more of it. </p>



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<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/02/14/mufasa-heads-to-mpc/">Mufasa heads to MPC</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">158744</post-id>	</item>
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		<title>Renderman 26 is here!</title>
		<link>https://digitalproduction.com/2024/04/09/renderman-26-ist-da/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 09 Apr 2024 14:46:55 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Denoiser]]></category>
		<category><![CDATA[Disney]]></category>
		<category><![CDATA[DVE AS]]></category>
		<category><![CDATA[Machine Learning]]></category>
		<category><![CDATA[Pixar]]></category>
		<category><![CDATA[Renderer]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Renderman]]></category>
		<category><![CDATA[XPU]]></category>
		<guid isPermaLink="false">https://www.digitalproduction.com/?p=126179</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/04/c6TiJ1eT_geF-1.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="" /></div><div><p>Highlights of RenderMan 26: XPU receives extensive updates that improve lighting support, camera control and adaptive sampling capabilities. Plus an interactive version of the Denoiser with ML and a stylised looks toolset. And the free, non-commercial version of RenderMan 26 is already available.</p>
<p>The post <a href="https://digitalproduction.com/2024/04/09/renderman-26-ist-da/">Renderman 26 is here!</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2024/04/c6TiJ1eT_geF-1.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="" /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:2694,&quot;href&quot;:&quot;https:\/\/renderman.pixar.com\/store&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251114053648\/https:\/\/renderman.pixar.com\/store\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 05:04:14&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-05 16:35:36&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-24 12:15:10&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-24 12:15:10&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:892,&quot;href&quot;:&quot;https:\/\/dveas.de&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251115085438\/https:\/\/dveas.de\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 16:40:52&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-05 00:39:41&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-08 08:30:17&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 13:02:01&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-27 09:01:33&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-05 16:35:35&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-11 02:41:10&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-19 22:22:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-22 22:45:12&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-25 22:47:25&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-01 01:26:55&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-04 01:33:16&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-07 10:47:18&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 12:42:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-13 14:03:02&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-16 14:28:41&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-19 18:30:05&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-22 21:35:15&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-26 06:31:40&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-29 08:59:04&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-01 09:22:52&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-04 09:59:28&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-07 11:50:18&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-10 11:54:31&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-13 12:02:25&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-16 12:17:52&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-20 06:54:24&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-23 07:12:47&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-26 07:41:59&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-29 13:30:18&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 13:30:18&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<p>Here are the key highlights of RenderMan 26: RenderMan XPU receives major updates that improve lighting support, camera control and adaptive sampling capabilities.<br />
XPU is used at Pixar for look development and will be a fully-fledged renderer that can be used for final rendering in any situation. The introduction of an interactive version of the denoiser with machine learning revolutionises the rendering workflow. Iteration times are reduced and image quality is maintained during interactive sessions.<br />
The Stylised Looks toolset has been updated.</p>
<p><span class="YS4z25LbINFHcUCvpMnKXDfakeAT90ZjqiB7Q"><iframe title="RenderMan 26 Feature Reel" src="https://player.vimeo.com/video/930406276?dnt=1&app_id=122963" width="1200" height="675" frameborder="0" allow="autoplay; fullscreen; picture-in-picture; clipboard-write"></iframe></span></p>
<p>More information about RenderMan 26 can be found on this website.<br />
The <a href="https://renderman.pixar.com/store">free, non-commercial version of RenderMan 26 is available</a>, and if you want to buy Renderman in Germany, call <a href="https://dveas.de/">DVE AS</a>:)</p><p>The post <a href="https://digitalproduction.com/2024/04/09/renderman-26-ist-da/">Renderman 26 is here!</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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