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	<title>Fur - DIGITAL PRODUCTION</title>
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		<title>How Pixar Cheats a Skunk Tail</title>
		<link>https://digitalproduction.com/2026/03/10/how-pixar-cheats-a-skunk-tail/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 10 Mar 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[character grooming]]></category>
		<category><![CDATA[Elemental]]></category>
		<category><![CDATA[Fur]]></category>
		<category><![CDATA[fur shading]]></category>
		<category><![CDATA[grooming]]></category>
		<category><![CDATA[Hoppers]]></category>
		<category><![CDATA[Pele]]></category>
		<category><![CDATA[Pipeline]]></category>
		<category><![CDATA[Pixar Animation Studios]]></category>
		<category><![CDATA[Pixar interview]]></category>
		<category><![CDATA[Presto]]></category>
		<category><![CDATA[production tools]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[subscribers]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=258841</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h150_516_4kpub16.jpg?fit=1200%2C645&quality=80&ssl=1" width="1200" height="645" title="© 2024 Disney/Pixar. All Rights Reserved." alt="A group of animated animals gathered on a stone surface in a natural setting. A large bear roars, while smaller creatures, including a fluffy squirrel, a chubby rabbit, a tiny green lizard, and a deer, look on, creating a lively, playful scene." /></div><div><p>Kranzler talks Hoppers grooming and shading, including a layered wet-fur look and why skunks got a “cheated” tail.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/10/how-pixar-cheats-a-skunk-tail/">How Pixar Cheats a Skunk Tail</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"></p>


<div class="wp-block-image">
<figure class="alignright size-full is-resized"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hopps_001a_g_deu-de_70x100_.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="1714"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hopps_001a_g_deu-de_70x100_.jpg?resize=1200%2C1714&quality=80&ssl=1"  alt="A cute animated beaver character with big eyes and a cheerful expression, sitting on a futuristic device with buttons and cables, against a bright yellow background. The text below reads &#039;HOPPERS MÄRZ 2026 IM KINO&#039;."  class="wp-image-258883"  style="aspect-ratio:0.7000043899811444;width:270px;height:auto" ></a></figure>
</div>


<p class="wp-block-paragraph">In this interview, Pixar shading and grooming artist <a href="https://www.imdb.com/de/name/nm4181513/" title="">Markus Kranzler</a> discusses work on Hoppers after Elemental, including time in Pixar’s Tools Department, a layered approach for wet fur, and how design readability can trump anatomical accuracy when deadlines exist and the cameras cut fast.</p>


<div class="wp-block-image">
<figure class="alignleft size-full is-resized"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-16.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="882"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-16.png?resize=1200%2C882&quality=72&ssl=1"  alt="A smiling man with light brown hair and blue eyes rests his hand on his head while leaning on a table. He wears a casual green T-shirt, and the background is a soft gray, creating a warm, friendly atmosphere."  class="wp-image-258882"  style="aspect-ratio:1.3605206073752711;width:265px;height:auto" ></a></figure>
</div>


<p class="wp-block-paragraph">Markus Kranzler is a Technical Director at <a href="https://www.pixar.com" title="">Pixar Animation Studios</a>, with credits as a character shading and groom artist on Inside Out 2, Elemental, Turning Red, Luca,  and Soul, plus earlier Pixar work including volumetric clouds on The Good Dinosaur and set dressing on Finding Dory. </p>



<p class="wp-block-paragraph">Before joining Pixar in 2015, Kranzler worked in lighting, lookdev and rendering roles at <a href="https://www.mpcvfx.com/en/" title="">MPC</a> and <a href="https://www.trixter.de/" title="">Trixter</a>, with film credits including Skyfall, Iron Man 3 and Man of Steel.</p>



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<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/PypDSyIRRSs?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: Hi Markus, it’s been a while since Elemental. What did you do on Hoppers, and why the role change?</strong></p>



<p class="wp-block-paragraph">Markus Kranzler: One of the main differences was that I was working on solid characters that weren’t dynamic fluids. :D  One of the first projects I worked on this show was actually not in my department, but in the “Tools Department”. That is where all the geniuses sit that create our software, plugins and shaders. </p>



<p class="wp-block-paragraph">Since a big part of the movie shows animals in and out of water, I was helping them figure out a simpler way to make fur look wet without having to adjust each character’s shader to make it look wet. We ended up achieving that by layering a wet shader on top, which then affects certain lighting lobes on the fur shader. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h170_27c_4kpub161244.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/2026/03/hoppers-online-use_h170_27c_4kpub161244.jpg?resize=1200%2C645&quality=80&ssl=1"  alt="Two animated beaver characters sitting on a grassy area, surrounded by golden autumn trees. One beaver, wearing a small crown, is excitedly showing the other a stick."  class="wp-image-258872" ></a><figcaption class="wp-element-caption">(L-R): Mabel Beaver and King George in Disney and Pixar’s HOPPERS. Photo courtesy of Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph">Also on this show, besides shading, I was grooming some of the animals. That’s what we call creating and styling the hair or fur on a character. I had done some grooming in the past, on my graduation short “<a href="https://youtu.be/3XA0bB79oGc" title="">The Present</a>”,  but this was the first time I actually got to groom at Pixar. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use-h125_209h_pubpub162705.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="648"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use-h125_209h_pubpub162705.jpg?resize=1200%2C648&quality=80&ssl=1"  alt="Two animated beaver characters sitting on a sandy riverbank. One beaver is orange with large teeth, while the other is a brown, round figure, both surrounded by lush greenery and a calm water backdrop."  class="wp-image-258879" ></a><figcaption class="wp-element-caption">(L-R) Mabel and Loaf in Pixar’s HOPPERS. Photo courtesy of Pixar. © 2025 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph">Another difference was that I wrapped and rejoined the show about six times. Most people come on for a single stint and move on, but they kept bringing me back for a couple of weeks at a time. This was mostly after the majority of the shading and grooming artists had wrapped, so I would help crank through new assets or tackle larger waves of fixes as they came in.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h117_13_4kpub16871.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/2026/03/hoppers-online-use_h117_13_4kpub16871.jpg?resize=1200%2C645&quality=80&ssl=1"  alt="A cheerful animated creature with brown fur stands on the ground, smiling at a group of small, bright yellow birds perched on a tree branch above. The background features lush green foliage and colorful flowers, creating a vibrant forest scene."  class="wp-image-258878" ></a><figcaption class="wp-element-caption">Mabel Beaver (voiced by Piper Curda) in Disney and Pixar’s HOPPERS, releasing U.S. theaters March 6, 2026. Photo courtesy of Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: With Hoppers being set in a natural environment, how did that change your approach to grooming? </strong></p>



<p class="wp-block-paragraph">Markus Kranzler: Even though the looks are different, the characters in Hoppers are strongly stylised in their own way. For us, it’s always about looks that are believable, not necessarily physically correct. Similar to most of our movies we take nature as inspiration, but we put our own spin on it. This can affect certain departments differently from others. In this film because the story heavily depends on comedic timing, I would say that the environment had controlled detail to guide the viewer’s eyes and the characters were built out of simple, readable shapes with a tactile feel similar to felted toys. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h371_41c_4kpub162971.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="643"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h371_41c_4kpub162971.jpg?resize=1200%2C643&quality=80&ssl=1"  alt="Two animated beavers sitting on a car seat. One beaver wears a black crown and smiles, while the other beaver holds a smartphone and grins widely. The background features a sunny outdoor scene."  class="wp-image-258873" ></a><figcaption class="wp-element-caption">(L-R): King George and Mabel Beaver in Disney and Pixar’s HOPPERS. Photo courtesy of Disney/Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: In a stylised film like Hoppers, you’re always balancing plausible physics with deliberate exaggeration. How do you decide how “real” hair and fur should behave versus how “cartoon” it should read?</strong></p>



<p class="wp-block-paragraph">Markus Kranzler: It’s all about the story! The first question we ask is: Does it serve the story better if things behave and look more realistic, or more stylised? Then we go from there. On Hoppers, the main criteria were to make the characters look endearing, comedic, but also instantly recognisable for the fast cuts. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h371_54_cspub164033.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/2026/03/hoppers-online-use_h371_54_cspub164033.jpg?resize=1200%2C645&quality=80&ssl=1"  alt="Three animated characters, a group of cheerful furry creatures, are seen inside a vehicle. One holds a smartphone displaying colorful icons, while another wears a paper crown, all showcasing friendly expressions against a light background."  class="wp-image-258874" ></a><figcaption class="wp-element-caption">(L-R): Mabel Beaver (voice of Piper Curda), King George (voice of Bobby Moynihan), Tom Lizard (voice of Tom Law), and Loaf (voice of Eduardo Franco) in Disney and Pixar’s “Hoppers,” releasing in U.S. theaters March 6, 2026. Photo courtesy of Disney/Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: How much of that balance is determined by art direction, and how much do you discover later through animation and shot work?</strong></p>



<p class="wp-block-paragraph">Markus Kranzler: It is usually a very collaborative and fluid process. In most cases, we have a pretty solid foundation coming from art direction, but as we move from 2D into 3D we adjust as we explore and learn things.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h068_106c_pubpub16477.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/2026/03/hoppers-online-use_h068_106c_pubpub16477.jpg?resize=1200%2C645&quality=80&ssl=1"  alt="Three animated characters in a classroom setting. One character with curly hair holds a book, a middle-aged woman gestures with glasses, and a girl in a jacket leans forward, all appearing engaged in discussion. A blackboard with scientific notes is in the background."  class="wp-image-258877" ></a><figcaption class="wp-element-caption">(L-R): Dr. Sam, Nisha, and Mabel in Disney and Pixar’s HOPPERS. Photo courtesy of Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: How early were you involved in character preparation and design decisions for the protagonists and key characters?</strong></p>



<p class="wp-block-paragraph">Markus Kranzler: On this film, I joined fairly late. So most of the key characters were already being worked on. Most workflows and the design language had been figured out at that point. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h220_77cpub16207.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/2026/03/hoppers-online-use_h220_77cpub16207.jpg?resize=1200%2C645&quality=80&ssl=1"  alt="A group of animated characters, including two furry animals and a white duck, wearing crowns, standing on a mound of sticks. Colorful dragon-like creatures are positioned in the background against a dark, wooded landscape."  class="wp-image-258875" ></a><figcaption class="wp-element-caption">A scene from Disney and Pixar’s HOPPERS. Photo courtesy of Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: On the design side, did grooming constraints ever influence decisions like hair length, density, silhouette, or “how much the hair is allowed to move”?</strong></p>



<p class="wp-block-paragraph">Markus Kranzler: Actually, yes. I worked on the skunks, and they are a great example of such a decision. One of the main features of a skunk (besides it’s smell) is its big bushy tail. In nature, the anatomical part of the tail is very skinny and the whole volume comes from it’s fluffy fur. But simulating that would not only be more expensive, but maintaining a fluffy, instantly recognisable shape would also be trickier. So we “cheated” and increased the tail’s volume to grow the hair by quite a bit. Thereby reducing the length of the individual hair curves. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h138_247z_4kpub163119.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="646"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h138_247z_4kpub163119.jpg?resize=1200%2C646&quality=80&ssl=1"  alt="A large bear stands in a forest clearing, holding an orange character by the scruff. Surrounding them is a crowd of various animated animals, including rabbits, deer, and raccoons, all watching intently against a backdrop of tall trees."  class="wp-image-258876" ></a><figcaption class="wp-element-caption">A scene still from Disney and Pixar’s “Hoppers,” releasing in U.S. theaters March 6, 2026. ©2026 Disney/Pixar. All Rights Reserved.”</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: Hoppers has characters that can read as more animal-like in one context and more human-like in another, depending on the scene and how we’re meant to interpret them. Did you get explicit direction to shift the exterior presentation of characters for that?</strong> </p>



<p class="wp-block-paragraph">Markus Kranzler: The main change when we see the animals from a human’s perspective is their eyes. We called them “Dot Eyes”. Since we as humans read a lot of expressions from the eyes, that shift alone made a big enough difference. We only had to make minor tweaks to the model and grooming to account for the slight difference in that region. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use-h095_36actpub162398.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="648"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use-h095_36actpub162398.jpg?resize=1200%2C648&quality=80&ssl=1"  alt="Two animated scientists in lab coats stand in a laboratory. One, with curly gray hair, holds a clipboard while the other presents a fluffy, orange creature on a platter. The background features lab equipment and chalkboards."  class="wp-image-258860" ></a><figcaption class="wp-element-caption">(L-R) Dr. Sam and Dr. Nisha in Pixar’s HOPPERS. Photo courtesy of Pixar. © 2025 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: Tooling question: was this largely one grooming system end-to-end, or did you use multiple systems for different needs?</strong><br />Markus Kranzler: We have our own proprietary grooming tool within our in-house animation software, “Presto,” called “Pele”. We use that for both animal fur and human hair, and from there it feeds into our standard shading pipeline. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/d23_escapethelab_paintingprep_004_moblur_newhappy2concept16.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="648"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/d23_escapethelab_paintingprep_004_moblur_newhappy2concept16.jpg?resize=1200%2C648&quality=80&ssl=1"  alt="An animated scene featuring a cheerful beaver running in a lab, with papers flying around. An elderly woman, looking surprised, reaches out toward the beaver, while a person sits in a chair wearing a yellow helmet in the background."  class="wp-image-258842" ></a><figcaption class="wp-element-caption">DISNEY AND PIXAR’S “HOPPERS” HITS THEATERS IN 2026 — What if you could talk to animals and understand what they’re saying? In Disney and Pixar’s all-new feature film “Hoppers,” scientists have discovered how to “hop” human consciousness into lifelike robotic animals, allowing people to communicate with animals as animals! The adventure introduces Mabel, an animal lover who seizes an opportunity to use the technology, uncovering mysteries within the animal world that are beyond anything she could have imagined. Directed by Daniel Chong and produced by Nicole Paradis Grindle, “Hoppers” features the voices of Piper Curda, Bobby Moynihan and Jon Hamm. The film opens exclusively in theaters in 2026. © 2024 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: For artists trying to achieve a similar look, what are the first conceptual steps you take when approaching a new groom, for example, a beaver?</strong></p>



<p class="wp-block-paragraph">Markus Kranzler: First I need to understand the art direction. For us, the guideline comes mostly from 2D drawings. Before we start, we have a kick off meeting with the production designer, art director, and/or character designer. In that kick-off, we go over the general aesthetic of the film, who the character is and what they do in the movie, and then break apart each component. </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/2026/03/hoppers-online-use_h150_508a_cspub162428.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/2026/03/hoppers-online-use_h150_508a_cspub162428.jpg?resize=1200%2C645&quality=80&ssl=1"  alt="Three animated beavers stand on a rocky surface in a sunny landscape, with rolling hills in the background. A small, green lizard-like character stands in front of one of the beavers, creating a playful scene."  class="wp-image-258880" ></a><figcaption class="wp-element-caption">(L-R): Loaf, Beaver Mabel Beaver, Tom Lizard, and King George in Disney and Pixar’s HOPPERS. Photo courtesy of Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph">Often we will also get some photographs of real-world examples that serve as inspiration, but we clarify what we want to preserve and how we want to diverge from reality. Once I have that understanding and reference material, it’s very similar to how one would approach a photo-realistic asset. E.g. drawing textures, placing and grooming the hair curves, adjusting the specularity, tweaking displacement etc. And you do <strong>a lot </strong>of iterations.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h255_17k_4kpub161204.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="644"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h255_17k_4kpub161204.jpg?resize=1200%2C644&quality=80&ssl=1"  alt="A comedic scene featuring a central white goose wearing a crown, surrounded by colorful cartoon snakes and frogs, all with exaggerated facial expressions. A butterfly flutters above them in a dimly lit setting."  class="wp-image-258870" ></a><figcaption class="wp-element-caption">A scene from Disney and Pixar’s HOPPERS. Photo courtesy of Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: Reference for SOME of these animals is abundant. How do you sort, filter, and prioritize reference when translating real-world anatomy into a stylised film language? </strong></p>



<p class="wp-block-paragraph">Markus Kranzler: That is a pretty common and important discussion that comes up in meetings and reviews. As I mentioned, our guideline is usually a 2D drawing, which inherently is a simplification of something by an artist. And then a shading artist like me interprets it to create a different version of it. It’s a bit like a game of telephone. Sometimes the message gets jumbled up. It does get easier with time, as all parties gain more experience in communicating and interpreting the intentions. But sometimes that can also lead to new discoveries that improve results. So it’s always a learning curve, but that makes it exciting and refreshing every time. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h255_53a_4kpub163667.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="641"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/hoppers-online-use_h255_53a_4kpub163667.jpg?resize=1200%2C641&quality=80&ssl=1"  alt="A close-up view of a butterfly with vibrant orange and black wings, showcasing intricate patterns and textures against a dark background."  class="wp-image-258869" ></a><figcaption class="wp-element-caption">Insect Queen in Disney and Pixar’s HOPPERS. Photo courtesy of Pixar. © 2026 Disney/Pixar. All Rights Reserved.</figcaption></figure>



<p class="wp-block-paragraph"><strong>DP: Looking back, do you have a favourite character to work on, and why?</strong></p>



<p class="wp-block-paragraph">Markus Kranzler: My answer probably won’t be very exciting since I didn’t work on any of the main characters, but I would say my favourites are the classroom turtle we see at the beginning of the movie. Not a lot of grooming there, but I find it adorable. And then I made a character we called “Janky Beaver”. It’s one of the prototypes of the observation robots we see in a short time-lapse. You barely notice it in the movie, but I like it because it’s a great example of the wacky humour of the film.</p>



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<span class="oJBHGLRCN4p7xGKapq6WRYnkEeZ2Kd8qSfcuz5Mg3nzmQrAb7syUXM4XhmEgdJP3FcWa1iDIh61j5y9xYrts9VTlbHeVIPF"><blockquote class="wp-embedded-content" data-secret="TIF7wj9xiE"><a href="https://digitalproduction.com/2023/06/26/elementary/">Elementary!</a></blockquote><iframe class="wp-embedded-content" sandbox="allow-scripts" security="restricted"  title="“Elementary!” — DIGITAL PRODUCTION" src="https://digitalproduction.com/2023/06/26/elementary/embed/#?secret=fz8ImB3NP8#?secret=TIF7wj9xiE" data-secret="TIF7wj9xiE" width="600" height="338" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe></span>
</div></figure>



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/03/10/how-pixar-cheats-a-skunk-tail/">How Pixar Cheats a Skunk Tail</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/2026/03/hoppers-online-use_h150_516_4kpub16.jpg?fit=1200%2C645&#038;quality=80&#038;ssl=1" width="1200" height="645" medium="image" type="image/jpeg">
	<media:copyright>© 2025 Disney/Pixar. All Rights Reserved.</media:copyright>
	<media:title>© 2024 Disney/Pixar. All Rights Reserved.</media:title>
	<media:description type="html"><![CDATA[A group of animated animals gathered on a stone surface in a natural setting. A large bear roars, while smaller creatures, including a fluffy squirrel, a chubby rabbit, a tiny green lizard, and a deer, look on, creating a lively, playful scene.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">258841</post-id>	</item>
		<item>
		<title>A beastly good choice</title>
		<link>https://digitalproduction.com/2024/08/02/a-beastly-good-choice/</link>
		
		<dc:creator><![CDATA[Manuel Kotulla]]></dc:creator>
		<pubDate>Fri, 02 Aug 2024 06:00:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Commercial]]></category>
		<category><![CDATA[DP2403]]></category>
		<category><![CDATA[Fur]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[karma]]></category>
		<category><![CDATA[Renderman]]></category>
		<category><![CDATA[solaris]]></category>
		<category><![CDATA[subscribers]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=144524</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/CoverB.jpg?fit=1200%2C557&quality=80&ssl=1" width="1200" height="557" title="#image_title" alt="A cheerful animated orange cat with large green eyes and a wide, friendly smile. The background is a soft, gradient purple, enhancing the cat's vibrant colors and playful expression." /></div><div><p>The in-depth investigation of a FullCGI production with Houdini KineFX, Grooming and V-ray in Solaris.</p>
<p>The post <a href="https://digitalproduction.com/2024/08/02/a-beastly-good-choice/">A beastly good choice</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/manuelkotulla/">Manuel Kotulla</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/CoverB.jpg?fit=1200%2C557&quality=80&ssl=1" width="1200" height="557" title="#image_title" alt="A cheerful animated orange cat with large green eyes and a wide, friendly smile. The background is a soft, gradient purple, enhancing the cat's vibrant colors and playful expression." /></div><div><p class="wp-block-paragraph">Who has no hands and cares about our health? Our pets, of course. Yes, really. Our intestinal health is the biggest concern of our loved ones (furry flatmates). Following this idea from Serviceplan Health and Life, the TVC was created for the Burda Foundation’s current bowel cancer prevention campaign. The task “in a nutshell”: How can a dog and a cat engage in a loving dialogue, form words without the appropriate biological prerequisites, express human emotions and still remain animals?</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/gS4OvkPc7sg?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">After initially examining possible implementation routes and styles and collecting references (from strange things from the depths of the internet to Disney remakes), the path of real-looking animals, which are likeable thanks to their respective character-driven acting, crystallised: a somewhat grumpy older man’s dog lives together with a charming cat, masterfully spoken by Jürgen Prochnow and Katja Burkard, rounded off by Sky Du Mont as the voice-over artist.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/648c39af-862a-496e-93aa-b38de4a91ee4.png&w=3840&q=100"  alt="" ></figure>



<p class="wp-block-paragraph">Before moving into 3D, the scripted storyboard was created as shots in Resolve. The rough mix previously created by the sound studio served as a timing reference. This was then used to create an animation layout in Solaris to define the camera angles and staging of the animals, which was gradually replaced by renderings later on in the process. But first a few steps back and to the fur.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/1984510d-fe7f-4cf8-965e-1bd7918f830a.png&w=3840&q=100"  alt="Vor dem Fell und Licht steht das Layout mit Posen ohne Animation." ><figcaption class="wp-element-caption">Before the fur and light, there is the layout with poses without animation.</figcaption></figure>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/33f93be6-a6e9-4b17-8303-79851f3471e5.jpg&w=3840&q=100"  alt="Im Vergleich der finale Frame" ><figcaption class="wp-element-caption">In comparison the final frame</figcaption></figure>



<p class="wp-block-paragraph"><strong>From hedgehog to dog or: the grooming process</strong></p>



<p class="wp-block-paragraph">The grooming tools in Houdini – like everything else – offer different approaches to realising complex hair and fur structures and so the fluffy dog was created in a different way to the cat. This may be due to the fact that the rather short-haired dog was much easier to comb than the cat (take a look at a cat without fur, the ter has a completely different head shape), but it was also about maximising the learning effect and comparing different strategies. Right at the beginning, the path forks – all grooming SOPs in a separate node or the “official” path with the separation of guides, sim and hairgen with object level nodes?</p>



<p class="wp-block-paragraph">The hair pipeline is basically the same: Manually drawn or procedurally generated guides are placed on a base mesh, deformed on an animated mesh, simulated if necessary (whiskers in the wind…) and finally serve as a source for the detailed (procedural) hair generation. This result can be cached wonderfully as USD/Alembic in a truckload of external hard drives. Alternatively, the last step can be skipped and the guides then serve as a source for the @Rendertime Hair-generating Hairprocedural LOP in Solaris.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/00657317-5248-4246-b015-3b9b2a0bafa7.png&w=3840&q=100"  alt="Dank ein paar Strichen, die den Flow des Haarwuchses definieren, entsteht schnell ein Groom-Grundgerüst." ><figcaption class="wp-element-caption">Thanks to a few strokes that define the flow of the hair growth, a basic groom framework is quickly created.</figcaption></figure>



<figure class="wp-block-image"><img decoding="async" src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/cf0a9114-6de1-4fe8-94d8-b94f94154ffb.png&w=3840&q=100" alt=" Mit dem Node Guidegroom, im Prinzip ein Sculpting-Tool, wird daraus schnell eine genaue Definition von Haarlängen und speziellen Wuchsrichtungen.
" /><figcaption class="wp-element-caption">With the Node Guidegroom, basically a sculpting tool, this quickly becomes a precise definition of hair lengths and specific growth directions.</figcaption></figure>



<p class="wp-block-paragraph">So the dog follows the classic route: GuideGroom-Guidedeform/Sim-Hairgen. Select the mesh, click on GuideGroom and a hedgehog is ready. So that we can all still get to the dog, it is advisable to plan in advance: What hair types does the animal have? What is the flow/growth like? What kind of over-regions can the coat be roughly divided into?</p>



<p class="wp-block-paragraph">Accordingly, various masks or attributes are painted onto the base mesh (or generated by the usual means), which are first relevant for guide generation and then later for all kinds of hairstyling manoeuvres, especially the density attribute. This means that the Guidegroom and Hairgen nodes not only know where hair should grow – the attribute can also be used in multiple ways, for example as the basis for the thickness of the hair. This means that the hair at the edges of the density map becomes gently thinner. The Guideadvect Node is a very quick way of defining the basic flow of the hair with the help of curves drawn on the mesh.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/244af369-8455-40d5-9235-4dac6673fb8f.png&w=3840&q=100"  alt="Das noch statische Grooming-System des Hundes. Gut zu sehen: Die Haardicke wird nicht nur zufällig in einer bestimmten Range eingestellt, sondern auch noch mit der Haarwuchsdichte multipliziert. Dadurch laufen die Haare an den Rändern dünner werdend aus." ><figcaption class="wp-element-caption">The still static grooming system of the dog. Good to see: The hair thickness is not only set randomly within a certain range, but is also multiplied by the hair growth density. This causes the hair to thin out at the edges.</figcaption></figure>



<p class="wp-block-paragraph">In the next step, the powerful but no longer procedural Guidegroom SOP node takes care of the fine adjustment. Hair lengths, special swirls and growth direction exceptions are sculpted interactively in the viewport. A more intuitive alternative to this is the fee-based Groombear plug-in, which allows much more fluid and complex work – be it faster creation and editing of hair masks or sculpting of HairClumps.</p>



<p class="wp-block-paragraph">The “animation view” is also a dream to be able to paint guides in different poses/states of the base mesh. Once the guides have been moulded, they are fed into the Hairgen object. The main task of this node system is to give the individual zones their final look using various nodes such as Clump, Bend and various operations such as Length and Fuzz. Layering the effects is important here – the body fur, for example, is first divided into large but discreet clumps, which are then given several sub-clumps depending on the region. Later on in the nodetree, lively details such as flyaways are added – hair that goes against the general direction of growth and sticks out a little chaotically.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/c4042957-8e32-4f72-88f8-657afcead8a8.png&w=3840&q=100"  alt="" ></figure>



<p class="wp-block-paragraph">A great design aid here is the Guidemask Node, which generates a random selection of hairs or creates a gradient mask on the guides, for example, allowing clumping effects to be realised only in the direction of the hair tips. The masks can be created directly, painted or adapted and combined on the basis of existing masks. The process roughly follows the pattern of creating masks for specific body regions one after the other and then using these to control the operational nodes such as Clump, Fuzz or Bend.</p>



<p class="wp-block-paragraph">The guide deform node comes into play to transfer the grooming created on the static mesh to the animation later on. At the right time, it is switched between the Guidegroom and Hairgen objects and sets the dog’s 1.2 million hairs and the cat’s 850,000 fur balls in motion. An accompanying node is the GuideSim, which performs a vellum (soft body) simulation at its core – gravity and wind effects send their regards.</p>



<p class="wp-block-paragraph">The finished fur splendour, in the case of the dog, divided into three separate grooms for the body, head and whiskers, was imported directly into Solaris via SOP import for test purposes before caching. “Why Solaris”, some people will ask themselves – sometimes including me. Because Solaris can be an incredible toolset – until you run into bugs or strange processes.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/47b646ed-73ba-4b39-b66e-7db988d78625.png&w=3840&q=100"  alt="Der auf den ersten Blick vielleicht komplexe, aber dafür detailliert kontrollierbare prozedurale Hairgen-Tree des Katzenfells mit selektierten Basis-Clump­node." ><figcaption class="wp-element-caption">The procedural hairgen tree of the cat fur with selected base clumpnode, which may seem complex at first glance, but can be controlled in detail.</figcaption></figure>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/f94c6502-8086-4ada-a18a-a2f8417d85fe.png&w=3840&q=100"  alt="Masken lassen sich entweder auf die Basis-Geometrie oder schnell direkt bei den zu maskierenden Nodes painten, hier um das grundsätzliche Hairclumping im Gesicht zu definieren." ><figcaption class="wp-element-caption">Masks can be painted either on the base geometry or quickly directly on the nodes to be masked, here to define the basic hair clumping in the face.</figcaption></figure>



<p class="wp-block-paragraph"><strong>The Solaris workflow</strong></p>



<p class="wp-block-paragraph">In Solaris you work with LOP nodes. By decoding this abbreviation in Lighting Operators, the true benefit of the system quickly becomes clear – built around USD, however, the true strength lies in iterative work with light, material and camera.designed as a separate context or workspace, the first step is to import the assets. Either from the OBJ context conveniently via scene or SOP import or – assuming asset planning and pipeline – via sublayer or asset reference as USD files. The latter requires more work initially, but rewards you with much better performing scenes. Conveniently, you can export geometry as USD from almost anywhere in Houdini or create more complex USD files with material and, if necessary, variants in a separate Solaris Nodetree using a Component Builder preset.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/632125ae-ea81-4247-b4f3-cf1f1359366d.png&w=3840&q=100"  alt="Shaderloses und gleichmäßig ausgeleuchtetes Rendern zum Testen des Hairflows." ><figcaption class="wp-element-caption">Shaderless and evenly lit rendering to test the hairflow.</figcaption></figure>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/a0c5c124-05c4-48bc-8949-732547103f0b.png&w=3840&q=100"  alt="Das IK-Setup der Vorderbeine in einem RigAttributeVop" ><figcaption class="wp-element-caption">The IK setup of the front legs in a RigAttributeVop</figcaption></figure>



<p class="wp-block-paragraph">In-depth knowledge of USD is not necessary if you “only” want to put your scene in a nice light – it is sufficient to understand the hierarchical structure and the assignment of attributes and shaders to primitives (USD slang for all kinds of object types, not to be confused with faces in regular SOP. Can be defined in the OBJ context via group nodes, among other things).</p>



<p class="wp-block-paragraph"><strong>USD and layers</strong></p>



<p class="wp-block-paragraph">You can do this – it’s really practical to load a central, finished asset of a dog with materials, but sitting statically in the rest pose, into each shot and only import the respective animation from the obj context and layer over it… But you don’t necessarily have to – if you don’t want to deal with USD, simply import everything from the OBJ context, add lights and shaders and use Solaris only as an advanced render area. For more complex set-ups, however, the question arises – if you have to cache in the OBJ area (hair!), why not do it in USD instead of Alembic?</p>



<p class="wp-block-paragraph">After loading in the assets, the real fun begins – the continuous branching off of the nodetree in order to experiment non-destructively, incredibly quickly and flexibly with new light set-ups, camera settings or shaders. The approach is always camera-centric, i.e. the focal plane can be precisely set from the active camera view by clicking on the geometry.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/65751833-559d-4247-a9c5-701ea6fe80af.png&w=3840&q=100"  alt="Die verschiedenen Bestandteile des Assets, hier die Geometrie und die Haare des Hundes, werden per Sopimort in Solaris importiert. Verschiedene Rendererspezifische Einstellungen, die im Obj Kontext bei den jeweiligen Objekten zu finden sind, werden in Solaris per Render Geometrie Settings Node angepasst, hier der Width-Multiplier der Schnurrhaare. Danach werden die Shader erstellt und zu­gewiesen. Damit ist die Asseterstellung abgeschlossen und kann in eine USD-Datei exportiert werden." ><figcaption class="wp-element-caption">The various components of the asset, in this case the geometry and the dog’s hair, are imported into Solaris via Sopimort. Various renderer-specific settings, which can be found in the Obj context for the respective objects, are adjusted in Solaris via Render Geometry Settings Node, here the width multiplier of the whiskers. The shaders are then created and assigned. The asset creation is now complete and can be exported to a USD file.</figcaption></figure>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/49dca5de-daaa-4b79-bd3d-cdf0ecf857b9.png&w=3840&q=100"  alt="Zur einfachen USD Erstellung bringt Houdini den Component Builder mit. Einfach im Tab Menu in Solaris eingeben und die benötigten Nodes werden automatisch generiert." ><figcaption class="wp-element-caption">Houdini comes with the Component Builder for easy USD creation. Simply enter it in the Menu tab in Solaris and the required nodes are generated automatically.</figcaption></figure>



<p class="wp-block-paragraph">Lights no longer have to be moved back and forth in the traditional way using Gizmo, but can be placed interactively using three modes: A click in “Diffuse” mode sets the light so that the desired area is illuminated by the diffuse reflection, “Specular” sets the specular highlight at the desired location and with “Shadow” the pivot is selected first and then the location where the shadow should fall. In addition, the light size, intensity and distance can be adjusted using shortcuts. The system is quick, intuitive and fun to use. Moving over an object while holding down the mouse button and studying the changing lighting effect live is an experience you won’t want to miss. At this point, the system is still independent of Render-Delegate, and many of the extended lighting functions (Spotlight, Focus) are also largely supported by most renderers or, like V-ray, these bring their own parameters with them.</p>



<p class="wp-block-paragraph">Another highlight is the light mixer node. From intensity and colour temperature to solo mode, all set lights can be edited conveniently and centrally. Here, too, the Nodetree system invites you to experiment effortlessly with the use of parallel light mixers – simply switch off one node, restore the origin or duplicate and change it. With the Light Linker LOP, the effect of lights can be limited to individual objects, useful for an extra eye light, for example. So before we set the scene for the dog and cat with Solaris and V-ray, we quickly bring them to life with KineFX. And then cache the animated hair.</p>



<p class="wp-block-paragraph"><strong>Rigging and animation with KineFX</strong></p>



<p class="wp-block-paragraph">First of all: although the new APEX system was already available at the start of the project and offers promising concepts, it is still in a noticeable beta phase and was therefore not used. The rigging and animation system KineFX, which was introduced in Houdini 18.5, was used, and its procedural workflow did not even scare away my old rigging enemy. The special thing about KineFX is that the system handles the geometry, the skeleton and the animation separately. The ingenious thing about it is that it sees the rig as (connected) points that can be manipulated with the entire arsenal of tools available in Houdini, from simple soft transforms to noises to all kinds of fun with VEX.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/a94e1f9f-2079-4e25-a88d-0b2fe7537c16.png&w=3840&q=100"  alt="Setup des Schwanzes. Das sanfte Wedeln wird wahlweise von mehreren Sinusfunktionen angetrieben." ><figcaption class="wp-element-caption">Setup of the tail. The gentle wagging is optionally driven by several sine functions.</figcaption></figure>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/191528b4-84a9-4882-a266-6fca33920776.png&w=3840&q=100"  alt="Die Skelettpipeline: Einseitig gezeichnet werden die Joints einfach gespiegelt." ><figcaption class="wp-element-caption">The skeleton pipeline: Drawn on one side, the joints are simply mirrored.</figcaption></figure>



<p class="wp-block-paragraph">The workflow “in a nutshell”: A skeleton node is used to draw half a skeleton over the beagle in its remaining pose with the help of anatomical drawings or to set the joints. In addition to the bones and joints, the joints for the facial muscles and the eyetarget are already taken into account here. Orient Joints are used to rotate the joints to the correct angles. Skeleton Mirror mirrors the skeleton and renames the joints accordingly. BonecaptureLines and Tetembed provide a finely subdivided mesh with the necessary attributes to transfer the joint weightings to the original mesh using BoneCapturebiharmonic. This works very well right from the start, creative or technical weighting adjustments can then be made interactively using Capture Layer Paint.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/c08991f8-c2d1-49dc-9cb6-c5ac5b7c5663.png&w=3840&q=100"  alt="Animiert wird mit Control­shapes und verlinkten Slidern außerhalb des Rig-Netzwerkes." ><figcaption class="wp-element-caption">Animations are created with control shapes and linked sliders outside the rig network.</figcaption></figure>



<p class="wp-block-paragraph">This part of the geometry is now ready for animation. On the other side, the skeleton in the nodetree is split in two and provided with the rig pose node in which the actual animation takes place. To do this, the three streams, geometry, skeleton and rig pose animation are merged into a bone deform node, which analyses the movements and deforms the mesh accordingly. This very simple rig serves as the starting point for advanced functionalities such as Inverse Kinematics (IK), i.e. the backward-orientated movement of the joints. Put simply, instead of moving the paw from the shoulder joint by joint (FK), the paw is positioned directly and the remaining joints follow automatically. The tail can be switched back and forth between IK and FK and is kept in gentle motion procedurally with a simple sine function at the various joints (which are really just points with certain attributes!). This effect can in turn be varied in strength or completely deactivated using skeletonblend.</p>



<p class="wp-block-paragraph">A wonderful and very time-saving function are the secondary motion nodes, which record a basic movement and apply bounce or overshoot to this joint. If the head moves, the ear automatically wobbles with a slight time delay. The secondary motion nodes can be chained, so that the tip of the ear wiggles a little later and more strongly than the rest of the ear.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/f16fe24a-75a9-4cee-81de-b04af9a5b7b2.png&w=3840&q=100"  alt="Verkettete Secondary Motion Nodes sorgen zeitsparend für glaubwürdige Details in der Bewegung." ><figcaption class="wp-element-caption">Linked secondary motion nodes save time and ensure credible details in the movement.</figcaption></figure>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/cbfd4b14-ed9c-4640-a9a5-be47077bc7eb.png&w=3840&q=100"  alt="Schnellere Blend­Shapes dank VEX" ><figcaption class="wp-element-caption">Faster BlendShapes thanks to VEX</figcaption></figure>



<p class="wp-block-paragraph">Blendshapes are added on the geometry side. These can be created in all kinds of ways, the simplest of which is the EDIT node in conjunction with the sculpting tool of the Modeller plug-in. Instead of the classic blendshape nodes or the newer character blendshapes, an attribute wrangle with two VEX mini lines (see image) is recommended for performance reasons, but is not necessary – as is typical for Houdini, there are many roads to Rome. Animation then takes place one network level higher with previously set control shapes and sliders for the blend shapes. After caching the animation and loading the hair into USD files, these are loaded into Solaris in the last step and set up as described at the beginning and placed in the scene with simple transform nodes.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/a19f543a-3145-49d1-bb16-78978de37717.png&w=3840&q=100"  alt="Ein Node, sie alle zu knechten: der Light­mixer als zentrale Kontrollstation für alle Lichter." ><figcaption class="wp-element-caption">One node to control them all: the Lightmixer as the central control station for all lights.</figcaption></figure>



<p class="wp-block-paragraph">As there is nothing complicated about this setup apart from the hair and the rig itself, the shot setup also follows the credo “keep it simple”: after the geometry, only the lights, a camera and the render settings follow without more in-depth USD configurations. And since all assets are already available as USD, nothing needs to be cached (Solaris caches non-USD assets with every RenderToDisk process, which can be very detrimental to your nerves at some point). The actual file output then takes place via the USD Render Rop. The most important setting here is Render All Frames With a Single Process!</p>



<p class="wp-block-paragraph">This eliminates the need to restart the render process after each frame, which is one of the biggest pitfalls when rendering from Solaris. Set the render delegate to V-ray and optionally, but highly recommended, activate the Mplay monitor. Otherwise there is only a progress bar and no visual control of the current frame.</p>



<p class="wp-block-paragraph">Having finally arrived in Lo-Lo-LOPS land, you are spoilt for choice of renderer. Almost all engines now provide a Hydra delegate that can be used to render in Solaris. The following criteria have been defined for the casting of this project (what works well in the previous OBJ rendering does not necessarily have to work just as well in Solaris. The delegates are sometimes drastically modified for this).</p>



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



<p class="wp-block-paragraph">How well can the hair shader be adjusted, what is the look of the hair? General visual quality: How much user tweaking does the engine need to produce a good image? Feature set & efficiency: Does the engine provide everything for the required production? Do you need to build your own tools or use hacks? Are relevant nodes missing? How complete is the existing feature set in Solaris? Are relevant AOVs easily output from Solaris? Is the engine in Solaris easy to set up? How well are the Lightning features (e.g. Lightfilter) supported? Does OCIO work without problems? How quickly can the support team help?</p>



<p class="wp-block-paragraph">Speed and stability: When it comes to hair, rendering speed is of course a major issue, but not the most important one. Does the engine render the project within the set timeframe of 5-6 days? How easy is it to integrate the existing small render farm? How often does the renderer crash (when will we finally ask ourselves whether it crashes at all…)? A fast first-time-to-pixel would also be nice… The question of GPU rendering, which is a favourite for small teams or, in this case, CGI lone warriors, was clearly subordinate to the above parameters for me. After a few days of intensive study, the choice fell on VRay version 6.1 (a few of the new 6.2 features were already being made available via nightlies prior to release).</p>



<p class="wp-block-paragraph"><strong>V-ray, Houdini and Solaris</strong></p>



<p class="wp-block-paragraph">The results briefly summarised, starting with what is probably the most important topic for cats and dogs – hair. And here Vray can come up with an excellent hair shader that not only provides a beautiful look OutOfTheBox, but can also be easily customised in a variety of ways.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/f09b6b19-bd3b-4f4a-9d10-82fd9103afa3.png&w=3840&q=100"  alt="" ></figure>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/d9f0d9bc-01a0-4f52-95a2-5ec653198c67.png&w=3840&q=100"  alt="Vrays Hair­shader bietet mannigfaltige Einstellungsmöglichkeiten sowie ergänzende Nodes, die Zeit sparen." ><figcaption class="wp-element-caption">Vray’s hair shader offers a wide range of setting options and additional nodes that save time.</figcaption></figure>



<p class="wp-block-paragraph">Basically, the shader is based on the behaviour of real hair – the more melanin pigments are set using the slider, the darker the hair. Pheomelanin makes the hair reddish/orange, the tiger thanks. The dye colour serves as a port for texture maps, which together with the two melanin sliders define the basic coat colours. As a hair does not have a uniform colour, the practical hair sampler node can be used to define gradient masks along the individual hair curves, which can be used to combine texture maps, colour values or even to blend the opacity.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/59da5764-2093-4f84-9e5d-4279bd348edc.png&w=3840&q=100"  alt="Der gesamte Hairshader der Katze" ><figcaption class="wp-element-caption">The entire hair shader of the cat</figcaption></figure>



<p class="wp-block-paragraph">Custom attributes can of course also be used, although the view of attribute values is somewhat hidden in Solaris. Diffuse is best used for fabrics, as hair does not normally have a diffuse component. The remaining sliders deal with the shine and reflection behaviour of the hair, whereby softness has a major influence on the look in terms of the contrast of the hair. Finally, the random settings should be emphasised as extremely practical, as they do exactly that: create credibility through random imperfection – and in our case, enable the advanced age of the protagonists with Gray Hair Density (which can also be controlled by attribute or hair sampler).</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/fff33780-86b6-4cc2-acd3-c2d716199ca1.png&w=3840&q=100"  alt="Die Attribute lassen sich in Solaris ungewohnt im Panel Scene Graph Details finden und ablesen." ><figcaption class="wp-element-caption">The attributes can be found and read in the Scene Graph Details panel in Solaris.</figcaption></figure>



<p class="wp-block-paragraph">The general visual quality is of course subjective, as all engines (well, most of them) ultimately achieve a decent look. What is relevant for me here is how believable an image looks out of the box, what cinematographic and colour design possibilities the engine offers and how easy or quick it is to achieve all this. Of course, a lot can be added in Nuke, but for reasons of efficiency I try to take the image as far as possible in the rendering and use the compositing more for the final touches or for elements of maximum control (DoF). V-ray comes with a physical camera that extends the standard Houdini camera with parameters familiar from the world of photography and filmmaking. This means that shutter speeds, ISO and aperture can be adjusted with real values to rotated elements or generally more plausibly than just with a generic slider. Motionblur in particular can be levelled out more easily. The Sun&Sky system, which works with global light intensities, also benefits from real exposure. In addition, the camera offers other settings borrowed from the real world, such as lens distortion (freely adjustable via slider or distortion map, e.g. from Nuke), OSL support for all kinds of individual effects and a highly customisable depth of field with optional anamorphic bokeh, which can also be controlled via the Aperture Texture Map. Another nice feature for all fans of photographic image composition is that the bokeh shape can be automatically moved towards the cat’s eye with increasing distance from the centre of the image using optical vignetting.</p>



<figure class="wp-block-image"><img decoding="async" src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/ac3525eb-99a8-4bca-bc4d-87a266c24e68.png&w=3840&q=100" alt="Lookdev-Ultraclose-up der Nasen- und Schnurrhaare. Das Be­reichs­rendern in Solaris wird von
Vray problemlos unterstützt." /><figcaption class="wp-element-caption">Lookdev ultraclose-up of the nose and whiskers. Area rendering in Solaris is easily supported by Vray.</figcaption></figure>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/7b8f5f4b-f94c-4239-a8ba-39f6256b9e48.png&w=3840&q=100"  alt="Die Render­Gallery speichert nicht nur Screenshots, sondern merkt sich auch das zugehörige NodeSetup. Per Klick lässt sich das jeweilige Setup wiederherstellen." ><figcaption class="wp-element-caption">The RenderGallery not only saves screenshots, but also remembers the associated NodeSetup. The respective setup can be restored with a click.</figcaption></figure>



<p class="wp-block-paragraph">Fortunately, the physical camera works 1:1 in Solaris’ viewport and of course in Vray’s own render viewer VFB (Vray Frame Buffer), which – great cinema – is the only 3rd party render viewer to date that works in Solaris at all. This is accompanied by access to (almost) all the functions that the VFB brings with it. It starts with its own snapshot history including a before/after view, followed by the possibility of displaying image composition overlays such as the golden ratio (otherwise in vanilla Solaris only loadable as an existing image via camera foreground image). Extensive colour management options including simple OCIO setup are just as integrated as complex lens (post) FX.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/aa6069ff-d12a-48cf-b51a-891cd3dde1ec.png&w=3840&q=100"  alt="Vrays physikalische Kamera in Solaris" ><figcaption class="wp-element-caption">Vray’s physical camera in Solaris</figcaption></figure>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/b96ad2d1-f75c-49ce-bd09-e5672760d1aa.png&w=3840&q=100"  alt="Vrays physikalische Kamera in Solaris" ><figcaption class="wp-element-caption">Vray’s physical camera in Solaris</figcaption></figure>



<p class="wp-block-paragraph">Although Vray comes with all the necessary OCIO configurations to work out-of-the-box, for convenience and consistency I recommend setting the parameters permanently via system environment variables, also to be on-pair with Houdini/Solaris’ own OCIO settings. Detailed instructions can be found here: is.gd/aces_setup. The only difference: Do not download your own OCIO-Config, but use the one from Houdini in the installation directory/packages.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/56f2d07c-bd18-4958-ba07-b1081ed13c6b.png&w=3840&q=100"  alt="AOV Set-up und Anzeige im Vray Frame Buffer oder Solaris Viewport" ><figcaption class="wp-element-caption">AOV setup and display in the Vray frame buffer or Solaris viewport</figcaption></figure>



<figure class="wp-block-image"><img decoding="async" src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/e9b92351-97f8-49a0-8c56-52af8aedc234.png&w=3840&q=100" alt="Grag als Topmodel zeigt die direkt im VFB per Cryptomatte maskierten Farb- und Belichtungskorrekturen. Zum Sparen von einfachen
Compositing-Schritten oder als schnelle Kundenpreview." /><figcaption class="wp-element-caption">Grag as top model shows the colour and exposure corrections masked directly in the VFB via Cryptomatte. To save simple compositing steps or as a quick customer preview.</figcaption></figure>



<p class="wp-block-paragraph">The Lens FX go beyond the usual bloom/glare and not only allow dedicated adjustment of star flares, but also all kinds of real-world phenomena such as lens scratches and dust, which can have a major influence on the look of the image. CAs are also possible as a post-effect since 6.2. Many of the options here can save time in the comp or at least serve as a quick preview for the customer. Thankfully, the PostFXs are not baked into the image, but can be output as an AOV – Husk takes the settings of the VFB into account when rendering. AOVs can be set in Solaris with Vray’s own node VrayStandartRenderVars and then added to the render product.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/911e0f35-a4d0-4e2e-a888-ca4442f4f5bd.png&w=3840&q=100"  alt="Lens FX mit Obstacle Image – das Bild stammt aus der Dokumentation von Chaos." ><figcaption class="wp-element-caption">Lens FX with Obstacle Image – the image comes from the Chaos documentation.</figcaption></figure>



<p class="wp-block-paragraph">This is stored as the last step in the render settings node. A little awkward, as Solaris sometimes is, but can be done independently of the 3rd party render engine. The denoisers (Optix, Intel Open Image Denoise, Vray-Eigen) are also created in this way and automatically activate all the required AOVs. The result can either be rendered directly or used for later denoising with the standalone denoiser (temporal blending!). Cryptomattes can be found in the VrayStandartRenderVar and can even be used directly in the VFB for masking colour corrections.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/83c17fd3-453c-4067-bcb5-96430415e4bd.png&w=3840&q=100"  alt="Lichtdemo – ein Arealight mit Custom Lightshader trifft auf eine DIY-FogBox mit Environment Fog Shader" ><figcaption class="wp-element-caption">Light demo – an area light with custom lightshader meets a DIY FogBox with environment fog shader</figcaption></figure>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/6692b247-e395-48bc-a834-21ca2b229456.png&w=3840&q=100"  alt="... und das dazugehörige Shader-Network." ><figcaption class="wp-element-caption">… and the corresponding shader network.</figcaption></figure>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/cdb83195-d494-46c2-a5e8-06ebd777516f.png&w=3840&q=100"  alt="" ></figure>



<p class="wp-block-paragraph">The best (virtual) camera is useless without the right light (or as the photographers say: the beginner takes care of the technology, the professional takes care of the light). V-ray makes full use of the great lighting tools in Solaris and adds the option of creating your own light filters. To do this, V-ray’s softbox node, for example, is combined with everything your heart desires in a light filter library and fed into a V-ray TextureLightFilter LOP. This is assigned to the respective lights. In this way, gobos, light blockers or soft softboxes can be quickly realised.</p>



<p class="wp-block-paragraph">In addition to all kinds of compositing and utility nodes such as texture layers, noises, round edges and easy-to-control ramps, the complete toolset also includes a dedicated SSS shader node that delivers beautiful results, especially for the cat’s ears and nose. MaterialX has been supported since 6.2. Even though the Sky/Sun and the newer procedural clouds from V-ray were not used in this project, the artist is pleased that these tools work in Solaris and can be controlled via Distant or Domelight.</p>



<p class="wp-block-paragraph">A rejected idea at the beginning of the project envisaged more haptic spatiality instead of the undefined endless cave. Thanks to the integration of Chaos Cosmos into Houdini, various seating options for the animals were quickly tested. Chaos Cosmos is Vray’s own extensive asset and material library. Objects including V-ray shaders can be imported directly from a browser into Houdini with a single click. Only the translation to Solaris does not yet work smoothly here, but can still be managed with a little customisation. Solaris imports the .vrmesh as an instance, which breaks the material assignment. A current solution is to convert – to real geometry via the Sopmodify LOP and activated Unpack USD to Polygons.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/ed3a9f86-79e4-4850-8733-39137f034272.png&w=3840&q=100"  alt="" ></figure>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/aa711ff5-cf67-4074-9efc-0f416b9cc67b.png&w=3840&q=100"  alt="Chaos Cosmos Assets im Test mit angepassten bzw. ausgetauschten Materialien" ><figcaption class="wp-element-caption">Chaos Cosmos assets in the test with customised or exchanged materials</figcaption></figure>



<p class="wp-block-paragraph">Over the course of the year, Cosmos will also receive a machine learning-based prompt-to-material function that is directly integrated into the DCCs. The decent rendering times of an average of 20 minutes per frame could be well cushioned with the easy-to-set-up network rendering via distributed rendering.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/31ff42a7-4308-4790-92b3-32d409e691c3.png&w=3840&q=100"  alt="" ></figure>



<p class="wp-block-paragraph">With DR, all computers on the farm think about one image at the same time (it’s always a pleasure to see over 100 colourful buckets…) – simply activate this in the render settings and add the IP of the workers (these require their own Vray Render Node licence). Of course, the occasional crash cannot be avoided, although the cause was more often Solaris than V-ray itself. V-ray support reacts quickly to bug reports and publishes bug fixes almost every night in the nightlies (activation by e-mail required) and occasionally new functions or UI adjustments.</p>



<p class="wp-block-paragraph">All in all, Vray not only offers a lot of features and a nice look, but also a really good integration into Solaris. The few functions not yet supported include decals, Aerial Perspective and Enmesh (instantiation of geometry patterns on a mesh for fine details, a bit like Zbrush Micropoly, only @Rendertime). This is very straightforward, even exotics such as the V-ray Clipper (Cut Geo@Rendertime) are supported. My personal highlight: Chaos has managed to get an external render view running in Solaris.</p>



<p class="wp-block-paragraph"><strong>Minimal compositing in Nuke & finishing in Davinci Resolve</strong></p>



<p class="wp-block-paragraph">The philosophy of achieving as much as possible of the final look in Engine is achieved in Nuke by adjusting the Depth of Fields, fine-tuning and painting out distracting elements that would have been more time-consuming to correct in 3D. Thanks to the OCIO set-up using system environment variables, colours are handled consistently.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/441b5341-93e2-449a-9f36-799bdf3754ac.png&w=3840&q=100"  alt="Der subtile wie schöne Halation Effekt um kontrast-reiche und helle Bildelemente wie die Highlights im Auge, möglich durch den Virtual Lens Node in Nuke." ><figcaption class="wp-element-caption">The subtle and beautiful halation effect around high-contrast and bright image elements such as the highlights in the eye, made possible by the Virtual Lens Node in Nuke.</figcaption></figure>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/7a8a1b6b-189f-4418-bcca-0a0b309ba88e.png&w=3840&q=100"  alt="Zu Darstellungs-Zwecken auf die Haarspitze ge­trieben: minimales DoF per Bokeh Node und Deep Pixel Rendering sowie einer Custom Kernel-Map von Greyscale Gorilla, gut sichtbar in den Highlights der Augen. Durch die Deep-Pixeldaten sind einzelne Strukturen wie die Schnurrhaare sauber getrennt." ><figcaption class="wp-element-caption">Taken to the extreme for display purposes: minimal DoF via Bokeh Node and Deep Pixel Rendering as well as a custom kernel map from Greyscale Gorilla, clearly visible in the highlights of the eyes. Thanks to the deep pixel data, individual structures such as the whiskers are clearly separated.</figcaption></figure>



<p class="wp-block-paragraph">Although Vray renders outstanding camera blur, this task was handled (for maximum control) by the wonderful Bokeh Node in Nuke. Fed with DeepPixels, this tool creates the best and cleanest post FX bokeh, which is especially important for fur structures. In addition to real values, unphysical multipliers for the respective blur strength in front of and behind the focal plane can be freely set here. For maximum consistency, a 3D camera exported from Houdini, preferably via USD of course, can serve as the source of all values. Fine details are primarily provided by the Virtual Lens Node (Nukepedia), which can be used to realise wonderful optical phenomena. A favourite is the subtle halation effect, a red-orange halo around high-contrast, bright image elements. Chromatic aberrations such as haze and glare can also be simulated. Last but not least, the layout renderings are replaced by the comps from Nuke in the Resolve edit, refined with film grain and finally played out with beautiful sounds from the sound studio.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/1c0b5eee-8e45-4493-bcf7-f84eb165ab4a.png&w=3840&q=100"  alt="Deep to Points in Nuke. Im Gegensatz zu einem Z-Depth-Pass weiß Bokeh so, wie die Pixel tatsächlich in der Tiefe verteilt sind. " ><figcaption class="wp-element-caption">Deep to Points in Nuke. In contrast to a Z-Depth-Pass, Bokeh knows how the pixels are actually distributed in depth.</figcaption></figure>



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



<p class="wp-block-paragraph">Houdini with V-ray & Solaris: A beastly good choice. This article was written with the help and presence of a cat. Many thanks to the team!</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://images.creativebase.com/_next/image?url=https://s3.eu-central-1.amazonaws.com/zone.busch.store.image/310487cc-2e88-43ae-87a1-7fb75c9641db.jpg&w=3840&q=100"  alt="" ></figure>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2024/08/02/a-beastly-good-choice/">A beastly good choice</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/manuelkotulla/">Manuel Kotulla</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>Unity releases tech demo with cats of prey!</title>
		<link>https://digitalproduction.com/2022/08/18/unity-veroeffentlicht-eine-tech-demo-mit-raubkatzen/</link>
		
		<dc:creator><![CDATA[Patrick Poti]]></dc:creator>
		<pubDate>Thu, 18 Aug 2022 04:00:19 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[animals]]></category>
		<category><![CDATA[CG Animal]]></category>
		<category><![CDATA[CG-Tier]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[Fur]]></category>
		<category><![CDATA[Tiere]]></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/2022/08/Unity-veroeffentlicht-eine-Tech-Demo-mit-Raubkatzen_Banner.jpg?fit=1031%2C401&quality=80&ssl=1" width="1031" height="401" title="" alt="" /></div><div><p>"Virtual roar, lion!" The Lion technology demo shows what's possible when artists put their heads together - and Unity brings its array of tools to bear.</p>
<p>The post <a href="https://digitalproduction.com/2022/08/18/unity-veroeffentlicht-eine-tech-demo-mit-raubkatzen/">Unity releases tech demo with cats of prey!</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/patrick-poti/">Patrick Poti</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/2022/08/Unity-veroeffentlicht-eine-Tech-Demo-mit-Raubkatzen_Banner.jpg?fit=1031%2C401&quality=80&ssl=1" width="1031" height="401" title="" alt="" /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:4010,&quot;href&quot;:&quot;https:\/\/blog.unity.com\/technology\/new-real-time-demo-lion-unity-art-tools-in-action-and-the-future-of-weta-digital-for&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20230206121306\/https:\/\/blog.unity.com\/technology\/new-real-time-demo-lion-unity-art-tools-in-action-and-the-future-of-weta-digital-for&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 11:41:31&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-01 09:40:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-17 11:22:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-02 11:52:06&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-11 09:48:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-22 21:50:18&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-03-22 21:50:18&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><strong>In nuce:</strong> Unity has released the video “Lion: A glimpse of the future with Unity Art Tools” – featuring two lions, an adult male lion and a cub, frolicking with each other. The video is a technology demo that demonstrates the capabilities of the Unity game engine using high-resolution CG lions. The demo has a resolution of 4K, runs on a PlayStation 5 with a frame rate of 30 FPS and impresses with its realistic grooming simulation. The video celebrated its premiere at this year’s Siggraph.</p>



<p class="wp-block-paragraph"><strong>Background information:</strong> Many of the tools used to create the technology demo are recent purchases from Unity – including: the vegetation software SpeedTree, the reviewing tool SyncSketch and rigging tools from Ziva Dynamics and Weta Digital. As the team describes in a blog post, the video is intended to demonstrate the collaboration between the artists and developers involved. For example, the animated lions owe their deceptively real muscle movements to Ziva, while the fur was created with the help of Weta’s grooming tool Wig. Unity used its own developments for the fur simulation and rendering. The blog post also offers an illustrated insight into the creation of the video.</p>



<p class="wp-block-paragraph"><strong>Click further:</strong> All further information in the blog post <strong><a href="https://blog.unity.com/technology/new-real-time-demo-lion-unity-art-tools-in-action-and-the-future-of-weta-digital-for">New real-time demo, Lion: Unity Art Tools in action and the future of Wētā Digital for RT3D</a> by </strong>Allan Poore (Senior Vice President at Unity). We would like to thank our colleagues at 80.Lv, CGPress and CGChannel for the background information on the video.</p>



<p class="wp-block-paragraph"><strong>Lion: A glimpse of the future with Unity Art Tools</strong><br /></p>



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<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2022/08/18/unity-veroeffentlicht-eine-tech-demo-mit-raubkatzen/">Unity releases tech demo with cats of prey!</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/patrick-poti/">Patrick Poti</a>. </p></div>]]></content:encoded>
					
		
		
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