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	<title>Maya - DIGITAL PRODUCTION</title>
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		<title>Autodesk Flow Studio adds AI Rigging and Neural Layer for character workflows</title>
		<link>https://digitalproduction.com/2026/04/28/autodesk-flow-studio-adds-ai-rigging-and-neural-layer-for-character-workflows/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 28 Apr 2026 14:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[AI character animation]]></category>
		<category><![CDATA[AI Rigging]]></category>
		<category><![CDATA[Autodesk Flow Studio]]></category>
		<category><![CDATA[automated rigging]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[character pipeline]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Neural Layer]]></category>
		<category><![CDATA[neural rendering]]></category>
		<category><![CDATA[Unreal Engine]]></category>
		<category><![CDATA[virtual production]]></category>
		<category><![CDATA[Wonder Dynamics]]></category>
		<category><![CDATA[Wonder Studio]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=272493</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/flowstudio_rnl_image1.jpg?fit=1200%2C654&quality=80&ssl=1" width="1200" height="654" title="" alt="UI panel titled 'Place joints' with color-coded joint markers on a 3D character, legend on left and 'Confirm' button on bottom right" /></div><div><p>The Flow Studio update introduces automated rigging, video-driven animation, neural rendering enhancements, and export to Maya, Blender, and Unreal.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/28/autodesk-flow-studio-adds-ai-rigging-and-neural-layer-for-character-workflows/">Autodesk Flow Studio adds AI Rigging and Neural Layer for character workflows</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/flowstudio_rnl_image1.jpg?fit=1200%2C654&quality=80&ssl=1" width="1200" height="654" title="" alt="UI panel titled 'Place joints' with color-coded joint markers on a 3D character, legend on left and 'Confirm' button on bottom right" /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:14250,&quot;href&quot;:&quot;http:\/\/flowstudio.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;https:\/\/www.autodesk.com\/products\/flow-studio\/overview&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who do not know the tool: <a href="http://flowstudio.com/" title="Autodesk Flow">Flow Studio</a> is <a href="https://digitalproduction.com/tag/autodesk/" title="Autodesk">Autodesk</a>’s current platform for AI-assisted character work and live-action integration, which was previously called Wonder Studio. In production terms, it sits somewhere between character generation, animation, and shot finishing. The idea is to let users bring CG characters into live-action footage with less manual prep than a conventional VFX workflow usually demands.</em></p>



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<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/dMrSRhwSkTQ?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
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<p class="wp-block-paragraph">Autodesk has added AI Rigging and Neural Layer to Flow Studio, pushing the platform further from AI-assisted asset work toward a broader character performance pipeline. AI Rigging is available across all tiers, while Neural Layer is limited to paid tiers. Both features are used within Live Action projects and are meant to reduce the amount of technical wrestling required between “nice model” and “usable shot.”</p>



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/04/28/autodesk-flow-studio-adds-ai-rigging-and-neural-layer-for-character-workflows/">Autodesk Flow Studio adds AI Rigging and Neural Layer for character workflows</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
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<post-id xmlns="com-wordpress:feed-additions:1">272493</post-id>	</item>
		<item>
		<title>Maxon ships Redshift 2026.5</title>
		<link>https://digitalproduction.com/2026/04/23/maxon-ships-redshift-2026-5/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 23 Apr 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Arm64]]></category>
		<category><![CDATA[Cinema4D]]></category>
		<category><![CDATA[displacement]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[OpenPBR]]></category>
		<category><![CDATA[raytracing]]></category>
		<category><![CDATA[Redshift]]></category>
		<category><![CDATA[Renderer]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=272317</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lyzjoo9ftlc-00-00-21-17-whats-new-in-redshift-_-spring-release-2026.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A whimsical 3D model of a character resembling a mushroom with a bright red cap and light blue collar, perched atop a textured stone base. Adjacent is a software interface displaying a node tree for polygon selection and texture displacement, showcasing a creative design process." /></div><div><p>Redshift 2026.5 spreads the night sky, grows texture displacement, flips Cinema 4D defaults to OpenPBR, and gets friendlier with Arm64.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/23/maxon-ships-redshift-2026-5/">Maxon ships Redshift 2026.5</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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07:12:02&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-26 10:15:16&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-26 10:15:16&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14164,&quot;href&quot;:&quot;https:\/\/gpuopen.com\/hiprt\/?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260422093943\/https:\/\/gpuopen.com\/hiprt\/?utm_source=chatgpt.com&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-04-23 14:29:41&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-27 20:26:53&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-27 20:26:53&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14165,&quot;href&quot;:&quot;https:\/\/learn.microsoft.com\/en-us\/windows\/arm\/overview?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://www.maxon.net/en/redshift">Redshift</a> is a production renderer that plugs into DCCs like <a href="https://www.maxon.net/en/cinema-4d">Cinema 4D</a>, <a href="https://www.autodesk.com/products/maya/overview">Autodesk Maya</a>, <a href="https://www.sidefx.com/products/houdini/">SideFX Houdini</a>, <a href="https://www.autodesk.com/products/3ds-max/overview">Autodesk 3ds Max</a>, <a href="https://www.foundry.com/products/katana">Foundry Katana</a>, and <a href="https://www.blender.org/">Blender</a>, so lighting TDs can argue about samples in the app they already love.</em></p>



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<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/LyzjOo9FtLc?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&start=89&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="the-night-shift-arrives-everywhere" class="wp-block-heading">The night shift arrives everywhere</h3>



<p class="wp-block-paragraph">So, after sorting through the heap, it is time to talk about Redshift, specifically. Redshift <a href="https://support.maxon.net/hc/en-us/articles/8814051767964-Redshift-2026-5-0-2026-04-April-15-2026">2026.5.0 </a>adds a night sky representation to the Sun and Sky system across hosts, including stars, moon, and Milky Way, with time and location controls.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lyzjoo9ftlc-00-00-41-17-whats-new-in-redshift-_-spring-release-2026.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lyzjoo9ftlc-00-00-41-17-whats-new-in-redshift-_-spring-release-2026.png?resize=1200%2C675&quality=72&ssl=1"  alt="A stunning digital rendering of a starry night sky, showcasing a vibrant Milky Way galaxy with swirling clouds of stars against a dark backdrop. An interface on the right displays tools for adjusting settings, with labels for &#039;Redshift&#039; and &#039;Night Sky&#039; prominently featured."  class="wp-image-272321" ></a></figure>



<p class="wp-block-paragraph">That matters less for hero closeups and more for the boring shots that still need to ship: wide establishing frames, background domes, and lighting continuity on sequences that bounce between day and night. And also, to keep the internet sleuths ansd  “Actually-s…”  at bay.</p>



<p class="wp-block-paragraph">The same update also includes a fix for the Physical Sun and Sky light where the milky way could render in flipped coordinates. It is the kind of bug that makes you doubt your compass and your life choices at the same time.</p>



<h3 id="openpbr-takes-the-default-seat-in-cinema-4d" class="wp-block-heading">OpenPBR takes the default seat in Cinema 4D</h3>



<p class="wp-block-paragraph">For Cinema 4D, OpenPBR becomes the default material, and the default material list in preferences gets updated. The shader model itself comes from <a href="https://academysoftwarefoundation.github.io/OpenPBR/?utm_source=chatgpt.com">OpenPBR</a>, the OpenPBR Surface specification hosted under the Academy Software Foundation umbrella.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lyzjoo9ftlc-00-00-38-17-whats-new-in-redshift-_-spring-release-2026.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lyzjoo9ftlc-00-00-38-17-whats-new-in-redshift-_-spring-release-2026.png?resize=1200%2C675&quality=72&ssl=1"  alt="A reflective, glossy blue PBR material sphere rests atop a sleek black stand, set against a gradient gray background. Surrounding the sphere are various material options displayed on the left, showcasing a range of textures and colors, with a user interface on the right for adjusting settings."  class="wp-image-272323" ></a></figure>



<p class="wp-block-paragraph">In practical terms, the change means new scenes in that host start from OpenPBR unless a user switches the preference. It also comes with a cleaned up material menu that puts OpenPBR up front and pushes older options out of the spotlight.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lyzjoo9ftlc-00-00-32-17-whats-new-in-redshift-_-spring-release-2026.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lyzjoo9ftlc-00-00-32-17-whats-new-in-redshift-_-spring-release-2026.png?resize=1200%2C675&quality=72&ssl=1"  alt="A 3D rendering of a blue, spherical object featuring intricate textures and patterns. The sphere sits atop a sleek black base, surrounded by a grid layout, displaying various material swatches on the left side. The interface shows a software environment with options like &#039;Redshift&#039; and &#039;OpenPBR Now Default Material&#039; highlighted."  class="wp-image-272320" ></a></figure>



<p class="wp-block-paragraph">If your pipeline has older material libraries, this is the moment to check how presets migrate, how template scenes behave, and whether old lookdev assumptions still hold. New tools and innovations should always be tested before use in production.</p>



<h3 id="texture-displacement-gets-smarter-and-less-picky" class="wp-block-heading">Texture Displacement gets smarter and less picky</h3>



<p class="wp-block-paragraph">Texture Displacement continues to expand, building on the system introduced earlier as an alternative to vertex displacement. In 2026.5.0, texture-based displacement gains preliminary UDIM and UVTILE support. It also gets mirror repeat mode when smart baking is enabled, plus improved quality when displacement is driven by UV projections.</p>



<p class="wp-block-paragraph">There is also enhanced auto bump mapping support meant to improve bump mapping quality when used with displacement nodes. This addresses a common pain point where displacement and bump interplay can get noisy or fight each other in shading.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lyzjoo9ftlc-00-00-14-17-whats-new-in-redshift-_-spring-release-2026.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lyzjoo9ftlc-00-00-14-17-whats-new-in-redshift-_-spring-release-2026.png?resize=1200%2C675&quality=72&ssl=1"  alt="A detailed 3D model of a creature with a rugged, spiked exterior made of dark, textured materials, displayed prominently on a computer screen. Below, a UDIM texture layout shows various patterns and color designs, illustrating advanced texture displacement features in Redshift software."  class="wp-image-272319" ></a></figure>



<p class="wp-block-paragraph">A set of fixes targets stability and interactivity too. The release notes list multiple cases where texture displacement could disappear or show artefacts in interactive preview rendering when using bucket mode, and those issues have received fixes.</p>



<p class="wp-block-paragraph">One more fix calls out self-shadowing artefacts on objects with extremely high polygon angles when using Texture Displacement. If you have ever seen displacement turn into a crunchy self-shadowed mess on near-planar geometry, that line will feel oddly personal.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lyzjoo9ftlc-00-01-03-17-whats-new-in-redshift-_-spring-release-2026.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/lyzjoo9ftlc-00-01-03-17-whats-new-in-redshift-_-spring-release-2026.png?resize=1200%2C675&quality=72&ssl=1"  alt="A glass vase filled with delicate pink roses is centered on a bright pink pedestal, with a vivid teal background enhancing the floral display. The image features a side panel displaying a 3D rendering interface labeled &#039;Redshift&#039; and &#039;Procedural Dome Light Shading&#039; for visual effects."  class="wp-image-272324" ></a></figure>



<p class="wp-block-paragraph">Some Cinema 4D specific fixes also land here, including a bug where UDIMs were not correctly rendered when using Team Render, plus a bug that could cause random black images when rendering heavy meshes with deformation blur enabled. Redshift 2026.5.0 also sets a minimum plugin requirement of Cinema 4D 2026.2.</p>



<p class="wp-block-paragraph">In the middle of all that, one of the most important workflow wins is banal: fewer special cases. The more often displacement works the same way across UV layouts, projections, and preview modes, the less time artists spend building around the renderer instead of using it. Also, please rmember that displacement tends to be the first place where a scene crosses from fine to on fire, so keep an eye on memory and subdiv settings when you roll this out.</p>



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<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/hyEAG9Wsf60?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="amd-ray-tracing-via-hip-rt-marked-experimental" class="wp-block-heading">AMD ray tracing via HIP RT, marked experimental</h3>



<p class="wp-block-paragraph">Redshift 2026.5.0 adds experimental support for HIP Hardware Ray Tracing, also known as HIP RT. HIP RT itself is an <a href="https://gpuopen.com/hiprt/?utm_source=chatgpt.com">AMD HIP RT</a> ray tracing library designed for applications using HIP.</p>



<p class="wp-block-paragraph">The release notes call the feature experimental. That is a polite way of saying you should not bet a deadline on it without testing it on your actual scenes, drivers, and farm images.</p>



<p class="wp-block-paragraph">The same build also mentions improved render startup performance in scenes with high primitive counts when using Hardware Ray Tracing. Together, those notes make a clear point: hardware ray tracing paths continue to expand, and more of the heavy lifting is expected to land in that codepath over time.</p>



<h3 id="windows-on-arm-joins-the-cpu-party" class="wp-block-heading">Windows on Arm joins the CPU party</h3>



<p class="wp-block-paragraph"><a href="https://support.maxon.net/hc/en-us/articles/8814051767964-Redshift-2026-5-0-2026-04-April-15-2026">Redshift 2026.5.0 </a>adds native Windows Arm64 support for Redshift CPU in Cinema 4D, ZBrush, and via the command line renderer. That is specifically CPU rendering, not GPU rendering. For the broader platform context, <a href="https://learn.microsoft.com/en-us/windows/arm/overview?utm_source=chatgpt.com">Windows on Arm</a> covers Arm64 devices running Windows, including systems where native Arm apps run without emulation while other binaries may run under emulation.</p>



<p class="wp-block-paragraph">If you are eyeing Arm based Windows laptops for travel kits or lightweight previs work, this change removes at least one hard block for CPU rendering workflows in those supported routes. It does not magically turn an ultraportable into a render node, but it does make it a more honest option for tests, turntables, and emergency output.</p>



<h3 id="bottom-line-for-production" class="wp-block-heading">Bottom line for production</h3>



<p class="wp-block-paragraph">None of that removes the usual responsibility from leads and TDs. Update one step at a time, validate looks against show frames, and test your farm and plugin versions before you flip defaults for everyone. That advice feels boring, right up until it saves your weekend.</p>



<p class="wp-block-paragraph"><br /><a href="https://www.maxon.net/en/redshift">https://www.maxon.net/en/redshift</a><br /></p><p>The post <a href="https://digitalproduction.com/2026/04/23/maxon-ships-redshift-2026-5/">Maxon ships Redshift 2026.5</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A whimsical 3D model of a character resembling a mushroom with a bright red cap and light blue collar, perched atop a textured stone base. Adjacent is a software interface displaying a node tree for polygon selection and texture displacement, showcasing a creative design process.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">272317</post-id>	</item>
		<item>
		<title>Phoenix moves to end of support</title>
		<link>https://digitalproduction.com/2026/04/17/phoenix-moves-to-end-of-support/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 17 Apr 2026 04:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3dsmax]]></category>
		<category><![CDATA[Corona]]></category>
		<category><![CDATA[fluid]]></category>
		<category><![CDATA[licensing]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Phoenix]]></category>
		<category><![CDATA[Simulation]]></category>
		<category><![CDATA[Subscription]]></category>
		<category><![CDATA[V-Ray]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=269373</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/key_particlaio_2.jpg?fit=690%2C380&quality=80&ssl=1" width="690" height="380" title="" alt="A wooden toy boat capsized in a dark, fizzy beverage, surrounded by foam and splashes of liquid. Yellow droplets cascade around it, creating a dynamic scene. The ice cubes are partially submerged, adding a textured contrast to the glossy surface." /></div><div><p>Chaos Phoenix is now end of support. No new standalone subs, existing subs can renew, and bundles still include it in the same state.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/17/phoenix-moves-to-end-of-support/">Phoenix moves to end of support</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/key_particlaio_2.jpg?fit=690%2C380&quality=80&ssl=1" width="690" height="380" title="" alt="A wooden toy boat capsized in a dark, fizzy beverage, surrounded by foam and splashes of liquid. Yellow droplets cascade around it, creating a dynamic scene. The ice cubes are partially submerged, adding a textured contrast to the glossy surface." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:14102,&quot;href&quot;:&quot;https:\/\/www.chaos.com\/phoenix&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260411002007\/https:\/\/www.chaos.com\/phoenix&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-04-17 04:00:16&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 08:30:43&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-23 17:19:10&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-28 05:51:43&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-28 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09:04:12&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 09:04:12&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://www.chaos.com/phoenix">Phoenix</a> plugs into <a href="https://www.autodesk.com">Autodesk</a> <a href="https://www.autodesk.com/products/3ds-max/overview" title="">3ds Max</a> and <a href="https://www.autodesk.com/products/maya/overview" title="">Maya</a> for fire, smoke, and liquids, and it also ships inside <a href="https://www.chaos.com/vray">V-Ray</a> and <a href="https://www.chaos.com/corona">Corona</a> subscription bundles.</em></p>



<h3 id="end-of-support-officially" class="wp-block-heading">End of support, officially</h3>



<p class="wp-block-paragraph"><a href="https://www.chaos.com">Chaos</a> has moved Phoenix to End-of-Support status. The software will continue to function as it does today, but no further feature development, compatibility updates, bug fixes, or security updates are planned. New standalone Phoenix subscriptions are no longer available for purchase. Phoenix simulation nodes are not affected by the change. Users can continue using existing nodes or purchase additional ones as needed.</p>



<h3 id="existing-subscriptions-renewal-rules" class="wp-block-heading">Existing subscriptions: renewal rules</h3>



<p class="wp-block-paragraph">Existing Phoenix licenses continue to function normally, and users can keep using Phoenix as long as they continue renewing their subcsription. Renewals are processed at the applicable list price at the time of renewal, regardless of any discounts applied to the original purchase. If the subscription expires at any point, it cannot be reactivated again.</p>



<h3 id="seats-a-time-limited-window" class="wp-block-heading">Seats: a time-limited window</h3>



<p class="wp-block-paragraph">Users can add seats to an existing Phoenix subscription during a 42-day grace period from the date of communication, until 14 May 2026. After that period, no additional seats can be added.</p>



<h3 id="bundles-still-included-still-end-of-support" class="wp-block-heading">Bundles: still included, still end of support</h3>



<p class="wp-block-paragraph">Phoenix will remain available within the V-Ray Premium, V-Ray Collection, Corona Premium, and Corona Collection subscriptions, in the same End-of-Support state.</p>



<h3 id="switching-options-and-pricing-note" class="wp-block-heading">Switching options and pricing note</h3>



<p class="wp-block-paragraph">A support option exists to transition from Phoenix to V-Ray Premium or Corona Premium via MyChaos or a reseller.</p>



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



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/static.chaos.com/images/assets/000/002/285/articles_2_columns/%28new%29_Improved_Fire___Smoke.jpg?w=1200&ssl=1"  alt="https://static.chaos.com/images/assets/000/002/285/articles_2_columns/(new)_Improved_Fire___Smoke.jpg?1518075567" ></figure><p>The post <a href="https://digitalproduction.com/2026/04/17/phoenix-moves-to-end-of-support/">Phoenix moves to end of support</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A wooden toy boat capsized in a dark, fizzy beverage, surrounded by foam and splashes of liquid. Yellow droplets cascade around it, creating a dynamic scene. The ice cubes are partially submerged, adding a textured contrast to the glossy surface.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">269373</post-id>	</item>
		<item>
		<title>Cargo 3.0 merges two asset libraries</title>
		<link>https://digitalproduction.com/2026/04/15/cargo-3-0-merges-two-asset-libraries/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 15 Apr 2026 07:00:00 +0000</pubDate>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/cargo_web_asset_ui-e1776082853266.webp?fit=722%2C426&quality=72&ssl=1" width="722" height="426" title="" alt="A digital workspace displaying a 3D modeling project featuring abstract shapes in various materials, including soft spheres and textured cubes. The screen shows a left-side preview of the model and a right-side palette, filled with diverse, detailed material samples like metals, fabrics, and stone, against a dark background." /></div><div><p>Cargo 3.0 folds two libraries into one app, adds smarter search, and hands you hundreds of free assets so you can start dressing scenes today.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/15/cargo-3-0-merges-two-asset-libraries/">Cargo 3.0 merges two asset libraries</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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15:10:58&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13660,&quot;href&quot;:&quot;https:\/\/www.chaos.com\/vray&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260309162540\/https:\/\/www.chaos.com\/vray&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-03-16 08:07:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-19 18:10:01&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-23 13:16:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-26 14:24:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 07:10:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-02 09:08:30&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-06 04:49:15&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-09 18:47:34&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-13 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02:24:26&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-28 02:24:26&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14062,&quot;href&quot;:&quot;https:\/\/kitbash3d.com\/pages\/pricing&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260415072314\/https:\/\/kitbash3d.com\/pages\/pricing&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-04-15 07:50:01&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 00:40:23&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-20 00:40:23&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:14063,&quot;href&quot;:&quot;https:\/\/help.kitbash3d.com\/en\/articles\/7833635-cargo-3-0-supported-3d-software-and-render-engines?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260415072316\/https:\/\/help.kitbash3d.com\/en\/articles\/7833635-cargo-3-0-supported-3d-software-and-render-engines?utm_source=chatgpt.com&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-04-15 10:46:41&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 00:40:24&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-20 00:40:24&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://kitbash3d.com/pages/cargo">Cargo</a> is a desktop asset browser that connects to <a href="https://www.blender.org">Blender</a>, <a href="https://www.unrealengine.com">Unreal Engine</a>, <a href="https://www.maxon.net/cinema-4d">Cinema 4D</a>, and more, so you can browse, download, and send models and materials straight into scenes without spreadsheet cosplay.</em></p>



<h3 id="one-app-two-libraries-fewer-tabs" class="wp-block-heading">One app, two libraries, fewer tabs</h3>



<p class="wp-block-paragraph"><a href="https://kitbash3d.com">KitBash3D</a> made the app as the “front door” for discovering and importing its kits, with the bundled library concept now expanded to cover both catalogs.</p>



<p class="wp-block-paragraph">Two previously separate collections now live side by side inside the same interface, with one sign-in and one search. The combined catalogue includes kits and models alongside scan-based materials, textures, and surface imperfections, all presented as a single system meant to keep structure and surface close together.</p>



<p class="wp-block-paragraph">That unification also shows up in how content gets packaged. The app emphasizes a consistent pipeline based on OpenU<a href="https://digitalproduction.com/tag/usd/" title="USD">USD</a>SD and <a href="https://digitalproduction.com/tag/materialx/" title="MaterialX">MaterialX</a>, aiming to keep hierarchies and instances intact while translating materials into native shader setups for the target renderer. This is a foundation-level rebuild rather than a cosmetic refresh.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/kitbash3d.com/cdn/shop/t/261/assets/2026_cargo_workflow--2.jpg?w=1200&ssl=1"  alt="https://kitbash3d.com/cdn/shop/t/261/assets/2026_cargo_workflow--2.jpg?v=14179161425556654491775582661" ></figure>



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



<h3 id="the-free-starter-pack-is-not-tiny" class="wp-block-heading">The free starter pack is not tiny</h3>



<p class="wp-block-paragraph">A free account includes a curated set of assets you can browse and download without a credit card. That free set is described as 100 plus assets, and an independent count lists 483 total free items. Its a start :) </p>



<p class="wp-block-paragraph">245 models, largely building and vehicle parts from two free kits plus a set of semi-abstract biomorphic forms. There are also 189 materials, including fabric, brick, and tile options, plus 44 textures of mostly geometric grids with additional bokeh and dirt textures. </p>



<p class="wp-block-paragraph">If your day job involves pitching lookdev choices at 9am and shipping frames at 6pm, the free selection matters because it lets you test the pipeline end-to-end. You can confirm how the importer behaves, how instances land, how shader graphs translate, and how your render engine reacts to the material schema before you commit budget.</p>



<h3 id="search-got-smarter-and-also-weirder-in-a-good-way" class="wp-block-heading">Search got smarter, and also weirder in a good way</h3>



<p class="wp-block-paragraph">The browsing experience leans hard on discovery features designed to reduce the number of times you type a noun and get punished for it. Smart Search supports natural-language descriptions like “dark industrial”, interpreting intent rather than matching exact keywords. Image Search lets you drop in a reference image and find assets that match its visual style. Show Similar pulls results that share visual DNA with the currently selected asset, encouraging variation hunting without restarting the search. Random Roll reshuffles results within your active filters to push controlled surprise when your brain has gone full beige.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/kitbash3d.com/cdn/shop/t/261/assets/2026_cargo_discovery--3.jpg?w=1200&ssl=1"  alt="https://kitbash3d.com/cdn/shop/t/261/assets/2026_cargo_discovery--3.jpg?v=47569962167283351501775494124" ></figure>



<p class="wp-block-paragraph">On the surface, these read like creature comforts as they target the most annoying part of asset libraries: you know what you want, but you do not know what the library decided to call it. Natural language and visual matching try to bridge that gap, and the similar and random tools try to keep you moving when the first pick is close but not quite it.</p>



<p class="wp-block-paragraph">This is also where the unified catalog changes behavior. Similarity searches and random rolls can traverse the combined library rather than staying fenced within a single vendor silo, so discovery sessions can jump between hard-surface set dressing and material detail work without switching apps or accounts.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/kitbash3d.com/cdn/shop/t/261/assets/2026_cargo_features--3.jpg?w=1200&ssl=1"  alt="https://kitbash3d.com/cdn/shop/t/261/assets/2026_cargo_features--3.jpg?v=616985764488073671775494126" ></figure>



<h3 id="one-click-import-persistent-connections-and-fewer-ritual-steps" class="wp-block-heading">One click import, persistent connections, and fewer ritual steps</h3>



<p class="wp-block-paragraph">The workflow pitch is straightforward: select an asset, then send it to your scene. The importer is organizing geometry into clean hierarchies and instances, reusing existing assets automatically, and translating materials directly into the native format of the chosen renderer based on render settings. The goal is predictable structure on arrival, so your outliner does not turn into a haunted attic.</p>



<p class="wp-block-paragraph">The connection model matters as much as the importer. The app supports connecting to installed DCCs and then sending assets through a targeted connector, rather than relying on manual export and import steps for each move. A desktop-based app is available on Windows and macOS including Apple Silicon machines.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/kitbash3d.com/cdn/shop/t/261/assets/2026_cargo_features--1.jpg?w=1200&ssl=1"  alt="https://kitbash3d.com/cdn/shop/t/261/assets/2026_cargo_features--1.jpg?v=8021998325276804651775494125" ></figure>



<p class="wp-block-paragraph">Supported host applications and versions are listed in current documentation. The app supports <a href="https://www.autodesk.com/products/3ds-max/overview">Autodesk 3ds Max</a> versions 2021 through 2024 using a non-USD legacy plugin workflow. It supports <a href="https://digitalproduction.com/tag/maya/" title="Maya">Autodesk Maya</a> versions 2024 through 2026. It supports <a href="https://www.sidefx.com/products/houdini/">SideFX Houdini</a> versions 20 through 21, including render paths that reference MaterialX. It supports Unreal Engine versions 5.2 through 5.7 using official Epic Games Launcher builds, and it supports Blender versions 4.2 through 5.0 when downloaded from blender.org.</p>



<p class="wp-block-paragraph">Render engine support is <a href="https://www.maxon.net/redshift">Redshift</a>, <a href="https://home.otoy.com/render/octane-render/">OctaneRender</a>, <a href="https://www.chaos.com/vray">V-Ray</a>, and <a href="https://www.arnoldrenderer.com">Arnold</a>. Blender is listed with Cycles and Eevee. Maya is listed with Arnold and Redshift. Houdini is listed with Karma, Mantra, Arnold, and V-Ray.</p>



<p class="wp-block-paragraph">The practical takeaway is that the connectors and supported versions are specific, not vibes-based. If you live on a source-built Unreal branch or a newer 3ds Max version outside the supported range, you should expect friction and plan your testing accordingly. Also: USD is king here – it might be time to get on the train. </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/GZORHEfcOFA?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



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



<p class="wp-block-paragraph">Cargo 3.0 is free to download. Subscriptions are three main individual plans and a teams option. <br />Greyscalegorilla Library plan at $39 per month or $468 billed yearly,  which includes 3,500 plus scanned and procedural materials, 1,000 plus models, 650 plus textures, and 600 plus HDRIs.<br />The  KitBash3D Library plan at $59 per month or $708 billed yearly, and includes 20,000 plus textured models, 2,000 plus game ready assets, 300 plus hero props and vehicles, and 200 plus Substance Source materials.<br />And an Everything Bundle at $79 per month or $948 billed yearly. The Everything Bundle includes full access to every new release from both libraries under one subscription.<br /><br />There are also Team plans at $99 per user per month billed annually with a four-seat minimum.</p>



<h3 id="what-to-actually-do-with-this-on-a-deadline" class="wp-block-heading">What to actually do with this on a deadline</h3>



<p class="wp-block-paragraph">Start with the free assets and run a full pipeline pass in a throwaway project. Test search with a mood phrase, then test Image Search with a real reference frame from your show bible. Send a small cluster of assets into your primary DCC, then verify the resulting hierarchy, instances, and material graphs. Render a quick turntable in your production renderer, then repeat the same asset in a second host app if your studio straddles multiple tools.</p>



<p class="wp-block-paragraph">If you rely on 3ds Max, treat the legacy plugin note as a sign to double-check compatibility before you promise anything to your producer. If you rely on Unity, the end-of-life date for the older integration means you should map out alternatives now, not when the build breaks the night before a milestone.</p>



<p class="wp-block-paragraph">Cargo 3.0 sells itself on momentum. The real win is not that it can download assets, every library can do that. The win is whether it reudces the number of tiny interruptions that burn your attention budget. Install, connect, search, send, render, repeat. Then decide if the time saved is real enough to justify the subscription tier you need.</p>



<p class="wp-block-paragraph"><br /><a href="https://kitbash3d.com/pages/cargo">https://kitbash3d.com/pages/cargo</a><br /></p>



<p class="wp-block-paragraph"><br /><a href="https://kitbash3d.com/pages/pricing">https://kitbash3d.com/pages/pricing</a><br />// Quoted info<br /><a href="https://help.kitbash3d.com/en/articles/7833635-cargo-3-0-supported-3d-software-and-render-engines?utm_source=chatgpt.com">https://help.kitbash3d.com/en/articles/7833635-cargo-3-0-supported-3d-software-and-render-engines</a></p><p>The post <a href="https://digitalproduction.com/2026/04/15/cargo-3-0-merges-two-asset-libraries/">Cargo 3.0 merges two asset libraries</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A digital workspace displaying a 3D modeling project featuring abstract shapes in various materials, including soft spheres and textured cubes. The screen shows a left-side preview of the model and a right-side palette, filled with diverse, detailed material samples like metals, fabrics, and stone, against a dark background.]]></media:description>
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		<title>KeyPro revamps Maya</title>
		<link>https://digitalproduction.com/2026/04/13/keypro-revamps-maya/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 13 Apr 2026 04:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[constraints]]></category>
		<category><![CDATA[JSON]]></category>
		<category><![CDATA[keyframes]]></category>
		<category><![CDATA[KeyPro]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[rigging]]></category>
		<category><![CDATA[timeline]]></category>
		<category><![CDATA[toolbox]]></category>
		<category><![CDATA[waveform]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=268314</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/long-winter-auf-x-keypro-an-advanced-timeline-for-animators-hmp4_000018175.png?fit=1200%2C698&quality=72&ssl=1" width="1200" height="698" title="" alt="A detailed view of a software interface named KeyPro, displaying a vibrant timeline graph. Colorful waveforms in red, blue, and green intersect the grid, marked with yellow control points. The top right corner features a colorful logo with the text 'KEYPRO TIMELINE'." /></div><div><p>KeyPro stacks waveform, key density, heat, and range into one strip under Maya’s timeline, plus rig aware tools and a one time buy.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/13/keypro-revamps-maya/">KeyPro revamps Maya</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/long-winter-auf-x-keypro-an-advanced-timeline-for-animators-hmp4_000018175.png?fit=1200%2C698&quality=72&ssl=1" width="1200" height="698" title="" alt="A detailed view of a software interface named KeyPro, displaying a vibrant timeline graph. Colorful waveforms in red, blue, and green intersect the grid, marked with yellow control points. The top right corner features a colorful logo with the text 'KEYPRO TIMELINE'." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:14023,&quot;href&quot;:&quot;https:\/\/longwintermembers.com\/keypro\/#features&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;:13780,&quot;href&quot;:&quot;https:\/\/www.json.org&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;:14024,&quot;href&quot;:&quot;https:\/\/longwintermembers.com\/keypro&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"><a href="https://longwintermembers.com/keypro/#features" title="">KeyPro </a>replaces the idea that a timeline has to be a thin row of ticks and regret. It adds a compact strip beneath <a href="https://digitalproduction.com/tag/autodesk-maya/" title="Autodesk Maya">Maya</a>‘s native timeline and renders four separate data layers in the same horizontal space. The core promise is density without clutter. The strip keeps the same broad job as a classic time slider, but it packs in readouts that normally live in separate editors, separate overlays, or separate moments where you sigh and zoom in again.</p>



<figure class="wp-block-embed alignleft is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<span class="6j9sD0ScoOKQuka3B"><div class="embed-twitter"><blockquote class="twitter-tweet" data-width="550" data-dnt="true"><p lang="en" dir="ltr">KeyPro – An advanced timeline for animators. <a href="https://t.co/tM44wbldud">https://t.co/tM44wbldud</a><br><br>Somebody said &quot;Better than AnimBot&quot;. I don&#39;t know if that&#39;s true but it&#39;s certainly cheaper and has a killer timeline UI.  <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f605.png" alt="😅" class="wp-smiley" style="height: 1em; max-height: 1em;" /><br><br>Excited to share this one. <a href="https://twitter.com/hashtag/characteranimation?src=hash&ref_src=twsrc%5Etfw">#characteranimation</a> <a href="https://twitter.com/hashtag/maya?src=hash&ref_src=twsrc%5Etfw">#maya</a> <a href="https://t.co/Mo5MKtvGG1">pic.twitter.com/Mo5MKtvGG1</a></p>— Long Winter (@Long_Winter) <a href="https://twitter.com/Long_Winter/status/2041871238747087308?ref_src=twsrc%5Etfw">April 8, 2026</a></blockquote><script type="wphb-delay-type" async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></div></span>
</div></figure>



<h3 id="four-layers-one-strip-zero-panel-flipping" class="wp-block-heading">Four layers, one strip, zero panel flipping</h3>



<p class="wp-block-paragraph">KeyPro renders four independently updated layers in the strip, and they update in real time as you work.</p>



<p class="wp-block-paragraph">One layer draws an audio waveform. It uses cached RMS waveform rendering and draws per pixel at any zoom level. It also automatically reads Maya’s audio node when a scene loads, so the waveform appears without manual hunting.</p>



<p class="wp-block-paragraph">Another layer shows key density. Every keyframe on every selected node renders as a tick. The ticks change colour based on density across a three-stop ramp that goes from blue to orange to hot pink. The point is fast visual triage for where animation gets heavy.</p>



<p class="wp-block-paragraph">A third layer is a heat bar. It is a 2-pixel chromatic bar at the top of the strip that encodes how deep your current view span sits relative to the master range. Red indicates you are zoomed deep in, and blue indicates you are at full master scale.</p>



<p class="wp-block-paragraph">The fourth layer is a master range that persists with the scene as a <a href="https://www.json.org/">JSON</a> file. Cyan markers show the start and end, and handles can extend the range for ease and out frames.</p>



<p class="wp-block-paragraph">If you have ever lost track of whether you are looking at the full shot, the trimmed shot, the shot plus handles, or the shot you swore you would retime later, this combination aims to make that state visible at all times.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-9.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="374"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-9.png?resize=1200%2C374&quality=72&ssl=1"  alt="A detailed interface layout showcasing various design options. Each option is neatly organized in a grid, labeled with terms like &#039;Align,&#039; &#039;Mirror,&#039; and &#039;Transform All.&#039; The dark background contrasts with bright text, creating a modern aesthetic focused on functionality."  class="wp-image-268317" ></a></figure>



<h3 id="rig-aware-tools-on-top-not-hidden-in-a-drawer" class="wp-block-heading">Rig-aware tools on top, not hidden in a drawer</h3>



<p class="wp-block-paragraph">Above the strip, KeyPro includes an animator toolbox. It includes tween presets and stepped keys. It also includes eight tools designed around constraint chains, space switching, and rig conventions.</p>



<p class="wp-block-paragraph">Those rig-focused targets matter because a timeline feature only helps if it respects the reality of production rigs. Key changes often ripple through constraint setups, and space switching workflows can create keys that look simple until you touch them.</p>



<p class="wp-block-paragraph">The toolset positions itself as production-grade key management, and that phrasing is a marketing claim. Still, the specific focus on constraint chains and space switching describes the kind of problems it intends to solve inside the timeline instead of pushing you out to separate editors.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-10.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="197"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image-10.png?resize=1200%2C197&quality=72&ssl=1"  alt="A digital audio editing interface displaying a timeline with marked segments. Colorful vertical bars in blue, orange, and green represent different audio levels. The dark background enhances the vibrant colors, providing a clear visual reference for sound variations."  class="wp-image-268319" ></a></figure>



<h3 id="interaction-that-tries-to-feel-native" class="wp-block-heading">Interaction that tries to feel native</h3>



<p class="wp-block-paragraph">KeyPro also leans on direct manipulation. Left drag scrubs. Scrolling zooms. Middle drag moves keys. The stated goal is muscle memory. The idea is that the tiemline should feel like it always belonged there, even while it shows you more than the stock UI does.</p>



<h3 id="who-built-it-and-why-that-matters" class="wp-block-heading">Who built it and why that matters</h3>



<p class="wp-block-paragraph">KeyPro was made by developer Andrew Conroy. His credits include work as an animator on Ice Age, Life of Pi, and Love Death &Robots. That background does not guarantee anything about your specific rig, your studio pipeline, or your scene scale. But it does set expectations about intent: the tool targets animator pain points inside the daily grind of key management and timing.</p>



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



<p class="wp-block-paragraph"><a href="https://longwintermembers.com/keypro/" title="">KeyPro </a>sells for 49 US dollars as a one time purchase. The price is a single purchase that you keep. No subscription.</p>



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



<h3 id="why-this-is-interesting-right-now" class="wp-block-heading">Why this is interesting right now</h3>



<p class="wp-block-paragraph">Timeline UX is one of those corners of animation software that everyone touches and almost nobody talks about until it hurts. KeyPro targets that pressure point directly by compressing multiple kinds of feedback into a single strip and pairing it with a toolbox aimed at everyday rig behaviors. If it lands in your workflow, the win is not a flashy new solver. It is fewer context switches, fewer blind scrubs, and faster decisions about where to spend your cleanup time.</p>



<p class="wp-block-paragraph">And if it does not land, at least it is a reminder that the most valuable tool upgrades sometimes live in the least glamorous UI row in the room, right under the playhead.</p>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>Spec</th><th>Detail</th></tr></thead><tbody><tr><td>Maya Compatibility</td><td>Maya 2020 – 2025+ (PySide2 & PySide6  auto-detected)</td></tr><tr><td>Integration Method</td><td>workspaceControl, docks natively below Maya’s timeline</td></tr><tr><td>API Layer</td><td>Maya OpenMaya / OpenMayaAnim (MFnAnimCurve for live key drag)</td></tr><tr><td>Audio Analysis</td><td>Fully cached RMS waveform per-pixel resolution at any zoom</td></tr><tr><td>Undo Safety</td><td>All key operations wrapped in named undo chunks </td></tr><tr><td>Master Range</td><td>JSON persisted alongside .ma / .mb scene file</td></tr><tr><td>Auto Frame</td><td>Graph Editor zoom tracks strip view on SelectionChanged + view pan</td></tr><tr><td>Jump to Key</td><td>Timeline follows Graph Editor selection (aTools-style behaviour)</td></tr><tr><td>Installation</td><td>Drag-and-drop installer · token license tied to your purchase</td></tr><tr><td>Design System</td><td>Consistent with full AXE Suite (Bebas Neue · DM Mono · orange/cyan/green)</td></tr></tbody></table></figure><p>The post <a href="https://digitalproduction.com/2026/04/13/keypro-revamps-maya/">KeyPro revamps Maya</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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