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	<title>Nuke - DIGITAL PRODUCTION</title>
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	<link>https://digitalproduction.com</link>
	<description>Magazine for Digital Media Production</description>
	<lastBuildDate>Wed, 13 May 2026 09:43:19 +0000</lastBuildDate>
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		<title>Foundry expands Nuke Stage for LED walls</title>
		<link>https://digitalproduction.com/2026/05/13/foundry-expands-nuke-stage-for-led-walls/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 13 May 2026 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Foundry]]></category>
		<category><![CDATA[ICVFX]]></category>
		<category><![CDATA[LED walls]]></category>
		<category><![CDATA[Nuke]]></category>
		<category><![CDATA[Nuke Stage]]></category>
		<category><![CDATA[OpenColorIO]]></category>
		<category><![CDATA[OpenEXR]]></category>
		<category><![CDATA[OpenUSD]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[virtual production]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=277575</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/playback-v22x.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A striking orange motorcycle stands prominently in a dimly lit urban environment, surrounded by an atmosphere of neon-lit streets projected onto the walls. A filming camera is positioned nearby, capturing the scene, creating a dynamic blend of technology and artistry." /></div><div><p>Nuke Stage now plays NotchLC, handles Gaussian Splats, logs on-set metadata in a Vault, and pushes USD scene edits into real time LED wall playback.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/13/foundry-expands-nuke-stage-for-led-walls/">Foundry expands Nuke Stage for LED walls</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/playback-v22x.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A striking orange motorcycle stands prominently in a dimly lit urban environment, surrounded by an atmosphere of neon-lit streets projected onto the walls. A filming camera is positioned nearby, capturing the scene, creating a dynamic blend of technology and artistry." /></div><div><p class="wp-block-paragraph">The latest update to <a href="https://www.foundry.com/products/nuke-stage" title="">Nuke Stage</a> stays with the <a href="https://digitalproduction.com/2025/04/02/nuke-stage-foundry-introduces-a-virtual-production-tool/" title="">preview</a>: real-time playback of photoreal environments on LED walls, plus live compositing tools that shoulkd feel familiar to artists. The tool targets virtual production and in camera visual effects (<a href="https://digitalproduction.com/tag/icvfx" title="">ICVFX</a>), with a workflow designed to keep VFX artists in creative control on set.</p>
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<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/UyfHzf9K978?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">The core stays high-resolution playback for 2D and 2.5D environments, with EXR as the playback format and <a href="https://digitalproduction.com/tag/usd/" title="USD">USD </a>used for 3D geometry. Live compositing comes from a set of Nuke nodes rewritten for real-time performance, so operators can blend the on-set environment with the physical build and manage the relationship between camera and screen.</p>


<div class="wp-block-image">
<figure class="alignleft is-resized"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/www.foundry.com/sites/default/files/styles/hero_1440_x_825_/public/2026-04/4.%20Creative%20Control.jpeg?w=1200&ssl=1"  alt="https://www.foundry.com/sites/default/files/styles/hero_1440_x_825_/public/2026-04/4.%20Creative%20Control.jpeg?itok=HQ_VELSN"  style="width:428px;height:auto" ></figure>
</div>


<p class="wp-block-paragraph">The practical takeaway: this is not a game engine project that happens to output to a wall. It is a VFX-flavoured playback and live comp system that tries to keep your pipeline language intact.</p>



<h3 id="the-parts-you-actually-run-on-set" class="wp-block-heading">The parts you actually run on set</h3>



<p class="wp-block-paragraph">Foundry built a three part architecture: an editor where the operator works, a headless networking relay, and render nodes that run on each machine driving the wall. A launcher defines where those processes run and can start them across a larger stage, then the editor connects to the relay and render nodes and reports cluster health.</p>


<div class="wp-block-image">
<figure class="alignleft is-resized"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/www.foundry.com/sites/default/files/styles/hero_1440_x_825_/public/2026-04/9.%20Nuke%20Interface.jpeg?w=1200&ssl=1"  alt="https://www.foundry.com/sites/default/files/styles/hero_1440_x_825_/public/2026-04/9.%20Nuke%20Interface.jpeg?itok=26hiMAES"  style="width:428px;height:auto" ></figure>
</div>


<p class="wp-block-paragraph">A typical topology puts the editor and relay on the control machine, distributes renders to the render nodes, then sends images to the wall. The setup flow walks through networking first, then hardware outputs and physical displays, then display mapping, and then cameras and tracking. Configurations can be exported and imported so teams do not have to repeat the same stage setup every day. Unless they want to.  But in general, that is the unglamorous part of <a href="https://digitalproduction.com/tag/virtual-production/?utm_source=chatgpt.com">virtual production</a> that still decides whether you shoot before lunch or after dinner.</p>



<h3 id="metadata-vault-your-future-self-says-thanks" class="wp-block-heading">Metadata Vault: your future self says thanks</h3>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/www.foundry.com/sites/default/files/styles/hero_1440_x_825_/public/2026-04/6.%20NukeStage_Vault_001.png?w=1200&ssl=1"  alt="https://www.foundry.com/sites/default/files/styles/hero_1440_x_825_/public/2026-04/6.%20NukeStage_Vault_001.png?itok=pW5I9BTM" ></figure>



<p class="wp-block-paragraph">The headline feature is metadata capture via a Vault that records on-set decisions for handoff into post. The Nuke Stage supports logging scene data, camera tracking, lens metadata, timecode, scene settings, and colour decisions. The Vault documentation also describes two capture workflows: Snapshots for a point-in-time save, and Take Record, which creates a camera USD file between defined start and end points.</p>



<p class="wp-block-paragraph">If you have ever tried to reproduce a wall look from a vague note like “match take three but slightly warmer with some *Ooompf* “, this aims to make the record concrete. It will not fix bad habits, but it can at least preserve what you actually did on set.</p>



<h3 id="notchlc-and-exr-playback-plus-a-faster-sequencer-loop" class="wp-block-heading">NotchLC and EXR playback, plus a faster sequencer loop</h3>



<p class="wp-block-paragraph">On the playback side, the feature list now includes native support for <a href="https://notchlc.notch.one/?utm_source=chatgpt.com">NotchLC</a> and B44 EXR for high-resolution background playback. There is a drag-and-drop sequencer panel, one-click keyframing, and editing and interpolation tools for timing changes.</p>


<div class="wp-block-image">
<figure class="alignleft is-resized"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/www.foundry.com/sites/default/files/styles/card/public/media/image/2026-05/2-sequencer-video-1920x10801%402x.jpg?w=1200&ssl=1"  alt="https://www.foundry.com/sites/default/files/styles/card/public/media/image/2026-05/2-sequencer-video-1920x10801@2x.jpg?itok=Bo6MgdST"  style="aspect-ratio:1.7778077680542133;width:370px;height:auto" ></figure>
</div>


<p class="wp-block-paragraph">In the operator view, the track-based sequencer remains central. Content created in Nuke can be staged over time, keyframed, and adjusted live for collaborative iteration with the on-set team.</p>



<h3 id="usd-scenes-and-splats-now-aimed-at-the-wall" class="wp-block-heading">USD scenes and splats, now aimed at the wall</h3>


<div class="wp-block-image">
<figure class="alignleft is-resized"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/www.foundry.com/sites/default/files/styles/hero_1440_x_825_/public/2026-04/5.%20USD.jpeg?w=1200&ssl=1"  alt="https://www.foundry.com/sites/default/files/styles/hero_1440_x_825_/public/2026-04/5.%20USD.jpeg?itok=dxyOuowR"  style="aspect-ratio:1.893447990994323;width:369px;height:auto" ></figure>
</div>


<p class="wp-block-paragraph">Nuke Stage supports importing <a href="https://openusd.org/?" title="">OpenUSD</a> scenes that can be edited and overridden for real-time blending of virtual and physical sets. For file and colour standards, the tool lists <a href="https://openexr.com/" title="">OpenEXR</a> and <a href="https://opencolorio.org/" title="">OpenColorIO</a> alongside ACEScg support via <a href="https://acescentral.com/" title="">ACES</a>. It also claims support for HDR and a color pipeline intended to carry creative decisions from set into post.</p>



<p class="wp-block-paragraph">For scene representations, the tool now highlights importing and controlling Gaussian Splats for high fidelity 3D scenes, alongside standard USD geometry. In the broader ecosystem, <a href="https://www.foundry.com/news-and-awards/foundry-releases-nuke-17-advancing-compositing-workflows" title="">Foundry</a> also shipped Gaussian Splat support in Nuke and built a USD based 3D system in there too, which positions splats and USD as shared data types across stage and post.</p>



<h3 id="standard-hardware-scaling-and-the-usual-fine-print" class="wp-block-heading">Standard hardware, scaling, and the usual fine print</h3>


<div class="wp-block-image">
<figure class="alignleft is-resized"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/www.foundry.com/sites/default/files/styles/hero_1440_x_825_/public/2026-04/7.%20Control%20Cost.jpeg?w=1200&ssl=1"  alt="https://www.foundry.com/sites/default/files/styles/hero_1440_x_825_/public/2026-04/7.%20Control%20Cost.jpeg?itok=60bafO0o"  style="width:410px;height:auto" ></figure>
</div>


<p class="wp-block-paragraph">The product page repeats the goal of running on commodity hardware without specialist media servers or bespoke equipment, and scaling across render node clusters. It frames this as cost and setup-time control and as a way to make stages repeatable.</p>



<p class="wp-block-paragraph">Pricing is not specified in the sources. The product page offers a register your interest contact flow.</p>



<p class="wp-block-paragraph">New tools and innovations should be tested before use in production, especially anything that touches playback codecs, cluster timing, genlock, tracking inputs, and colour consistency. Run your own worst-case plate, your own camera tracking feed, and your own handoff into post before you bet a shoot day on it.</p>



<p class="wp-block-paragraph"><a href="https://www.foundry.com/products/nuke-stage" title="">https://www.foundry.com/products/nuke-stage</a></p><p>The post <a href="https://digitalproduction.com/2026/05/13/foundry-expands-nuke-stage-for-led-walls/">Foundry expands Nuke Stage for LED walls</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">277575</post-id>	</item>
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		<title>RISE: Fallout Destroys LA, Politely</title>
		<link>https://digitalproduction.com/2026/05/07/rise-fallout-destroys-la-politely/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 07 May 2026 08:55:06 +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/dkt204_036_070_final.jpg?fit=1200%2C580&quality=80&ssl=1" width="1200" height="580" title="" alt="A close-up view of a futuristic device emitting a swirling, blue electric arc within a transparent chamber. The chamber is surrounded by metallic components, with a soft glow reflecting off its surface, creating a captivating visual of energy and technology." /></div><div><p>Los Angeles gets procedurally wrecked, Area 51 gets sand-blasted, and the Caswennan gets treated like a flying film set. We play 20 Questions with RISE.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/07/rise-fallout-destroys-la-politely/">RISE: Fallout Destroys LA, Politely</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/dkt204_036_070_final.jpg?fit=1200%2C580&quality=80&ssl=1" width="1200" height="580" title="" alt="A close-up view of a futuristic device emitting a swirling, blue electric arc within a transparent chamber. The chamber is surrounded by metallic components, with a soft glow reflecting off its surface, creating a captivating visual of energy and technology." /></div><div><p class="wp-block-paragraph">Fallout Season 2 asked for more scale and less forgiveness. Rise delivered 244 shots across seven episodes, with the heaviest work landing early, and kept two sites moving as one crew. The playbook stayed familiar, but the demands went feral: closer cameras, heavier mechanical interaction, city-wide procedural destruction, and sand-driven reveals that punished every shortcut.</p>
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<figure class="wp-block-embed is-type-wp-embed is-provider-digital-production wp-block-embed-digital-production"><div class="wp-block-embed__wrapper">
<span class="7fUyu0OFLXzgPNcbvrRVsG2h3q6QkKmxo"><blockquote class="wp-embedded-content" data-secret="POlEAFvdk2"><a href="https://digitalproduction.com/2024/09/14/fallout/">Fallout!</a></blockquote><iframe class="wp-embedded-content" sandbox="allow-scripts" security="restricted"  title="“Fallout!” — DIGITAL PRODUCTION" src="https://digitalproduction.com/2024/09/14/fallout/embed/#?secret=SS1m9BzTJ7#?secret=POlEAFvdk2" data-secret="POlEAFvdk2" width="600" height="338" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe></span>
</div></figure>


<div class="wp-block-image">
<figure class="alignleft size-full is-resized"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/1615803305181-1.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="400"  height="400"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/1615803305181-1.jpg?resize=400%2C400&quality=80&ssl=1"  alt="A close-up portrait of a man with curly dark hair and a beard, wearing a black zip-up hoodie over a blue t-shirt. He smiles gently, offering a warm expression. The background features a blurred building with large windows, hinting at an urban setting."  class="wp-image-269393"  style="width:336px;height:auto" ></a></figure>
</div>


<p class="wp-block-paragraph">Andreas Giesen is a <a href="https://www.risefx.com">Rise</a> VFX Supervisor with a Houdini-heavy background and a track record on FX-intensive shows. He is credited by the Television Academy for a 2024 Primetime Emmy nomination for Fallout in “Outstanding Special Visual Effects in a Season or a Movie”. His Rise FX credits include serving as the studio VFX Supervisor on The Matrix Resurrections, as well as work on has worked on X-Men, The Matrix, The Last of Us and the various entries in the Marvel universe, among others.</p>



<h5 id="dp-when-we-last-spoke-about-fallout-season-1-you-worked-on-a-show-that-combined-large-scale-environments-destruction-vertibirds-power-armour-and-complex-integration-work-on-season-2-where-did" class="wp-block-heading"><strong>DP: When we last spoke about Fallout Season 1, you worked on a show that combined large-scale environments, destruction, Vertibirds, Power Armour, and complex integration work. On Season 2, where did the challenge shift?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> The challenge shifted purely to massive scale and extreme scrutiny. In Season 1, we were establishing the rules. In Season 2, we took those rules and stress-tested the pipeline. We had a huge jump in scale, like procedurally destroying the entirety of Los Angeles or dealing with the multi-layered sand reveals of Area 51, but we were operating with roughly the same core team size. Brute forcing was not an option. We had to lean heavily on our procedural setups and the USD foundation we built in Season 1 just to survive the shot count.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_101_030_clay-2.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_101_030_clay-2.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="A desolate urban landscape reveals crumbling skyscrapers, silhouetted against a muted sky. A large, glass-paneled greenhouse stands prominently, surrounded by overgrown vegetation. Abandoned cars, partially buried in weeds, evoke a haunting sense of isolation and decay."  class="wp-image-269420"  style="aspect-ratio:2.0694887733646308" ></a></figure>



<h5 id="dp-did-season-2-feel-like-a-continuation-of-an-established-visual-language-or-more-like-a-technical-reset-because-the-demands-had-changed-so-much" class="wp-block-heading"><strong>DP: Did Season 2 feel like a continuation of an established visual language, or more like a technical reset because the demands had changed so much?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> Artistically, it was a continuation. We already had that shorthand with <a href="https://www.imdb.com/name/nm0941687/" title="">Jay Worth</a> and <a href="https://www.imdb.com/de/name/nm0634300/?ref_=ttfc_fcr_1_2" title="">Jonathan Nolan</a>, so we knew what that tactile, grounded <a href="https://www.imdb.com/de/title/tt12637874/fullcredits/?ref_=tt_cst_sm" title=""><em>Fallout</em> </a>look felt like. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_101_030_final-1.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_101_030_final-1.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="A desolate landscape filled with crumbling skyscrapers under a hazy sky. Abandoned cars rust on a cracked road leading to a dilapidated barn. A weathered sign for &quot;Shady Sands&quot; stands amidst overgrown grass, evoking a once-vibrant community now lost to time."  class="wp-image-269422"  style="aspect-ratio:2.0694887733646308" ></a></figure>



<p class="wp-block-paragraph">Technically, though, it was a massive upgrade. We did not throw everything away, but we had to rebuild or upgrade many assets because the camera was suddenly much closer or the interactions were much more complex. The Vertibird docking with the Caswennan, for instance, required a whole new level of mechanical detailing that just was not necessary in Season 1.</p>



<blockquote class="wp-block-quote has-text-align-center is-layout-flow wp-block-quote-is-layout-flow">
<p class="wp-block-paragraph"></p>
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<h5 id="dp-rise-delivered-work-across-several-episodes-with-particularly-dense-work-in-some-of-the-early-ones-how-did-that-affect-the-structure-of-the-production-on-your-side" class="wp-block-heading"><strong>DP: RISE delivered work across several episodes, with particularly dense work in some of the early ones. How did that affect the structure of the production on your side?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> We delivered 244 shots spread across seven episodes, but the bulk of the heavy lifting hit right in episodes 2 and 3. To keep the chaos in check across our Berlin and Stuttgart offices, we operated as one unified team. We ran single VFX dailies so it never felt like two separate facilities. We relied heavily on our in-house production management tool, <em>risebase 3</em>, to keep the sites synced. </p>



<p class="wp-block-paragraph">Honestly, a massive shoutout to our VFX Producer <a href="https://www.imdb.com/de/name/nm8360475/?ref_=ttfc_fcr_19_51">Annelie Dangel</a> , Production Manager <a href="https://www.imdb.com/de/name/nm8243404/?ref_=ttfc_fcr_19_55" title="">Scott Kunysz</a>, and the coordination team. They were the real firewall keeping the production structured while the artists dealt with the pixel pushing.</p>



<figure class="wp-block-embed is-type-video is-provider-vimeo wp-block-embed-vimeo wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<span class="hRKHQDieVI"><iframe title="RISE REEL - FALLOUT SEASON 2" src="https://player.vimeo.com/video/1176939208?dnt=1&app_id=122963" width="1200" height="675" frameborder="0" allow="autoplay; fullscreen; picture-in-picture; clipboard-write; encrypted-media; web-share" referrerpolicy="strict-origin-when-cross-origin"></iframe></span>
</div></figure>



<h5 id="dp-you-mentioned-that-the-work-was-divided-into-more-specialised-teams-how-exactly-did-that-division-work-in-practice" class="wp-block-heading"><strong>DP: You mentioned that the work was divided into more specialised teams. How exactly did that division work in practice?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> Instead of splitting the work purely by department, where an asset just gets tossed over the wall, we built small, cross-functional strike teams dedicated to specific sequences. For example, we had a dedicated Area 51 team and a completely separate Caswennan team. </p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_041_040_clay.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  data-id="269443"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_041_040_clay.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="On a vast, desolate dune, a group of individuals dressed in vibrant blue jumpsuits trek towards a solitary figure at the crest. The backdrop features a hazy, sun-bleached landscape with remnants of civilization, including a rusted car partially buried in the sand."  class="wp-image-269443" ></a></figure>
</figure>



<p class="wp-block-paragraph">Each of these pods basically consisted of one layout artist, one lighting artist, and an FX artist if the sequence required it. This meant the artists became absolute experts on the continuity, lighting setups, and specific technical hurdles of their assigned sequence, rather than constantly context switching between different environments.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_041_040_final.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_041_040_final.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="A group of individuals in blue suits trek up a sandy dune, overlooking a desolate landscape. In the background, a sun-bleached car lies partially buried in sand, while remnants of a lost civilization, including ruins and ancient structures, scatter along the coastline against a muted sky."  class="wp-image-269442" ></a></figure>



<h5 id="dp-the-caswennan-ship-has-become-even-more-important-in-season-2-at-what-point-does-a-hero-asset-like-that-stop-being-just-a-vehicle" class="wp-block-heading"><strong>DP: The Caswennan ship has become even more important in Season 2. At what point does a hero asset like that stop being “just a vehicle”?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> When you get that close, it absolutely stops being just a vehicle and becomes a massive flying set. The layout has to treat it like a static environment just to block the shots, especially when we are tracking complex character animation and heavy mechanical interactions, like the Vertibird docking, directly onto the hull.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt204_017_010_clay.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt204_017_010_clay.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="A vast, golden desert landscape features undulating sand dunes under a clear sky. In the background, futuristic spacecraft hover above the dunes, with a sleek drone flying nearby. Mountains rise faintly on the horizon, enhancing the scene’s otherworldly atmosphere."  class="wp-image-269399" ></a></figure>



<h5 id="dp-what-were-the-rebuild-decisions-under-the-hood" class="wp-block-heading"><strong>DP: What were the rebuild decisions under the hood?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> It was actually a really interesting round-trip process. Since the flight deck scenes were shot on a virtual stage, we received the Unreal Engine asset from production as our starting point. Funny enough, that Unreal asset was originally based on our own Season 1 dirigible model! </p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt204_017_010_final.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt204_017_010_final.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="A vast desert landscape features rolling golden sand dunes under a clear sky. In the distance, large futuristic ships float serenely above the ground, while a smaller aircraft hovers nearby, casting a shadow onto the dunes."  class="wp-image-269398" ></a></figure>



<p class="wp-block-paragraph">So, our CG team, led by <a href="https://www.imdb.com/de/name/nm4817270/?ref_=ttfc_fcr_19_56">Jenny Leupold</a> , took the updated proportions from the virtual stage, brought the asset back into our pipeline, and completely re-engineered all the high-res cinematic details and shading quality.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_153_010_final.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_153_010_final.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="Aerial view of a sleek spacecraft with intricate details, hovering over vast, arid desert landscapes. The sun casts a warm golden glow, illuminating distant mountains and a sprawling sandy terrain, evoking a sense of isolation and adventure in this expansive environment."  class="wp-image-269401" ></a></figure>



<h5 id="dp-how-did-you-approach-balancing-a-highly-detailed-close-up-asset-with-practicality-for-layout-lighting-and-shot-iteration" class="wp-block-heading"><strong>DP: How did you approach balancing a highly detailed close-up asset with practicality for layout, lighting, and shot iteration?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> We relied heavily on our USD workflows and instancing. We had to design functional heavy hydraulics and complex mechanical joints so the lifting arm physically made sense up close, but we could strip that back or use lighter variants for wider layout tasks so the scene would not grind to a halt in the viewport.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_153_010_clay.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_153_010_clay.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="Aerial view from the top of a futuristic spacecraft, set against a vast, golden desert landscape. The sun casts a warm glow over rolling sand dunes and distant mountains, creating a dramatic contrast with the sleek, metallic surface of the craft."  class="wp-image-269403" ></a></figure>



<h5 id="dp-in-season-2-there-seems-to-have-been-a-stronger-overlap-between-physical-production-virtual-production-scans-and-final-cg-how-did-that-affect-the-pipeline-in-concrete-terms" class="wp-block-heading"><strong>DP: In Season 2, there seems to have been a stronger overlap between physical production, virtual production, scans, and final CG. How did that affect the pipeline in concrete terms?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> It meant we lived and breathed LIDAR. For the Area 51 reveal and the hangar sequences, production gave us incredible plates and highly accurate scan data. Having that precise spatial data was the only way to guarantee a seamless transition from the practical sets into our massive digital extensions. Once that data enters production, it locks in your scale, distance, and speed, which were crucial for making the flight dynamics feel grounded in reality.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-2 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_155_500_clay.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  data-id="269414"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_155_500_clay.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="An expansive desert landscape featuring towering sand dunes and a distant mountain range. In the foreground, several wind turbines stand amidst rolling sand, with shadows stretching across the smooth surface. Residences with minimal features blend into the sandy terrain."  class="wp-image-269414" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_155_500_final.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  data-id="269415"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_155_500_final.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="A sweeping view of an expansive desert with towering, golden sand dunes. The dunes ripple gracefully against a backdrop of distant mountains, while soft clouds of sand swirl in the warm breeze, creating an ethereal, sun-kissed landscape. The sky is clear, highlighting the vast, arid beauty."  class="wp-image-269415" ></a></figure>
</figure>



<h5 id="dp-there-was-also-mention-of-unreal-based-virtual-production-material-related-to-the-airship-how-did-you-manage-the-relationship-between-real-time-assets-scanned-set-data-and-final-cinematic-asset" class="wp-block-heading"><strong>DP: There was also mention of Unreal-based virtual production material related to the airship. How did you manage the relationship between real-time assets, scanned set data, and final cinematic assets?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> Again, USD was the bridge. We took the Unreal assets, which gave us the exact scale and spatial relationships from the LED volume, and used them as the spatial framework to build our final pixel cinematic assets over the top. It ensured that when we integrated the final CG back into the live action plates, all the contact points and lighting references matched the physical set pieces perfectly.</p>



<h5 id="dp-was-the-biggest-benefit-from-usd-technical-elegance-or-simply-that-it-stopped-artists-from-stepping-on-each-others-work" class="wp-block-heading"><strong>DP: Was the biggest benefit from USD technical elegance, or simply that it stopped artists from stepping on each other’s work?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> Ha, a little bit of both, but honestly, stopping the file overwrites is worth its weight in gold. On a more technical level, the real elegance was how flawlessly it let us bridge the gap between <a href="https://digitalproduction.com/tag/maya/" title="Maya">Maya </a>and <a href="https://digitalproduction.com/tag/houdini/" title="Houdini">Houdini</a>. </p>



<p class="wp-block-paragraph">For the Shady Sands environment, our Layout Lead <a href="https://www.imdb.com/de/name/nm10991574/?ref_=ttfc_fcr_19_60" title="">Karin Wolf</a> and her team built the pristine, non-destroyed city parts in Maya. We then brought that via USD straight into Houdini to scatter all the granular details and endless cornfields. Being able to mix and match layouts without friction meant artists could just stay in the tool they were fastest in.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_153_160_final.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_153_160_final.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="A large, intricately designed flying machine hovers against a dusky sky, with powerful thrusters emitting streams of fire. Its weathered metal surface glistens in the evening light, while jagged mountain ridges rise majestically in the background, enhancing the scene&#039;s dramatic tension."  class="wp-image-269431" ></a></figure>



<h5 id="dp-the-vertibird-work-in-fallout-has-always-been-interesting-because-it-needs-to-feel-stylised-and-believable-at-the-same-time-what-were-the-challenges-for-it-in-season-2" class="wp-block-heading"><strong>DP: The Vertibird work in Fallout has always been interesting because it needs to feel stylised and believable at the same time. What were the challenges for it in Season 2?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> The challenge is that it is a massive, lumbering vehicle, but it still needs personality. For Xander Harkness arriving at Area 51, he is a fantastic, slightly cocky pilot, so we had to inject this aggressive precision and specific swagger into the flight path and mechanical braking. </p>



<p class="wp-block-paragraph">The integration challenge, especially during the Caswennan docking, was finding that fine balance of heavy momentum. We had to ease the mass and simulate procedural micro vibrations to show it buffeting in the air currents. The hardest part was nailing the exact frame where the mechanical arm takes over the full weight and the rotors power down.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_153_160_clay.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_153_160_clay.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="A futuristic aerial vehicle hovers above a rugged landscape, showcasing intricate mechanical components and large propellers. Two figures stand in an open cockpit, seemingly engaged in a mission. The scene is bathed in warm light, highlighting the contours of distant mountains."  class="wp-image-269432" ></a></figure>



<h5 id="dp-how-much-of-selling-a-vehicle-like-that-comes-from-animation-and-how-much-from-camera-language-editorial-rhythm-and-integration-into-atmosphere-and-environment" class="wp-block-heading"><strong>DP: How much of selling a vehicle like that comes from animation, and how much from camera language, editorial rhythm, and integration into atmosphere and environment?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> Animation gets you the weight and the performance, but the environment integration is what sells the lie. In the hangar landing, the plate was dramatically backlit. Our lighters had to introduce specific light sources to shape the geometry nicely and match the foreground. Then the FX rotor wash tied everything together. We simulated heavy CG dust and debris blowing right past the lens, matching the practical wind from the live-action plate to physically anchor the digital ship into the real set.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_037_700_clay.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_037_700_clay.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="In a spacious aircraft hangar, a sleek, futuristic aircraft with an angular design sits atop a sturdy workbench. The smooth gray surface reflects the soft light from large windows, while scattered tools and machinery surround the area, hinting at ongoing maintenance work."  class="wp-image-269430" ></a></figure>



<h5 id="dp-for-sequences-involving-scanned-practical-sets-such-as-hangar-or-landing-environments-what-are-the-biggest-pitfalls-once-the-scan-data-actually-enters-production" class="wp-block-heading"><strong>DP: For sequences involving scanned practical sets, such as hangar or landing environments, what are the biggest pitfalls once the scan data actually enters production?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> The biggest pitfall is that the scan data and the live action plate lock you into absolute physical reality. If the plate has a specific wind direction or interactive lighting, absolutely every piece of CG vegetation, dust, or vehicle integration has to physically react to that exact same environmental energy, or the illusion breaks immediately.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_037_700_final.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_037_700_final.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="Inside a spacious aircraft hangar, a vintage airplane stands on a wooden support structure. Its large propellers are positioned prominently in the foreground, while soft sunlight streams through the hangar&#039;s open doors, creating a dramatic contrast against the dusty interior."  class="wp-image-269429" ></a></figure>



<h5 id="dp-fallout-still-has-this-very-specific-balance-it-is-heightened-and-absurd-in-places-but-the-world-still-needs-physical-credibility-how-does-that-affect-vfx-decisions-in-review" class="wp-block-heading"><strong>DP: Fallout still has this very specific balance: it is heightened and absurd in places, but the world still needs physical credibility. How does that affect VFX decisions in review?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> You have to ground the absurdity in absolute, boring physical reality. For the dramatic dirigible crash, which is inherently a heightened, spectacular moment, we went straight to historical footage of the Hindenburg. We ran intense, clustered simulations starting with plastic deformation for the metal bending, triggering RBD sims for the hull ripping apart, and feeding that into multiple layers of pyro for flames, smoke, and contact sand. If the physics are incredibly strict, the audience will buy into the universe’s stylised madness.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt204_039_020_explosion.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt204_039_020_explosion.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="A dramatic explosion erupts in a vast desert landscape, sending flames and billowing smoke into the pale sky. The force of the blast scatters debris across the sandy terrain, while a futuristic structure lies in the foreground, partially engulfed by the fiery chaos."  class="wp-image-269408" ></a></figure>



<h5 id="dp-on-a-show-like-this-where-does-proceduralism-genuinely-save-time-and-where-does-it-still-need-a-heavy-layer-of-manual-art-direction-to-become-production-ready" class="wp-block-heading"><strong>DP: On a show like this, where does proceduralism genuinely save time, and where does it still need a heavy layer of manual art direction to become production-ready?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> Proceduralism saves you on the sheer volume, but art direction saves the shot. For the destroyed Los Angeles, we started with basic map data, literally just cubes and planes. Our brilliant TD, <a href="https://www.imdb.com/de/name/nm11330405/?ref_=ttfc_fcr_19_78" title="">Kilian Baur</a> , built a Houdini tool that procedurally converted those cubes into heavily detailed, destroyed buildings. It generated massive amounts of geometry. But you cannot just hit simulate and walk away. We had to manually paint the degree of destruction across different zones for compositional reasons. The tool does the heavy lifting, but the artist still has to compose the frame.</p>



<h5 id="dp-was-there-a-particular-sequence-in-season-2-where-the-real-constraint-was-neither-the-creative-idea-nor-the-client-feedback-but-simply-scene-complexity-cache-weight-or-iteration-cost" class="wp-block-heading"><strong>DP: Was there a particular sequence in Season 2 where the real constraint was neither the creative idea nor the client feedback, but simply scene complexity, cache weight, or iteration cost?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> The dirigible crash and the Area 51 reveal were absolute beasts for cache weight. For Area 51, we were blending volumetric dust, suspended sand particles, and contact sand actively swirling off the geometry. The dirigible had even more interactive layers, expertly managed by FX TD <a href="https://www.imdb.com/de/name/nm7186912/?ref_=ttfc_fcr_19_142" title="">Arnaud Malherbe</a>  under <a href="https://www.imdb.com/de/name/nm0617535/?ref_=ttfc_fcr_19_606" title="">Jens Martensson</a> .</p>



<p class="wp-block-paragraph">We survived by heavily clustering the sims for faster turnarounds and by relying on deep compositing workflows in Nuke. Our Compositing Supervisor Michael Lankes , Comp Lead <a href="https://www.imdb.com/de/name/nm11608788/?ref_=ttfc_fcr_19_50" title="">Kader Bagli</a> , and Comp Lead <a href="https://www.imdb.com/de/name/nm9590480/?ref_=ttfc_fcr_19_59" title="">Jannik Walzer</a> did incredible work taking those massive datasets and balancing them without bringing the farm to its knees.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt204_039_020_final.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt204_039_020_final.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="In a vast desert landscape, a figure in a futuristic armored suit strides alongside a man in a maroon shirt. In the background, multiple massive airborne vehicles are engulfed in flames, smoke billowing into the clear blue sky, creating a dramatic scene of chaos."  class="wp-image-269411" ></a></figure>



<h5 id="dp-what-became-easier-on-season-2" class="wp-block-heading"><strong>DP: What became easier on Season 2?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> Things like lookdev for the energy signatures became easier. We reused the core effect for the cold fusion and diode glows from Season 1. But because we had to scale it up to so many more shots, we had to build highly efficient setups in Nuke involving heavy rotomation and complex relighting, since that blue glow affects every shiny metal surface around it. The look was established, but the volume and the necessary integration were significantly harder.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-3 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt204_036_070_clay.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  data-id="269438"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt204_036_070_clay.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="Inside a futuristic chamber, a luminous blue sphere emits swirling electric tendrils as a focused beam interacts with it. The backdrop is a deep cerulean, enhancing the sphere&#039;s glow. Fluidic currents dance, creating a mesmerizing display of energy."  class="wp-image-269438" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt204_036_070_final-1.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  data-id="269437"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt204_036_070_final-1.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="Inside a futuristic metallic chamber, a striking blue glow emanates from a cylindrical nozzle, emitting an arc of vibrant energy. Wisps of mist swirl around, highlighting the dynamic interplay of light and technology as the chamber pulses with electric anticipation."  class="wp-image-269437" ></a></figure>
</figure>



<h5 id="dp-was-there-a-shot-or-sequence-this-season-that-looks-deceptively-simple-in-the-final-cut-but-was-technically-far-more-difficult-than-most-viewers-would-ever-suspect" class="wp-block-heading"><strong>DP: Was there a shot or sequence this season that looks deceptively simple in the final cut, but was technically far more difficult than most viewers would ever suspect?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> It has to be the Power Armor enhancements. Production has this absolutely incredible practical suit that a stunt performer wears on set. However, because it is a physical, wearable suit, sometimes individual parts will naturally jiggle or bounce a bit too much during heavy action, which breaks the illusion of solid, heavy metal armor. </p>



<p class="wp-block-paragraph">In the shot where the massive dirigible is coming down and exploding in the background, we actually had to completely replace the shoulders of the Power Armor while the character is running away. Everyone in the audience is obviously staring at the massive fiery airship crash taking up the sky, but there we are, meticulously tracking and doing invisible CG replacement on shoulder pads just to make sure the suit feels appropriately heavy.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_102_010_final.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_102_010_final.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="An aerial view of a vast urban landscape at dusk, featuring a dense skyline of towering skyscrapers standing majestically against a hazy sky. Below, an expanse of scattered buildings and vegetation contrasts sharply, evoking a sense of scale and complexity in the city."  class="wp-image-269405" ></a></figure>



<h5 id="dp-and-conversely-was-there-a-shot-that-looked-terrifying-at-first-but-became-manageable-once-the-right-structure-or-workflow-was-in-place" class="wp-block-heading"><strong>DP: And conversely, was there a shot that looked terrifying at first but became manageable once the right structure or workflow was in place?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> Definitely the procedural destruction of Los Angeles. The idea of destroying a city of that scale is terrifying. But once Kilian’s tool was in place, and we utilised our USD pipeline to block the shots with simple geometry while the high-res destruction updated seamlessly in the background, it actually became a highly manageable, iterative process. We could instance the endless piles of rubble and rusted cars, which kept the massive scale from becoming unrenderable.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_102_010_clay.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="580"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/dkt202_102_010_clay.jpg?resize=1200%2C580&quality=80&ssl=1"  alt="Aerial view of a desolate cityscape, where towering, crumbling skyscrapers loom among an expanse of white debris. The ground is covered in a thick layer of frost, giving a stark contrast to the ruined structures under a muted, cold sky."  class="wp-image-269406" ></a></figure>



<h5 id="dp-what-is-a-technical-lesson-from-fallout-season-2-that-would-transfer-well-to-other-large-episodic-shows" class="wp-block-heading"><strong>DP: What is a technical lesson from Fallout Season 2 that would transfer well to other large episodic shows?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> The absolute golden rule is to keep everything as procedural as humanly possible so you can actually survive rapid client changes. That, combined with establishing those small expert strike teams we talked about, is how you manage the chaos. But the real lifesaver that transfers to any heavy show is aggressive pipeline automation. For sequences with massive shot counts, we utilised our proprietary riseflow tools to completely automate the heavy lifting. </p>



<p class="wp-block-paragraph">We could submit CG renders from one principal master scene across 50 different shots before leaving the studio. By the next morning, the pipeline had automatically generated 50 temporary composites, already perfectly combining the new CG with the live-action plates using deep learning. Waking up to 50 ready to review temp comps instead of a massive rendering bottleneck is the only way to deliver a show of this scale.</p>



<h5 id="dp-what-is-the-next-project-you-are-working-on-insofar-as-you-can-already-talk-about-it-and-is-there-anything-from-fallout-season-2-that-you-are-taking-with-you-into-that-next-production" class="wp-block-heading"><strong>DP: What is the next project you are working on, insofar as you can already talk about it, and is there anything from Fallout Season 2 that you are taking with you into that next production?</strong></h5>



<p class="wp-block-paragraph"><strong>Andreas Giesen:</strong> I am currently working on something very exciting, but unfortunately, it is strictly under wraps right now, so I cannot speak about it just yet. But I am absolutely taking the USD workflows and the procedural pipeline strategies we refined on <em>Fallout</em> straight into this next challenge!</p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/05/07/rise-fallout-destroys-la-politely/">RISE: Fallout Destroys LA, Politely</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">269384</post-id>	</item>
		<item>
		<title>KeenTools 2026.1: Nuke 17 and Blender 5.1</title>
		<link>https://digitalproduction.com/2026/04/20/keentools-2026-1-nuke-17-and-blender-5-1/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 20 Apr 2026 04:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[AfterEffects]]></category>
		<category><![CDATA[Alembic]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[FaceTracker]]></category>
		<category><![CDATA[GeoTracker]]></category>
		<category><![CDATA[keentools]]></category>
		<category><![CDATA[Nuke]]></category>
		<category><![CDATA[TextureBuilder]]></category>
		<category><![CDATA[USD]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=269012</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/wfipbsdb894-00-00-03-3-whats-new-in-keentools-20261.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A digital animation illustrates a female athlete on the left with facial motion capture markers highlighted in green and red, and a computer-generated head on the right. She has long, wavy hair and wears a blue tank top, standing in a gym setting." /></div><div><p>New host support, calmer refinements, fewer UV surprises. 2026.1 targets the unglamorous stuff that breaks shots at 2 am.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/20/keentools-2026-1-nuke-17-and-blender-5-1/">KeenTools 2026.1: Nuke 17 and Blender 5.1</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/wfipbsdb894-00-00-03-3-whats-new-in-keentools-20261.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A digital animation illustrates a female athlete on the left with facial motion capture markers highlighted in green and red, and a computer-generated head on the right. She has long, wavy hair and wears a blue tank top, standing in a gym setting." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: Keentools is a 3D tracking node for <a href="https://digitalproduction.com/tag/nuke/" title="Nuke">Nuke </a>and an add-on for <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender </a>and <a href="https://digitalproduction.com/tag/after-effects/" title="After Effects">After Effects</a>, sitting between matchmove and comp where your patience goes to die.</em></p>
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<p class="wp-block-paragraph"><a href="https://digitalproduction.com/?p=269012&preview=true&_thumbnail_id=269944">Preview in new tab</a></p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/wfIpbsdB894?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph"><a href="https://keentools.io/" title="">KeenTools</a> shipped 2026.1.0 with a clear theme: newer host versions, fewer annoying edge cases, and one new refinement switch that trades absolute accuracy for steadier motion.</p>



<p class="wp-block-paragraph">The Nuke package now supports Nuke 16.1 and Nuke 17.0 across the nodes in the package. The Blender pack now supports Blender 5.1. GeoTracker for After Effects fixes a bug that caused inverted mesh UVs when exporting to Alembic. TextureBuilder received a fix aimed at full compatibility with Nuke’s new USD-based 3D system.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/wfipbsdb894-00-00-14-3-whats-new-in-keentools-20261.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/wfipbsdb894-00-00-14-3-whats-new-in-keentools-20261.png?resize=1200%2C675&quality=72&ssl=1"  alt="A close-up of a woman&#039;s face displaying a detailed digital mesh overlay outlining her ear and cheek. The background features a soft bokeh effect, enhancing focus on her facial features, including brown eyes and a simple hoop earring. The image is complemented by a user interface showcasing various software tools for facial expression modeling."  class="wp-image-269948" ></a></figure>



<h3 id="nuke-new-refine-modes-same-tracker" class="wp-block-heading">Nuke: new Refine modes, same tracker</h3>



<p class="wp-block-paragraph">In Nuke, GeoTracker adds two Refine modes in the Smoothing tab: Precise and Smooth. Precise mode behaves like the prior default. It targets maximum tracking accuracy. The notes also call out a known downside: inconsistent keyframes can lead to tiny jumps. That matches the kind of micro jitter that can make a trcak feel wrong even when the overall solve looks solid.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/wfipbsdb894-00-00-34-3-whats-new-in-keentools-20261.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/wfipbsdb894-00-00-34-3-whats-new-in-keentools-20261.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital rendering of a green car outlined in a wireframe mesh, situated on a dirt road with blurred trees in the background. User interface elements are visible, including a graph and options to refine settings, highlighting a sophisticated design and editing process."  class="wp-image-269947" ></a></figure>



<p class="wp-block-paragraph">Smooth mode aims to remove those tiny jumps when keyframes do not align perfectly. The release notes also state that Smooth can slightly affect absolute tracking accuracy. That makes the intent explicit: Smooth exists for shots where visual steadiness beats the last bit of numeric precision.</p>



<p class="wp-block-paragraph">The update does not change the basic concept of GeoTracker. It gives artists a more direct choice at the end of the refinement step, instead of forcing endless keyframe nudging and re-running refine until the twitch goes away.</p>



<p class="wp-block-paragraph">Host support matters here too. The same update adds Nuke 16.1 and Nuke 17.0 support across the nodes in the Nuke package. That helps facilities that keep multiple Nuke versions installed and need the same toolset available in both.</p>



<h3 id="nuke-texturebuilder-and-usd" class="wp-block-heading">Nuke: TextureBuilder and USD</h3>



<p class="wp-block-paragraph">TextureBuilder received a fix intended to make it fully compatible with Nuke’s new USD-based 3D system. The release notes keep it at that level, with no extra detail about which USD features, scene layouts, or node setups the fix touches.</p>



<p class="wp-block-paragraph">USD has a way of turning minor incompatibilities into big time sinks, because the problems tend to surface late, when a scene graph comes in from somewhere else and the viewer looks fine until it does not. This update targets that failure mode by addressing USD support inside TextureBuilder in the context of Nuke’s new 3D system.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/wfipbsdb894-00-00-56-3-whats-new-in-keentools-20261.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/wfipbsdb894-00-00-56-3-whats-new-in-keentools-20261.png?resize=1200%2C675&quality=72&ssl=1"  alt="A computer screen displays a 3D modeling software interface, showcasing a floating head model in the center. The grid background emphasizes the model&#039;s position, while menu options and sliders on the right side suggest texture adjustments. The bottom panel shows a timeline for animation."  class="wp-image-269946" ></a></figure>



<h3 id="blender-5-1-support-and-texturing-repair" class="wp-block-heading">Blender: 5.1 support and texturing repair</h3>



<p class="wp-block-paragraph">The Blender pack now supports Blender 5.1. including a fix for a texturing issue in GeoTracker and FaceTracker in Blender. After the fix, the texture grab works as it should. </p>



<h3 id="after-effects-alembic-export-uvs" class="wp-block-heading">After Effects: Alembic export UVs</h3>



<p class="wp-block-paragraph">GeoTracker for After Effects fixes a bug that caused inverted mesh UVs when exporting to Alembic. The release notes describe the fix as helpful for sending tracking data to third-party tools. The bug description stays specific to UV orientation during Alembic export.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/wfipbsdb894-00-01-02-3-whats-new-in-keentools-20261.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/wfipbsdb894-00-01-02-3-whats-new-in-keentools-20261.png?resize=1200%2C675&quality=72&ssl=1"  alt="A woman with a smooth complexion is seen in profile, her skin glowing with a vibrant green hue against an orange vertical striped background. The screen showcases software tools for video editing, with settings on the left and a timeline below, indicating a creative process."  class="wp-image-269945" ></a></figure>



<p class="wp-block-paragraph">UV flips can hide in plain sight, especially when a downstream tool or shader setup masks the problem until someone changes a render path. Fixing the export at the source reduces that risk when geometry leaves After Effects for another stage.</p>



<p class="wp-block-paragraph">If you rely on Alembic in your handoff chain, test an export after updating and inspect UV orientation in the next tool in the chain using a known reference asset.</p>



<p class="wp-block-paragraph"><br /><a href="https://keentools.io/?utm_source=chatgpt.com">https://keentools.io/</a></p><p>The post <a href="https://digitalproduction.com/2026/04/20/keentools-2026-1-nuke-17-and-blender-5-1/">KeenTools 2026.1: Nuke 17 and Blender 5.1</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:title></media:title>
	<media:description type="html"><![CDATA[A digital animation illustrates a female athlete on the left with facial motion capture markers highlighted in green and red, and a computer-generated head on the right. She has long, wavy hair and wears a blue tank top, standing in a gym setting.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">269012</post-id>	</item>
		<item>
		<title>Neat Video 6.1.2 adds Vegas 2026 and Nuke 17</title>
		<link>https://digitalproduction.com/2026/04/13/neat-video-6-1-2-adds-vegas-2026-and-nuke-17/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 13 Apr 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[BorisFX]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[denoise]]></category>
		<category><![CDATA[Foundry]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[macOS]]></category>
		<category><![CDATA[Nuke]]></category>
		<category><![CDATA[plugin]]></category>
		<category><![CDATA[Silicon]]></category>
		<category><![CDATA[Studio]]></category>
		<category><![CDATA[Vegas]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=268267</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/clipboard-image-1.jpg?fit=1200%2C495&quality=80&ssl=1" width="1200" height="495" title="" alt="A vibrant green lizard is seen on the left side of the image, depicted in a blurry original version. On the right, the filtered version showcases the same lizard in sharper detail, its vivid colors and textures enhanced against a soft, neutral background, highlighting its natural beauty." /></div><div><p>Neat Video 6.1.2 shows up with M5 Pro and M5 Max support and fresh host app compatibility, so your denoise keeps pace.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/13/neat-video-6-1-2-adds-vegas-2026-and-nuke-17/">Neat Video 6.1.2 adds Vegas 2026 and Nuke 17</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/clipboard-image-1.jpg?fit=1200%2C495&quality=80&ssl=1" width="1200" height="495" title="" alt="A vibrant green lizard is seen on the left side of the image, depicted in a blurry original version. On the right, the filtered version showcases the same lizard in sharper detail, its vivid colors and textures enhanced against a soft, neutral background, highlighting its natural beauty." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://www.neatvideo.com/" title="">Neat Video</a> runs as a denoise plug-in inside apps like <a href="https://www.adobe.com/products/aftereffects.html">Adobe After Effects</a>, <a href="https://digitalproduction.com/tag/premiere/" title="Premiere">Adobe Premiere Pro</a>, <a href="https://www.apple.com/final-cut-pro/">Apple Final Cut Pro</a>, <a href="https://www.blackmagicdesign.com/products/davinciresolve">Blackmagic Design DaVinci Resolve</a>, and <a href="https://www.foundry.com/products/nuke">Foundry Nuke</a>. It cleans up shots without making you leave your host, which is the nicest kind of cleaning.</em></p>
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<h3 id="what-6-1-2-actually-changes" class="wp-block-heading">What 6.1.2 actually changes</h3>



<p class="wp-block-paragraph"><a href="https://www.neatvideo.com/news/nv612" title="">Neat Video 6.1.2 </a>shipped on 9 April 2026. The update targets three very practical areas: support for new Apple Silicon graphics hardware, compatibility with newly released host versions, and small workflow and stability improvements across plug-ins and platforms.</p>



<figure class="wp-block-embed alignright is-type-wp-embed is-provider-digital-production wp-block-embed-digital-production"><div class="wp-block-embed__wrapper">
<span class="A2H8Cq7TwPKFgfJy9Vz3WDilRM6E0GU5kdaOvth1YuoN4jBmrZXLn"><blockquote class="wp-embedded-content" data-secret="0tg2ICbWz8"><a href="https://digitalproduction.com/2026/03/30/boris-fx-welcomes-vegas-pro/">Boris FX welcomes Vegas Pro</a></blockquote><iframe class="wp-embedded-content" sandbox="allow-scripts" security="restricted"  title="“Boris FX welcomes Vegas Pro” — DIGITAL PRODUCTION" src="https://digitalproduction.com/2026/03/30/boris-fx-welcomes-vegas-pro/embed/#?secret=d0W7PB12tr#?secret=0tg2ICbWz8" data-secret="0tg2ICbWz8" width="600" height="338" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe></span>
</div></figure>



<p class="wp-block-paragraph">The headline compatibility additions are support for Apple M5 Pro and M5 Max GPUs on macOS, support for Nuke 17 on Windows, macOS, and Linux, support for Nuke Studio 17 and Nuke Indie 17 on Windows, macOS, and Linux, plus support for <a href="https://digitalproduction.com/2026/03/30/boris-fx-welcomes-vegas-pro/" title="Boris FX welcomes Vegas Pro">Vegas Pro 2026</a> on Windows.</p>



<p class="wp-block-paragraph">If your pipeline depends on host upgrades staying unblocked, that list matters more than any marketing adjective. A denoiser that falls behind host compatibility turns into the most expensive bypass node you never wanted.</p>



<h3 id="vegas-pro-2026-support-on-windows" class="wp-block-heading">Vegas Pro 2026 support on Windows</h3>



<p class="wp-block-paragraph">6.1.2 adds support for Vegas Pro 2026 on Windows.  What is clear is the intent: the update aligns the plug-in with the newest Vegas Pro release line, so editors on that host can update without losing access to the denoise plug-in. If your finishing workflow includes cuts or conform work in Vegas Pro, this update keeps that lane open. And, if you think that EWgas is getting a second wind, you don’t have to miss your favourite denoiser. </p>



<h3 id="nuke-17-nuke-studio-17-nuke-indie-17-compatibility" class="wp-block-heading">Nuke 17, Nuke Studio 17, Nuke Indie 17 compatibility</h3>



<p class="wp-block-paragraph">6.1.2 adds support for Nuke 17 across Windows, macOS, and Linux, and adds support for Nuke Studio 17 and Nuke Indie 17 across the same trio of platforms. In a mixed facility where artists jump between OS builds or where show work crosses between Linux workstations and macOS laptops, that cross-platform statement carries scheduling weight.</p>



<p class="wp-block-paragraph">Some teams will care about this update purely because it removes friction around moving to Nuke 17. Others will care because they have already moved and need the denoise step to catch up. Either way, the result is the same: one less reason to keep an older host version installed just to keep a plug-in alive.</p>



<h3 id="apple-silicon-m5-pro-and-m5-max-support" class="wp-block-heading">Apple Silicon M5 Pro and M5 Max support</h3>



<p class="wp-block-paragraph">Version 6.1.2 adds support for Apple M5 Pro and M5 Max GPUs on macOS. The practical promise is simple: GPU-accelerated processing for faster renders on Apple Silicon M5 Pro and M5 Max machines.</p>



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



<h3 id="updating-licensing-and-what-costs-money" class="wp-block-heading">Updating, licensing, and what costs money</h3>



<p class="wp-block-paragraph">6.1.2 is described as the latest update improving compatibility and support for new software and hardware, and it is free for licensed users of version 6 of the product.</p>



<p class="wp-block-paragraph">To update, the release directs users to the My Products page. The My Products page requires login access through the vendor site, so you should expect the usual account-based download flow rather than a public direct installer link for licensed builds, or a line of smooth WinGet.</p>



<p class="wp-block-paragraph">Upgrading from older major versions gets described in two ways across the official materials provided. Owners of versions 1 through 5 can upgrade to the new major version 6 with a discount. Another official upgrade page adds extra detail: version 6 can coexist with version 5 or older and does not replace it in current projects, a v6 demo is available to try before upgrading, and users who purchased version 5 within the last 12 months receive an additional discount.</p>



<p class="wp-block-paragraph"><a href="https://www.neatvideo.com/purchase" title="">Pricing of a single-copy license price</a> is €72.90 for the Home edition and €136.90 for the Pro edition on several host categories. The same page also shows discounted bundle pricing for certain host combinations, but the exact bundles and discount figures vary by host section on that page. If you buy based on a specific host, verify the exact host row you plan to license, because the page layout presents pricing per host family.</p>



<p class="wp-block-paragraph"><br /><a href="https://www.neatvideo.com/news/nv612?utm_source=chatgpt.com">https://www.neatvideo.com/news/nv612</a></p><p>The post <a href="https://digitalproduction.com/2026/04/13/neat-video-6-1-2-adds-vegas-2026-and-nuke-17/">Neat Video 6.1.2 adds Vegas 2026 and Nuke 17</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>ONYX Ai Matte for OFX hosts</title>
		<link>https://digitalproduction.com/2026/03/27/onyx-ai-matte-for-ofx-hosts/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 27 Mar 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Newsletter]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/a0f8nfo-c68-00-00-27-2-onyx-ai-matte-v21--new-features-update1.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A sleepy cat curled up on a soft surface, detailed interface elements from a video editing software visible on the right, displaying color correction settings and playback tools." /></div><div><p>ONYX Ai Matte targets fast alphas in OFX apps with prompts, tracking, trimap refinement, and published RTX only system limits.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/27/onyx-ai-matte-for-ofx-hosts/">ONYX Ai Matte for OFX hosts</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/2026/03/a0f8nfo-c68-00-00-27-2-onyx-ai-matte-v21--new-features-update1.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A sleepy cat curled up on a soft surface, detailed interface elements from a video editing software visible on the right, displaying color correction settings and playback tools." /></div><div><p class="wp-block-paragraph"><a href="https://onyxofx.com/?utm_source=chatgpt.com">ONYX</a> builds <a href="https://onyxofx.com/?utm_source=chatgpt.com">ONYX Ai Matte</a> as a GPU-accelerated matte extraction tool for segmentation, tracking, and mask refinement inside OFX-compatible hosts. It targets hair and fur edge work and shots with more than one subject, and it frames the speed and quality claims as marketing claims. Under the hood, it uses Meta SAM3 and VitMatte models, packaged via <a href="https://onnx.ai/">ONNX</a> in FP16 and accelerated with <a href="https://www.nvidia.com/">NVIDIA</a> <a href="https://developer.nvidia.com/cuda-toolkit">CUDA</a> 12.6 and <a href="https://developer.nvidia.com/tensorrt?utm_source=chatgpt.com">TensorRT</a> 10.x. </p>
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19:03:16&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:4938,&quot;href&quot;:&quot;https:\/\/www.autodesk.com\/products\/flame\/overview&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251029084202\/https:\/\/www.autodesk.com\/products\/flame\/overview&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 19:13:06&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-27 07:49:48&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 11:34:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-02 14:53:01&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-06 09:24:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-11 10:48:35&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-17 02:11:21&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 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19:03:15&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13793,&quot;href&quot;:&quot;https:\/\/onyxofx.com\/pricing&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;https:\/\/onyxofx.com\/pricing\/&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;pending&quot;}]"></span>


<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/a0f8nfo-c68-00-00-17-2-onyx-ai-matte-v21--new-features-update.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/2026/03/a0f8nfo-c68-00-00-17-2-onyx-ai-matte-v21--new-features-update.png?resize=1200%2C675&quality=72&ssl=1"  alt="An editing timeline interface displaying color grading tools, with a close-up of a character in a dramatic scene featuring fire and smoke in the background. Elements include source and mask layers for visual effects."  class="wp-image-262940" ></a></figure>



<h3 id="prompts-trimaps-and-tracking" class="wp-block-heading">Prompts, trimaps, and tracking</h3>



<p class="wp-block-paragraph">The UI exposes five pipeline modes: box or point prompts with auto track, box or point prompts with manual track, text prompts with auto track, mask prompts with auto track, and a trimap workflow using VitMatte with manual track. Point and box workflows let you set foreground and background points and a bounding box. The interface supports up to 32 points.</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/A0F8nFo-c68?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">Text prompt mode detects objects that match your text. If it finds multiple matches, one foreground point picks the instance. Mask prompt mode takes a rough input mask and uses it as the prompt for a refined segmentation. The trimap path expects white foreground, black background, and a grey uncertainty band for edge refinement. Tracking integrates directly into the prompt workflows. In <a href="https://www.foundry.com/products/nuke">Nuke</a>, the box center can be driven by expressions so a tracker can push it through the shot while size stays consistent. You still need to test any new tool before it goes into production, especially when the alhpa becomes the single point of failure.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-4 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/a0f8nfo-c68-00-00-26-2-onyx-ai-matte-v21--new-features-update1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="262941"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/a0f8nfo-c68-00-00-26-2-onyx-ai-matte-v21--new-features-update1.png?resize=1200%2C675&quality=72&ssl=1"  alt="A close-up of a cat&#039;s face on the left, with a blurred background. On the right, an interface showing text detection tools with a highlighted text field displaying the word &#039;cat&#039; and various control sliders underneath."  class="wp-image-262941" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/a0f8nfo-c68-00-00-27-2-onyx-ai-matte-v21--new-features-update.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="262942"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/a0f8nfo-c68-00-00-27-2-onyx-ai-matte-v21--new-features-update.png?resize=1200%2C675&quality=72&ssl=1"  alt="A partially obscured image of a cat&#039;s silhouette in white against a black background, appearing fuzzy and blurred. The image is displayed within a digital editing software interface, showcasing various editing tools and options on the right side."  class="wp-image-262942" ></a></figure>
</figure>



<h3 id="hosts-and-compatibility" class="wp-block-heading">Hosts and compatibility</h3>



<p class="wp-block-paragraph">The published host list includes <a href="https://www.blackmagicdesign.com/products/davinciresolve">DaVinci Resolve</a> 18 and later, <a href="https://www.blackmagicdesign.com/products/fusion">Fusion</a> Studio 18 and later, and <a href="https://www.foundry.com/products/nuke">Nuke</a> 13 and later. It also positions the plug-in as working in any <a href="https://openfx.sourceforge.net/">OFX</a> compatible app, like <a href="https://www.autodesk.com/products/flame/overview">Autodesk Flame</a> specifically.</p>



<h3 id="system-requirements-and-what-is-not-supported" class="wp-block-heading">System requirements and what is not supported</h3>



<p class="wp-block-paragraph">Minimum requirements list <a href="https://www.microsoft.com/windows">Windows</a> 10 64 bit, an <a href="https://www.nvidia.com/en-us/geforce/rtx/">NVIDIA RTX</a> GPU, 6GB of VRAM, 16GB of RAM, and 8GB free space. <a href="https://www.microsoft.com/windows">Windows</a> 11 64 bit is also supported. Text prompts require 8GB of VRAM or more. The baseline GPU callout is an <a href="https://www.nvidia.com/en-us/geforce/rtx/">NVIDIA RTX</a> 2060 or better with SM 7.0 or higher. Not supported: GTX 1000 series, AMD Radeon, and Intel Arc.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-5 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/a0f8nfo-c68-00-00-45-2-onyx-ai-matte-v21--new-features-update.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="262944"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/a0f8nfo-c68-00-00-45-2-onyx-ai-matte-v21--new-features-update.png?resize=1200%2C675&quality=72&ssl=1"  alt="A person with long hair in a pink sweater is standing on a hill, looking at a sunset over a cityscape, with a small dog sitting beside them, surrounded by green grass and trees."  class="wp-image-262944" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/a0f8nfo-c68-00-00-46-2-onyx-ai-matte-v21--new-features-update.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="262943"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/a0f8nfo-c68-00-00-46-2-onyx-ai-matte-v21--new-features-update.png?resize=1200%2C675&quality=72&ssl=1"  alt="A silhouette of a person and a blue dog against a contrasting black background, with the person partially obscured in white, creating a striking visual contrast."  class="wp-image-262943" ></a></figure>
</figure>



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



<p class="wp-block-paragraph">A full featured 7-day trial is offered with no credit card required.  Licenses are sold as lifetime, one time payments with no subscription, plus free minor updates. Pricing is published in euros as lifetime tiers on the <a href="https://onyxofx.com/pricing/" title="">official pricing page.</a> Indie costs €80 for one machine node locked. Studio 3 costs €180 for three machines node locked. Studio 10 costs €450 for ten machines node locked. Studio 10 also includes priority support.</p>



<p class="wp-block-paragraph"><br /><a href="https://onyxofx.com/?utm_source=chatgpt.com">https://onyxofx.com/</a></p><p>The post <a href="https://digitalproduction.com/2026/03/27/onyx-ai-matte-for-ofx-hosts/">ONYX Ai Matte for OFX hosts</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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