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	<title>Painting - DIGITAL PRODUCTION</title>
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		<title>Sparseal Wafer opens Windows beta</title>
		<link>https://digitalproduction.com/2026/04/08/sparseal-wafer-opens-windows-beta/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 08 Apr 2026 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[CozyBlanket]]></category>
		<category><![CDATA[exporter]]></category>
		<category><![CDATA[ipad]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[NPR]]></category>
		<category><![CDATA[Painting]]></category>
		<category><![CDATA[Sparseal]]></category>
		<category><![CDATA[stylized]]></category>
		<category><![CDATA[Texture]]></category>
		<category><![CDATA[Uniform]]></category>
		<category><![CDATA[Wafer]]></category>
		<category><![CDATA[Windows]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=265487</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/pbr_materials.webp?fit=800%2C576&quality=72&ssl=1" width="800" height="576" title="" alt="An artistic digital painting interface showcases a swirling mix of vibrant colors, including deep purples, rich golds, and dark reds, blending together on a textured, organic surface. Various painting tools and settings are visible on the side of the screen, suggesting an immersive creative process." /></div><div><p>Wafer jumps from iPad to Windows in a free open beta, aiming at stylized painting with layers, masks, and multi-channel strokes.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/08/sparseal-wafer-opens-windows-beta/">Sparseal Wafer opens Windows beta</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://sparseal.com/wafer/?utm_source=chatgpt.com">Wafer</a> is a focused 3D texture painting app that sits next to <a href="https://sparseal.com/uniform/?utm_source=chatgpt.com">Uniform</a> and <a href="https://sparseal.com/cozyblanket/?utm_source=chatgpt.com">CozyBlanket</a>, now stretching from <a href="https://www.apple.com/ipad/">iPad</a> to <a href="https://www.microsoft.com/windows/">Windows</a> with a stylized, hand-painted vibe.</em></p>



<h3 id="windows-gets-a-new-paint-box" class="wp-block-heading">Windows gets a new paint box</h3>



<p class="wp-block-paragraph"><a href="https://sparseal.com/wafer/?utm_source=chatgpt.com">Wafer</a> now has a free open beta build for <a href="https://www.microsoft.com/windows/">Windows</a>. The app started life as an iPad-only release, and this beta marks the first time the tool shows up on a platform outside iPad.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/sparseal.com/wafer/assets/scene-multiobject.webp?w=1200&quality=72&ssl=1"  alt="https://sparseal.com/wafer/assets/scene-multiobject.webp" ></figure>



<p class="wp-block-paragraph">The target is clear: stylised, hand-painted, and <a href="https://digitalproduction.com/tag/npr/" title="NPR">NPR </a>texture work. The feature set also aims higher than the word beta sometimes suggests. The app includes multi-channel painting, meaning a single brush stroke can update multiple channels at once, including colour, roughness, and metalness. The beta build on Windows aligns with the current iPad release and includes new features introduced in the Wafer 1.1 update, such as a Smudge tool.</p>



<h3 id="the-familiar-stuff-in-the-right-places" class="wp-block-heading">The familiar stuff, in the right places</h3>



<p class="wp-block-paragraph">Wafer leans into an illustration-style workspace, then applies it directly to 3D surfaces. Brushes, layers, and masks sit at the centre of the UI concept. The toolset includes brushes, lasso clips, gradients, wet painting, and blur, all intended to operate directly on 3D geometry.</p>



<p class="wp-block-paragraph">Layers follow a full layer system approach: paint layers, fill layers, editable masks, blend modes, and opacity. The workflow stays non-destructive.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/sparseal.com/wafer/assets/symmetry.webp?w=1200&quality=72&ssl=1"  alt="https://sparseal.com/wafer/assets/symmetry.webp" ></figure>



<p class="wp-block-paragraph">Symmetry covers both 3D and 2D use, with configurable independent pivots, and mirroring across any axis. That matters for stylized assets where mirrored motifs can be a feature, not a shortcut.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/sparseal.com/wafer/assets/main_screenshot.webp?w=1200&quality=72&ssl=1"  alt="https://sparseal.com/wafer/assets/main_screenshot.webp" ></figure>



<p class="wp-block-paragraph">Wafer also keeps 3D and 2D views in sync. You can paint on the 3D mesh with unlit, shaded, or physically based preview modes, or work directly on the 2D texture, with both views side by side.</p>



<h3 id="multi-channel-painting-without-the-busywork" class="wp-block-heading">Multi-channel painting without the busywork</h3>



<p class="wp-block-paragraph">Multi-channel painting is one of the headline capabilities. A single stroke can paint color, roughness, and metalness simultaneously. Wafer also supports custom channel layouts for NPR and stylized shaders, letting you define channel setups beyond the standard trio.</p>



<p class="wp-block-paragraph">On the production side, the appeal is not just fewer trips between tools. It is fewer chances to drift out of alignment when a material style depends on more than one channel moving together. If you have ever tried to keep painterly color breakup and matching roughness breakup locked in step, you already know the pain. If you have not, congratulations on your serene past life.</p>



<p class="wp-block-paragraph">That said, multi-channel painting only helps if it matches the rest of your pipeline and shader expectations. New tools and innovations should always be tested before use in production.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/sparseal.com/wafer/assets/layer_details.webp?w=1200&quality=72&ssl=1"  alt="https://sparseal.com/wafer/assets/layer_details.webp" ></figure>



<h3 id="projects-materials-and-exporting-with-intent" class="wp-block-heading">Projects, materials, and exporting with intent</h3>



<p class="wp-block-paragraph">Wafer supports projects containing multiple meshes, materials, and texture sets at once. That matters for anything beyond a single prop, and it also matters for stylized characters where separate materials often carry separate rules.</p>



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



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/sparseal.com/wafer/assets/stroke_follows_surface.webp?w=1200&quality=72&ssl=1"  alt="https://sparseal.com/wafer/assets/stroke_follows_surface.webp" ></figure>



<h3 id="asset-browser-built-into-the-app" class="wp-block-heading">Asset browser built into the app</h3>



<p class="wp-block-paragraph">Wafer includes an integrated Asset Browser meant to keep texture resources close at hand. The browser covers stencils, triplanar mapping textures, brush alphas, HDRIs, decals, and stamps. The pitch is that these assets stay organised and accessible in a single panel, ready to apply as you work.</p>



<p class="wp-block-paragraph">Within that set, stencils project patterns onto surfaces, triplanar projections wrap textures across 3D geometry, brush alphas provide custom brush tip shapes, and decals and stamps place detail textures with precision.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/sparseal.com/wafer/assets/stencil_projection.webp?w=1200&quality=72&ssl=1"  alt="https://sparseal.com/wafer/assets/stencil_projection.webp" ></figure>



<h3 id="performance-claims-labeled-as-claims" class="wp-block-heading">Performance claims, labeled as claims</h3>



<p class="wp-block-paragraph">The app describes extreme optimization intended to run smoothly on low-spec, older devices. It also states it can push modern hardware with up to 64K resolution per layer. These are marketing claims. It also <em>claims </em>brush and tool performance stays stable and predictable, with minimal impact from texture resolution, layer count, or stroke speed. </p>



<p class="wp-block-paragraph">For compatibility, Wafer requires no special GPU or CPU features and targets any compatible device from the past 10+ years, listing 256 MB of RAM and OpenGL 2.0. </p>



<p class="wp-block-paragraph">A published memory table provides approximate peak memory numbers for RGBA 8-bit textures with four layered materials: 150 MB at 4K, 350 MB at 8K, and 900 MB at 16K. It also notes that resolution scaling uses tiles and that available memory is the limiting factor.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/sparseal.com/wafer/assets/influence_areas.webp?w=1200&quality=72&ssl=1"  alt="https://sparseal.com/wafer/assets/influence_areas.webp" ></figure>



<h3 id="" class="wp-block-heading"></h3>



<p class="wp-block-paragraph">One practical wrinkle: the Windows beta can be downloaded directly from the Wafer website, based on an update dated April 3, 2026. The Wafer product page itself currently shows a message that desktop downloads are coming soon.</p>



<p class="wp-block-paragraph">If you are evaluating Wafer, treat the beta label like it means something. Keep a backup plan, keep your assets versioned, and do not bet a delivery date on a tool you have not run through your own texutre pipeline.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/sparseal.com/wafer/assets/reference_board.webp?w=1200&quality=72&ssl=1"  alt="https://sparseal.com/wafer/assets/reference_board.webp" ></figure>



<h3 id="pricing-or-the-lack-of-it" class="wp-block-heading">Pricing, or the lack of it</h3>



<p class="wp-block-paragraph">Wafer on Windows is free during the open beta period. A stable release date has not been announced, and official pricing for the stable release has not been announced either. A license server is described as suggesting the Windows version will be priced slightly higher than the iPad release, but no official price is stated. </p>



<p class="wp-block-paragraph"><br /><a href="https://sparseal.com/wafer" title="">https://sparseal.com/wafer/</a></p>



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



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/04/08/sparseal-wafer-opens-windows-beta/">Sparseal Wafer opens Windows beta</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[An artistic digital painting interface showcases a swirling mix of vibrant colors, including deep purples, rich golds, and dark reds, blending together on a textured, organic surface. Various painting tools and settings are visible on the side of the screen, suggesting an immersive creative process.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">265487</post-id>	</item>
		<item>
		<title>Galata.ink Ships Tamga Sculpt and Paint for Browsers</title>
		<link>https://digitalproduction.com/2026/03/31/galata-ink-ships-tamga-sculpt-and-paint-for-browsers/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 31 Mar 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[Newsletter]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[ipad]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Mudbox]]></category>
		<category><![CDATA[OpenEXR]]></category>
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		<guid isPermaLink="false">https://digitalproduction.com/?p=264807</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/clipboard-image-4.jpg?fit=1200%2C558&quality=80&ssl=1" width="1200" height="558" title="" alt="A dark-themed user interface displaying a list of scheduled activities or tasks. Each task includes a time, description, and a dropdown option for further action. The layout features rounded elements and minimalistic design." /></div><div><p>tamga brings lightweight sculpting, vertex paint, and ink style renders to web, desktop, and iPad, with quick OBJ handoff.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/31/galata-ink-ships-tamga-sculpt-and-paint-for-browsers/">Galata.ink Ships Tamga Sculpt and Paint for Browsers</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://tamga.galata.ink/?utm_source=chatgpt.com">tamga</a> is a quick sculpt plus vertex paint sketchpad that hands off via Wavefront OBJ to heavier DCCs like <a href="https://www.blender.org/">Blender</a> when your scene stops being cute.</em></p>



<h3 id="small-app-big-get-it-done-energy" class="wp-block-heading">Small app, big get-it-done energy</h3>



<p class="wp-block-paragraph"><a href="https://tamga.galata.ink/?utm_source=chatgpt.com">tamga</a> runs in a web browser, on desktop, and as an iPad app. The web version targets browsers with <a href="https://www.w3.org/TR/webgpu/">WebGPU</a>. The iPad version requires iPadOS 26.0 or later. The design goes for minimal UI and a low friction workflow. There are no accounts, no subscriptions, and no ads stated for the tool. The tool is also described as offline by choice, with work staying on the device. This makes tamga a handy place to rough shapes, do quick paint passes, and spit out something presentable before you move to the usual monsters.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/clipboard-image-1-2.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="561"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/clipboard-image-1-2.jpg?resize=1200%2C561&quality=80&ssl=1"  alt="An interface showing a color picker tool with a circular color wheel and adjustment sliders. In the background, there are overlapping abstract shapes in various colors, set against a dark theme."  class="wp-image-264821" ></a></figure>



<h3 id="sculpting-that-stays-out-of-your-way" class="wp-block-heading">Sculpting that stays out of your way</h3>



<p class="wp-block-paragraph">Brushes include Clay, Smooth, Inflate, Flatten, and Drag. A modifier flips brush behavior into an alternate mode, and there is a smooth override that temporarily switches to the smooth brush at the same size. Dynamic topology is available per brush and is described as auto-splitting and simplifying as you sculpt. Remeshing rebuilds uniform topology at a chosen voxel density, and version notes mention a Close Holes button in the Remesh pop-up.</p>



<p class="wp-block-paragraph">Symmetry support includes mirror sculpting across an axis, plus a symmetrize operation that applies symmetry to existing geometry. There are desktop shortcuts for undo and redo, and gesture based undo and redo on iPad.</p>



<h3 id="masks-booleans-and-posing-without-the-drama" class="wp-block-heading">Masks, booleans, and posing without the drama</h3>



<p class="wp-block-paragraph">You can paint masks to protect areas from other brushes, with an unmask action via the modifier concept. Masks also feed mesh creation. Extract Masked creates a new mesh from the masked region, and Extract Shell creates a thin shell from the mask boundary.</p>



<p class="wp-block-paragraph">For fast shape bashing, there are primitives with boolean operations: union, subtract, and intersect. A smoothness slider controls how soft the boolean blend is. Positioning uses a gizmo, snapping is on by default, and a modifier disables snapping.</p>



<p class="wp-block-paragraph">There is also a pose workflow built around placing anchors and dragging to deform, with options to remove anchors, freeze to bake deformation, and clear anchors. tamga comes from <a href="https://galata.ink/" title="">galata.ink</a>, and it is a weekend project created outside professional VFX work.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/clipboard-image-2-1.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="535"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/clipboard-image-2-1.jpg?resize=1200%2C535&quality=80&ssl=1"  alt="A gray spherical object with a simple hand-drawn face featuring two eyes, a nose, and a smiling mouth, displayed against a dark background. Editing tools are visible on the left side of the image."  class="wp-image-264822" ></a></figure>



<h3 id="vertex-paint-plus-ink-lines-for-style-passes" class="wp-block-heading">Vertex paint, plus ink lines for style passes</h3>



<p class="wp-block-paragraph">Painting is vertex based, so paint lives on the mesh rather than in UV mapped textures. Channels listed include albedo, roughness, and metallic, with per channel toggles for painting, filling, and clearing.</p>



<p class="wp-block-paragraph">Ink mode lets you draw ink like strokes on the 3D surface. View styles listed include paper mode, matcap, and PBR. Paper mode has controls such as valleys, peaks, chisel, and a mix control that blends between standard rendering and full paper mode. Render export formats listed are PNG, JPEG, and OpenEXR.</p>



<h3 id="export-pricing-and-the-reality-check" class="wp-block-heading">Export, pricing, and the reality check</h3>



<p class="wp-block-paragraph">Import and export uses <a href="https://www.loc.gov/preservation/digital/formats/fdd/fdd000507.shtml?utm_source=chatgpt.com">Wavefront OBJ</a>, so you can hand off to tools like <a href="https://www.autodesk.com/products/maya/overview">Autodesk Maya</a> or <a href="https://www.maxon.net/en/zbrush">ZBrush</a> when you need deeper pipelines. There is also export to a tamga format, plus auto recovery that saves work and restores after crashes, hopefully. Personal use is free, and personal, educational, and non profit use is free on most platforms. Commercial use requires one time payment of 12.99 USD.</p>



<p class="wp-block-paragraph">A final note for people who ship frames for a living: test new tools and innovations before you rely on them in production, especially around OBJ round trips and vertex paint persistence. Do one quick scuplt, export it, reimport it, and check if the alebdo channel survives. If it does, you just bought yourself a nimble little idea machine.</p>



<p class="wp-block-paragraph"><br /><a href="https://tamga.galata.ink/" title="">https://tamga.galata.ink/</a><br /></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/03/31/galata-ink-ships-tamga-sculpt-and-paint-for-browsers/">Galata.ink Ships Tamga Sculpt and Paint for Browsers</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>Rendering the Inferno at RiseFX: The Lost Bus</title>
		<link>https://digitalproduction.com/2025/12/02/rendering-the-inferno-at-risefx-the-lost-bus/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 02 Dec 2025 07:00:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/rise-1.jpg?fit=1200%2C676&quality=80&ssl=1" width="1200" height="676" title="" alt="A wide shot of a bridge spanning a canyon, surrounded by snow-covered cliffs and trees. The bridge features a sturdy metal structure and guardrails, with a clear blue sky in the backdrop." /></div><div><p>128 shots, 15 sequences, and GPUs on the brink: RISE FX’s Oliver Schulz explains how his team built the burning world of The Lost Bus.</p>
<p>The post <a href="https://digitalproduction.com/2025/12/02/rendering-the-inferno-at-risefx-the-lost-bus/">Rendering the Inferno at RiseFX: The Lost Bus</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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<p class="wp-block-paragraph"><strong><a href="https://www.imdb.com/de/title/tt21103218/">The Lost Bus</a></strong> is a 2025 survival-drama directed by <a href="https://www.imdb.com/de/name/nm0339030/?ref_=tt_ov_1_1">Paul Greengrass</a> for <a href="https://www.blumhouse.com/film/the-lost-bus" title="">Blumhouse Productions</a> in association with <a href="https://www.instagram.com/comet.pictures/?hl=en" title="">Comet Pictures</a> and Apple Original Films. The film is based on the non-fiction book <em><a href="https://www.goodreads.com/book/show/56024292-paradise">Paradise: One Town’s Struggle to Survive an American Wildfire</a></em> by journalist <a href="https://www.lizziejohnson.net/">Lizzie Johnson.</a> Set against the 2018 Camp Fire in Paradise, California, it follows a school-bus driver and a teacher who fight to guide 22 children to safety through an encroaching inferno. Combining Greengrass’s documentary-style direction with large-scale visual effects and environmental reconstruction by RISE FX, the film depicts one of the deadliest wildfires in recent history with stark realism.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/kQFiO88d_gk?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">Supervising the inferno: <strong>Oliver Schulz</strong> (<a href="https://www.imdb.com/de/name/nm4576459/" title="">IMDB </a>| <a href="https://www.linkedin.com/in/oliver-schulz-0a363318b/?originalSubdomain=de" title="">Linkedin</a>) is a senior Visual Effects Supervisor at <a href="https://www.risefx.com/" title="">RISE FX</a>, the Berlin-based VFX studio. Over more than a decade at RISE he has guided VFX supervision on major international productions including Fantastic Beasts: The Secrets of Dumbledore, Blue Beetle and Megalopolis, among many others. </p>


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


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



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



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



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



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



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1200%2C675&quality=72&ssl=1"  alt="A red vehicle driving towards a set of blue climbing walls in an outdoor area, with trees and a building in the background under a partly cloudy sky."  class="wp-image-231556"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



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



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



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



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1200%2C675&quality=72&ssl=1"  alt="Two vintage cars driving on a bridge surrounded by rocky cliffs under a clear sky. Dust rises behind the vehicles, suggesting a remote, adventurous setting."  class="wp-image-231554"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



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



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



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



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



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



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1200%2C675&quality=72&ssl=1"  alt="A panoramic view of a snow-covered bridge spanning a deep canyon, surrounded by rocky cliffs and frosted trees under a clear sky."  class="wp-image-231557"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



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



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



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



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



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



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



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1200%2C675&quality=72&ssl=1"  alt="Two trucks driving along a dusty, winding road surrounded by dense shrubs and trees in a rugged outdoor landscape."  class="wp-image-231560"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



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



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



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



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1200%2C675&quality=72&ssl=1"  alt="A winding dirt road hugs the side of a mountain, surrounded by dense coniferous trees in grayscale. A river can be seen below, snaking through the forested valley under a clear sky."  class="wp-image-231561"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



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



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



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



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



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



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



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1200%2C675&quality=72&ssl=1"  alt="An aerial view of a fire truck on a dirt road, surrounded by tall evergreen trees, with dust swirling up in the air, indicating a challenging landscape. Smoke can be faintly seen in the background."  class="wp-image-231562"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



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



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



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



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



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



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



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



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1200%2C675&quality=72&ssl=1"  alt="A tranquil snowy landscape illuminated by warm orange light, with silhouettes of trees in the background. The snow-covered ground reflects the warm tones, creating a serene and inviting atmosphere."  class="wp-image-231563"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



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



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



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



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1200%2C675&quality=72&ssl=1"  alt="A dramatic scene with thick smoke and sparks in the air, creating an intense atmosphere. The landscape appears obscured, with indistinct shapes suggesting activity in the background amidst a fiery glow."  class="wp-image-231564"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?w=1920&quality=72&ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=238%2C134&quality=72&ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=768%2C432&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1536%2C864&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1200%2C675&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=380%2C214&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=550%2C309&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=800%2C450&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1160%2C653&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=80%2C46&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=760%2C428&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1100%2C619&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1600%2C900&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=476%2C268&quality=72&ssl=1 476w" ></a></figure>



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> We started implementing RiseFlow at the very beginning once we had our initial workflow for distributing elements figured out. The development was done by our Head of Pipeline <a href="https://www.imdb.com/de/name/nm6365014/?ref_=nv_sr_srsg_0_tt_0_nm_8_in_0_q_Paul%2520Schweizer">Paul Schweizer</a> and the implementation on the show was spearheaded by <a href="https://www.imdb.com/de/name/nm11608777/?ref_=nv_sr_srsg_0_tt_1_nm_1_in_0_q_Jonas%2520Sorgenfrei">Jonas Sorgenfrei</a>. </p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/pbroOzT42F8?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">It actually is a very versatile framework that we use for a variety of tasks here at Rise. Its a modular node based System that can take arbitrary inputs and execute them in a chained workflow. FX built templates for various scenarios that got exposed variables like wind direction, speed, inputs for collision geometry etc. These could than be varied per shot and sent to the farm for execution. Once all those Sims were done, QC renders were submitted to the Farm and when completed, auto comped in Slapstick. </p>



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/12/02/rendering-the-inferno-at-risefx-the-lost-bus/">Rendering the Inferno at RiseFX: The Lost Bus</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>Huion Kamvas 13 (Gen 3): Welcome to Sensible Pen Tablets</title>
		<link>https://digitalproduction.com/2025/11/12/huion-kamvas-13-review/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 12 Nov 2025 07:00:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Adobe RGB]]></category>
		<category><![CDATA[Arri]]></category>
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		<category><![CDATA[Compositing]]></category>
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		<category><![CDATA[Datacolor Spyder]]></category>
		<category><![CDATA[digital drawing]]></category>
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		<category><![CDATA[Painting]]></category>
		<category><![CDATA[pen display]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/s-11.jpg?fit=1059%2C581&quality=80&ssl=1" width="1059" height="581" title="" alt="A person's hand holding a stylus, drawing on a digital tablet with a colorful character illustration on the screen, surrounded by software tools and graphics, in a modern workspace." /></div><div><p>Sometimes you just want a tablet that works without selling your workstation. That was the starting point for our test of Huion’s Kamvas 13 (Gen 3). In times where many artists keep an eye on their budgets, the idea of a small, solid, and affordable pen display is tempting. So we teamed up with Huion to see what this one could actually do.</p>
<p>The post <a href="https://digitalproduction.com/2025/11/12/huion-kamvas-13-review/">Huion Kamvas 13 (Gen 3): Welcome to Sensible Pen Tablets</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/s-11.jpg?fit=1059%2C581&quality=80&ssl=1" width="1059" height="581" title="" alt="A person's hand holding a stylus, drawing on a digital tablet with a colorful character illustration on the screen, surrounded by software tools and graphics, in a modern workspace." /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":291,"href":"https:\/\/bit.ly\/48gXPlv","archived_href":"","redirect_href":"https:\/\/store.huion.com\/de\/products\/kamvas-13-gen-3?vid=1380&utm_campaign=Digital Production","checks":[],"broken":false,"last_checked":null,"process":"done"},{"id":292,"href":"https:\/\/xkcd.com\/927","archived_href":"http:\/\/web-wp.archive.org\/web\/20251225004444\/https:\/\/xkcd.com\/927\/","redirect_href":"","checks":[{"date":"2025-12-27 13:29:14","http_code":206},{"date":"2025-12-30 14:27:01","http_code":206},{"date":"2026-01-02 20:20:52","http_code":206},{"date":"2026-01-06 21:17:23","http_code":206},{"date":"2026-01-19 00:37:07","http_code":206},{"date":"2026-02-04 06:46:15","http_code":206},{"date":"2026-02-09 20:40:46","http_code":206},{"date":"2026-02-17 19:42:56","http_code":206},{"date":"2026-03-03 14:36:19","http_code":206},{"date":"2026-03-06 21:27:48","http_code":206},{"date":"2026-03-27 00:08:26","http_code":206},{"date":"2026-04-02 08:18:47","http_code":206},{"date":"2026-04-10 03:07:07","http_code":206},{"date":"2026-04-24 16:53:46","http_code":206},{"date":"2026-04-28 00:10:18","http_code":206},{"date":"2026-05-03 21:19:30","http_code":206}],"broken":false,"last_checked":{"date":"2026-05-03 21:19:30","http_code":206},"process":"done"}]</script>
<p class="wp-block-paragraph"></p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/store-img.huion.com.cn/b/e66/s-12-1.png?w=1200&quality=72&ssl=1"  alt="https://store-img.huion.com.cn/b/e66/s-12-1.png" ></figure>



<h3 id="out-of-the-box" class="wp-block-heading">Out of the Box</h3>



<p class="wp-block-paragraph">The box contents are, refreshingly, complete. The <a href="https://bit.ly/48gXPlv" title="">Kamvas 13 (Gen 3)</a> arrives with everything you’d expect — and a few nice surprises: the display itself, a foldable ST300 stand, the PW600L pen, ten replacement nibs, a 3-in-1 cable. No accessory hunting required, except for a Thunderbolt capable US-C-toUSB-C. Build quality leaves a good impression. The casing feels sturdy, doesn’t creak, and at 865 grams it’s light enough to throw into a backpack. It feels more “tool” than “toy,” which is a good start.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/store-img.huion.com.cn/3/d99/s-9-2.jpg?w=1200&quality=80&ssl=1"  alt="https://store-img.huion.com.cn/3/d99/s-9-2.jpg" ><figcaption class="wp-element-caption">If you want to have something more colorful on your desk: There is a pink version of the tablet. Not what we got, but hey, why not :)</figcaption></figure>



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



<h3 id="the-kamwas-13-display" class="wp-block-heading">The Kamwas 13 Display</h3>



<p class="wp-block-paragraph">Huion advertises the Kamvas 13 (Gen 3) as factory-calibrated to ΔE < 1.5 … our unit, however, came in at ΔE 2.5 (Adobe RGB, Measured with our Datacolor Spyder Pro). Not bad, but not “color-critical.” You’ll want to calibrate it yourself if you work on anything that depends on color accuracy, and big grading jobs or Onset-Livegrading are not recommended. Why we are saying that? For that price, you’d think you could just put it onto your DIT-Cart. You can, but you wil lhave to check the colors more often. </p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/store-img.huion.com.cn/f/714/s-8.jpg?w=1200&quality=80&ssl=1"  alt="https://store-img.huion.com.cn/f/714/s-8.jpg" ></figure>



<p class="wp-block-paragraph">That said, the anti-glare surface deserves genuine praise. It’s the nicest we’ve seen so far: it kills reflections without dulling the image or killing contrast, and it feels wonderfully smooth, like a high-quality matte paper, not sandpaper. The screen itself is Full HD (1920 × 1080), which is perfectly fine for a 13-inch panel. It’s not a retina display, but at typical viewing distances it looks crisp enough for painting, layout work, or even quick note-taking.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/store-img.huion.com.cn/8/37e/huion-battery-free-pen-pw600l-03.webp?w=1200&ssl=1"  alt="https://store-img.huion.com.cn/8/37e/huion-battery-free-pen-pw600l-03.webp?x-oss-process=image/resize,m_lfit,w_1200" ></figure>



<h3 id="pen-performance" class="wp-block-heading">Pen & Performance</h3>



<p class="wp-block-paragraph">The <strong>PW600L pen</strong> uses Huion’s PenTech 4.0 system, and it’s battery-free, a small victory in an age of rechargeable everything. During testing across Rebelle 8, Photoshop and Microsoft Ink, the pen behaved as expected: accurate tracking, no real lag, and pressure sensitivity that feels natural once you fine-tune it.</p>


<div class="wp-block-image">
<figure class="alignleft"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/store-img.huion.com.cn/b/828/huion-kamvas-13-gen-3-pen-nibs.jpg?w=1200&quality=80&ssl=1"  alt="https://store-img.huion.com.cn/b/828/huion-kamvas-13-gen-3-pen-nibs.jpg" ></figure>
</div>


<p class="wp-block-paragraph">That “once” matters. Out of the box, the settings we made were too hard, and we initially thought the pressure curve was off. Turns out the issue was “idiot user”, not “hardware”. The Huion driver lets you adjust the curve quite precisely, well worth the five minutes of tinkering before judging it. After six weeks of daily sketching and note-taking, the original nib still showed no wear. The replacement nibs included should last a good long while unless you’re carving marble in Krita.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1151"  height="784"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-05-144812.png?resize=1151%2C784&quality=72&ssl=1"  alt="A digital interface displaying a pressure sensitivity adjustment tool for a stylus. On the left, a graph shows pressure levels and sensitivity, while the right side features a drawing area with the letters &#039;DP&#039; in vibrant blue. The layout is dark-themed with various settings and options visible."  class="wp-image-221088" ></figure>



<h3 id="from-the-left" class="wp-block-heading">From the Left</h3>



<p class="wp-block-paragraph">As some of you know, one of our key ergonomics features is that we can actually <strong>use</strong> the device. And yes, I’m a Southpaw. A leftie. If you’ve ever wondered why some hardware never makes it into <em>Digital Production</em>, that’s the reason (Well, one of the reasons). If it’s not usable for us and the other 10% of humanity, it doesn’t get tested. Simple rule.</p>



<p class="wp-block-paragraph">The Huion Kamvas 13 (Gen 3) passes this test with flying colors. In the driver software, flipping the orientation is literally one click, rotate, mirror, turn it upside down if you feel like it. There’s no directionality to the chassis and the ports, no fixed edge, angle or cable trap that dictates how you have to work. So if you’re one of us, this tablet won’t force you to contort your wrist or flip your brain to right-handed mode. And for the others: Did you recognize that the featured image above this article is a leftie drawing? No? I thought so. </p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1166"  height="812"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-05-144717.png?resize=1166%2C812&quality=72&ssl=1"  alt="A display screen showing a software interface with an outlined area indicating a workspace. The workspace features a web page with images and a video editing software layout, set against a dark, abstract background."  class="wp-image-221082" ></figure>



<h3 id="ergonomics-workflow" class="wp-block-heading">Ergonomics & Workflow</h3>



<p class="wp-block-paragraph">The left edge holds two mechanical dials and five customizable buttons. They’re easy to reach and satisfyingly quiet. Macro assignment is limited, you can’t yet chain multiple actions (like “new layer + color switch”)  but the basics are there. </p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="749"  height="306"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-05-144734.png?resize=749%2C306&quality=72&ssl=1"  alt="A digital drawing tablet with a dark background. Displayed on the tablet are three function descriptions in blue text: &quot;Function 1: Resize canvas,&quot; &quot;Function 2: Adjust brush size,&quot; and &quot;Function 3: Scroll up/down.&quot; The tablet features various buttons on the side."  class="wp-image-221083" ></figure>



<p class="wp-block-paragraph">Switching between monitors took a few days to get used to. In our dual-screen setup, toggling the pen focus from the Kamvas to the main monitor isn’t instant muscle memory. After a while, though, it becomes second nature. Mirroring the main display didn’t quite work in our configuration, but that’s likely a Windows quirk or a driver limitation. For most use cases, drawing, annotation, or light compositing, extending the desktop is the better option anyway.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="840"  height="470"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-05-144831.png?resize=840%2C470&quality=72&ssl=1"  alt="A settings window on a dark interface, prompting the user to enter a name for a button. Options for mouse buttons and keyboard modifiers, such as Ctrl, Alt, and Shift, are shown with checkboxes."  class="wp-image-221087" ></figure>



<p class="wp-block-paragraph">As for <strong>Thunderbolt</strong>, a word of warning: not all cards are equal. We discovered that Thunderbolt expansion cards vary wildly between workstation manufacturers. Mixing an (Random example) Asus add-in card with a Lenovo board, for instance, another random example, is an exercise in frustration (<a href="https://xkcd.com/927/" title="">see XKCD’s “Standards” comic</a>). Not Huion’s fault, but worth noting if you’re planning a clean single-cable setup. Make sure your USB-C ports are Thunderbolt-capable! </p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/store-img.huion.com.cn/5/b0d/s-9-1.jpg?w=1200&quality=80&ssl=1"  alt="https://store-img.huion.com.cn/5/b0d/s-9-1.jpg" ></figure>



<h3 id="everyday-use" class="wp-block-heading">Everyday Use</h3>



<p class="wp-block-paragraph">Once configured, the Kamvas 13 (Gen 3) simply behaves. It works as a secondary screen, a sketchpad, or a small presentation monitor. For productivity use, it’s perfectly fine: crisp enough for text, light enough for travel. The anti-glare glass remains a highlight: even after hours of drawing, the surface stays clean and non-sticky, with minimal fingerprint buildup. And because the tablet has no fan, it’s completely silent and stays cool.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/store-img.huion.com.cn/2/e46/s-5.jpg?w=1200&quality=80&ssl=1"  alt="https://store-img.huion.com.cn/2/e46/s-5.jpg" ></figure>



<p class="wp-block-paragraph">One disclaimer, though: as with every tablet, it will <strong>not</strong> make you a good artist. You’ll still have to bring the talent yourself. If you’re wondering why we didn’t warn you earlier: we thought it was obvious, until we tried proving otherwise. For evidence, please refer to our attempt at a one-line house drawing. Don’t laugh — we’re mouse users by habit, idiots on top of that  and it took eight failed tries to get that one semi-straight roof. There’s a reason this magazine focuses on tech, not concept art.</p>



<figure class="wp-block-gallery has-nested-images columns-default 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/2025/11/RebelleArtwork.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1080"  height="1440"  data-id="221066"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork.jpg?resize=1080%2C1440&quality=80&ssl=1"  alt="A sketched illustration of a cat wearing a tuxedo with a bow tie. The cat has an expressive face, featuring large eyes and distinct whiskers, against a simple beige background."  class="wp-image-221066" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-05-144856.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="221085"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-05-144856.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital illustration of a cat, featuring distinct black, white, and brown fur. The cat has a serious expression with closed eyes and prominent whiskers, set against a blank white background. The drawing interface and tools are visible on the left."  class="wp-image-221085" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="1601"  sizes="(max-width: 1200px) 100vw, 1200px"  data-id="221097"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=1200%2C1601&quality=72&ssl=1"  alt="A stylized illustration of a sitting cat with a mix of gray, brown, and orange fur, against a softly lit background. The cat has a relaxed posture, looking slightly upward, with expressive eyes and a serene expression."  class="wp-image-221097"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?w=1919&quality=72&ssl=1 1919w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=810%2C1080&quality=72&ssl=1 810w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=768%2C1024&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=1152%2C1536&quality=72&ssl=1 1152w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=1535%2C2048&quality=72&ssl=1 1535w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=900%2C1200&quality=72&ssl=1 900w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=600%2C800&quality=72&ssl=1 600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=450%2C600&quality=72&ssl=1 450w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=300%2C400&quality=72&ssl=1 300w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=150%2C200&quality=72&ssl=1 150w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=1200%2C1600&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=380%2C507&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=550%2C734&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=800%2C1067&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=1160%2C1547&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=80%2C107&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=34%2C45&quality=72&ssl=1 34w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=60%2C80&quality=72&ssl=1 60w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=1800%2C2400&quality=72&ssl=1 1800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=760%2C1014&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=1100%2C1467&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=1600%2C2134&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=1536%2C2049&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork2-edited-scaled.webp?resize=1619%2C2160&quality=72&ssl=1 1619w" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="900"  sizes="(max-width: 1200px) 100vw, 1200px"  data-id="221061"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork.webp?resize=1200%2C900&quality=72&ssl=1"  alt="A collection of hand-drawn geometric shapes, including various sketches of houses, some outlined in black and others in orange. One house is emphasized with a red circle and an exclamation mark nearby, indicating importance."  class="wp-image-221061"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=1440%2C1080&quality=72&ssl=1 1440w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=768%2C576&quality=72&ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=1536%2C1152&quality=72&ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=2048%2C1536&quality=72&ssl=1 2048w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=300%2C225&quality=72&ssl=1 300w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=1200%2C900&quality=72&ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=800%2C600&quality=72&ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=600%2C450&quality=72&ssl=1 600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=400%2C300&quality=72&ssl=1 400w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=200%2C150&quality=72&ssl=1 200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=380%2C285&quality=72&ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=550%2C413&quality=72&ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=1160%2C870&quality=72&ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=80%2C60&quality=72&ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=60%2C45&quality=72&ssl=1 60w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=3072%2C2304&quality=72&ssl=1 3072w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=2400%2C1800&quality=72&ssl=1 2400w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=1600%2C1200&quality=72&ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=760%2C570&quality=72&ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=1100%2C825&quality=72&ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=2320%2C1740&quality=72&ssl=1 2320w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?resize=2880%2C2160&quality=72&ssl=1 2880w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/RebelleArtwork-scaled.webp?w=2560&quality=72&ssl=1 2560w" ></a></figure>
<figcaption class="blocks-gallery-caption wp-element-caption">The reason we use the cat for demonstration is simple: The other person we painted has NOT STOPPED LAUGHING long enough to give permission to use the (unrecognizable) drawing. </figcaption></figure>



<h3 id="verdict-of-the-kamwas-13" class="wp-block-heading">Verdict of the Kamwas 13 </h3>



<p class="wp-block-paragraph">After a solid six weeks with the Kamvas 13 (Gen 3), we can confidently say this: it’s a sensible tablet. The display might not be colorist-grade, but it’s bright, balanced, and consistent. The pen feels natural, the build is solid, and the included accessories make it a ready-to-go package straight from the box. If you’re looking for a mobile, lightweight pen display that doesn’t break the bank, the Kamvas 13 (Gen 3) is easy to recommend. </p>



<p class="wp-block-paragraph">Software quirks aside, it’s an ideal entry point for new artists, or a travel companion for experienced ones who don’t want to risk their main display in a backpack. We were genuinely surprised by how much performance you can get for €239 on <a href="https://bit.ly/48gXPlv" title="">Huion’s official store</a>.  And since our test went so well: should we ask Huion for one of their Android tablets next? Let us know, we’re curious ourselves.</p>



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



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/11/12/huion-kamvas-13-review/">Huion Kamvas 13 (Gen 3): Welcome to Sensible Pen Tablets</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 person's hand holding a stylus, drawing on a digital tablet with a colorful character illustration on the screen, surrounded by software tools and graphics, in a modern workspace.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">221034</post-id>	</item>
		<item>
		<title>EbSynth V2: Real-Time Preview, Timeline &#038; Layers</title>
		<link>https://digitalproduction.com/2025/09/24/ebsynth-v2-real-time-preview-timeline-layers/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 24 Sep 2025 10:23:17 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Ebsynth]]></category>
		<category><![CDATA[EbSynth V2]]></category>
		<category><![CDATA[keyframe propagation]]></category>
		<category><![CDATA[Painting]]></category>
		<category><![CDATA[real-time]]></category>
		<category><![CDATA[real-time preview]]></category>
		<category><![CDATA[Secret Weapons]]></category>
		<category><![CDATA[Texture]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[video painting]]></category>
		<category><![CDATA[video stylization]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=205622</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/09/3-EBSYNTH-V2-Just-Launched-Let-me-show-you-how-to-use-it-YouTube-0-3-25.jpeg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A close-up of a lynx with light brown fur and distinctive tufts on its ears, sporting bright red sunglasses, set against a blurred green background of grass and foliage." /></div><div><p>Secret Weapons launches EbSynth V2 — now with real-time preview, timeline navigation, brushes, and layer support. A major workflow upgrade from its minimal early versions.</p>
<p>The post <a href="https://digitalproduction.com/2025/09/24/ebsynth-v2-real-time-preview-timeline-layers/">EbSynth V2: Real-Time Preview, Timeline & Layers</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/09/3-EBSYNTH-V2-Just-Launched-Let-me-show-you-how-to-use-it-YouTube-0-3-25.jpeg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A close-up of a lynx with light brown fur and distinctive tufts on its ears, sporting bright red sunglasses, set against a blurred green background of grass and foliage." /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":728,"href":"https:\/\/ebsynth.com","archived_href":"http:\/\/web-wp.archive.org\/web\/20251209041325\/https:\/\/ebsynth.com\/","redirect_href":"","checks":[{"date":"2025-12-27 15:27:18","http_code":200},{"date":"2026-01-01 16:58:26","http_code":200},{"date":"2026-01-05 00:42:00","http_code":200},{"date":"2026-01-10 17:56:47","http_code":200},{"date":"2026-01-16 13:14:27","http_code":200},{"date":"2026-01-21 22:53:18","http_code":200},{"date":"2026-01-27 11:45:08","http_code":200},{"date":"2026-01-31 11:15:46","http_code":200},{"date":"2026-02-05 09:33:52","http_code":522},{"date":"2026-02-08 11:51:41","http_code":200},{"date":"2026-02-11 14:53:07","http_code":200},{"date":"2026-02-14 15:01:03","http_code":200},{"date":"2026-02-17 18:50:23","http_code":200},{"date":"2026-02-22 23:36:39","http_code":200},{"date":"2026-02-26 11:30:01","http_code":200},{"date":"2026-03-02 01:22:19","http_code":200},{"date":"2026-03-05 08:55:02","http_code":200},{"date":"2026-03-10 01:10:07","http_code":200},{"date":"2026-03-16 14:31:44","http_code":200},{"date":"2026-03-20 20:51:36","http_code":200},{"date":"2026-03-25 10:22:14","http_code":200},{"date":"2026-03-29 08:51:39","http_code":200},{"date":"2026-04-02 23:25:38","http_code":200},{"date":"2026-04-06 17:22:32","http_code":200},{"date":"2026-04-14 15:23:39","http_code":200},{"date":"2026-04-18 15:40:41","http_code":200},{"date":"2026-04-27 17:08:47","http_code":200},{"date":"2026-05-05 23:12:35","http_code":200}],"broken":false,"last_checked":{"date":"2026-05-05 23:12:35","http_code":200},"process":"done"},{"id":729,"href":"https:\/\/ebsynth.com\/app","archived_href":"http:\/\/web-wp.archive.org\/web\/20251107155359\/https:\/\/ebsynth.com\/app","redirect_href":"","checks":[{"date":"2025-12-27 15:27:20","http_code":200},{"date":"2026-01-01 16:58:26","http_code":200},{"date":"2026-01-05 00:42:00","http_code":200},{"date":"2026-01-10 17:56:47","http_code":200},{"date":"2026-01-16 13:14:27","http_code":200},{"date":"2026-01-21 22:53:19","http_code":200},{"date":"2026-01-27 11:45:08","http_code":200},{"date":"2026-01-31 11:15:46","http_code":200},{"date":"2026-02-05 09:33:52","http_code":200},{"date":"2026-02-08 11:51:41","http_code":200},{"date":"2026-02-11 14:53:07","http_code":200},{"date":"2026-02-14 15:01:03","http_code":200},{"date":"2026-02-17 18:50:23","http_code":200},{"date":"2026-02-22 23:36:39","http_code":200},{"date":"2026-02-26 11:30:00","http_code":200},{"date":"2026-03-02 01:22:18","http_code":200},{"date":"2026-03-05 08:55:02","http_code":200},{"date":"2026-03-10 01:10:07","http_code":200},{"date":"2026-03-16 14:31:44","http_code":200},{"date":"2026-03-20 20:51:37","http_code":200},{"date":"2026-03-25 10:22:14","http_code":200},{"date":"2026-03-29 08:51:39","http_code":200},{"date":"2026-04-02 23:25:37","http_code":200},{"date":"2026-04-06 17:22:32","http_code":200},{"date":"2026-04-14 15:23:39","http_code":200},{"date":"2026-04-18 15:40:42","http_code":200},{"date":"2026-04-27 17:08:47","http_code":200},{"date":"2026-05-05 23:12:35","http_code":200}],"broken":false,"last_checked":{"date":"2026-05-05 23:12:35","http_code":200},"process":"done"}]</script>
<p class="wp-block-paragraph"><a href="https://ebsynth.com/" title="">Secret Weapons</a> has released <strong><a href="https://ebsynth.com/app" title="">EbSynth V2</a></strong>, the next major version of their video stylization and retouching tool. The software, originally known for propagating painted or edited keyframes across entire shots, now comes with a redesigned workflow aimed at production use.</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/KEXrckbFq-E?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="new-in-v2" class="wp-block-heading">New in V2</h3>



<p class="wp-block-paragraph">The update introduces a real-time preview, allowing results to be checked instantly. A timeline interface makes navigation through footage more direct, while layer support and brush tools enable retouching inside the application. Artists no longer need to prepare all masks and edits externally before running synthesis — the process has become far more interactive.</p>



<h3 id="under-the-hood" class="wp-block-heading">Under the Hood</h3>



<p class="wp-block-paragraph">EbSynth still relies on example-based texture synthesis, not pretrained AI models. This means detail and motion fidelity are preserved without “hallucinations.” Keyframe edits remain the foundation: whatever is painted or altered in a keyframe is transferred to the surrounding sequence, guided by optical flow and patch mapping.</p>



<h3 id="applications" class="wp-block-heading">Applications</h3>



<p class="wp-block-paragraph">V2 is designed for offline desktop workflows, supporting GPU acceleration on Nvidia, AMD, and Apple Silicon. This makes it suitable for stylization, digital makeup, cleanup, or color retouching in VFX and postproduction environments that demand privacy and control.</p>



<h3 id="comparison-with-early-versions" class="wp-block-heading">Comparison with Early Versions</h3>



<p class="wp-block-paragraph">When <em>Digital Production</em> reported on EbSynth in early 2024, the tool was still marked by a spartan UI, limited to functions like “Open, Save, Export” and batch-based processing. Iteration was slow, and feedback on synthesis errors often came too late. Problematic areas included motion blur, occlusion, and reflections — all of which required external correction.</p>



<p class="wp-block-paragraph">With V2, the core algorithm remains unchanged, but the workflow has been upgraded: timeline, layers, preview, and brushes make it easier to spot issues early and correct them in-app. The challenges of difficult material persist, but users now spend less time fighting the interface and more time shaping results.</p>



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



<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="a3iWdeYR3grpmqVhQjLT1GxEqSlhG0X7xwZanUbFKyfD4IUv0f6oO75BNtXOeuDTVJwH5I2Mz"><blockquote class="wp-embedded-content" data-secret="xzXTgFT9nn"><a href="https://digitalproduction.com/2024/01/11/ebsynth-a-tool-for-animations-from-videos-by-style-transfer-of-reference-images/">EbSynth – a tool for animations from videos by style transfer of reference images</a></blockquote><iframe class="wp-embedded-content" sandbox="allow-scripts" security="restricted"  title="“EbSynth – a tool for animations from videos by style transfer of reference images” — DIGITAL PRODUCTION" src="https://digitalproduction.com/2024/01/11/ebsynth-a-tool-for-animations-from-videos-by-style-transfer-of-reference-images/embed/#?secret=05VQAZSYhR#?secret=xzXTgFT9nn" data-secret="xzXTgFT9nn" width="600" height="338" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe></span>
</div></figure>



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



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/09/24/ebsynth-v2-real-time-preview-timeline-layers/">EbSynth V2: Real-Time Preview, Timeline & Layers</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 close-up of a lynx with light brown fur and distinctive tufts on its ears, sporting bright red sunglasses, set against a blurred green background of grass and foliage.]]></media:description>
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