New sessions span performance animation, AI workflow debates, and lens science, with cloud and software partners joining the mix. Just three weeks until FMX! Wuhu!
125 shots, six episodes, and a two-person team. VFX lead Tobias Kummer explained how Overmind Studios delivered geographic transformations, period cleanup, atmospherics, and a nuclear blast for A World Divided, built on disciplined templating and automation in Fusion.
Architecture Illustrators and Visualizers test Chaos Vantage for a narrative short and accidentally build a moving house. Unbox proves real-time previz can tell stories, not just sell floor plans.
VFX Supervisor Michael Wortmann on how RiseFX built the fantasy of Momo: almost entirely on location, with 280 shots and the best turtle in the business.
Maya 2026.2 boosts MotionMaker AI, enables MaterialX in LookdevX, brings Arnold GPU Toon shading, and makes Bifrost mandatory. Check docs for full details.
Creative brilliance doesn’t come in one flavor—and in today’s VFX-landscape, understanding how your team thinks isn’t just good leadership, it’s critical infrastructure.
Nukepedia’s origin: How Frank Rueter launched the community’s Nuke tool repository and why the relaunch matters in 2025 - and what is coming to nuBridge?
Lola Post’s Rob Harvey shares VFX details on Walking with Dinosaurs 2025: 800 shots, 200 artists, Unreal Engine for dinosaurs, and zero Jurassic Park liberties.
The first big project with multiple stakeholders can feel like a rollercoaster ride! A clear workflow is the secret recipe for smooth collaboration and communication between departments. You often hear the term "pipeline" - sounds technical, doesn't it? Don't panic! In this article, I'll show you how to set up a pipeline for your project - without any magic or programming!
The technical requirements of animation and VFX productions are increasing every year - I don't have to tell you that. In most projects, a variety of tools are used to achieve the desired quality. In order to complete these increasingly complex projects within the specified deadlines, more powerful pipeline tools are also required.
A clear workflow is essential for seamless collaboration and communication between departments. The term "pipeline" is often used in this context, but it can sound technical and complex. This article simplifies how to build a pipeline, with or without coding.
For most people, the idea of modelling directly in Houdini causes them to break out in a sweat at the very least, and some are even said to have thrown the mouse out of the window in sheer horror. The reasons for this are understandable at first glance.
While looking at the UI previously, we are now finally moving on to the node tree. More specifically, into Nuke's channel management. Here too, artists can make their lives much easier with a few tools and scripts. Because especially with a view
rebuild, you want to make life a little easier than constantly repeating the same steps.
If you work all day in 3D software such as Unreal, sooner or later you will either configure your workstation or go mad - pushing and rotating the mouse is easy, but neither efficient nor comfortable. Not to mention the ergonomics. But wouldn't it be great if there was a device that was built to move in 3D? And that would work natively with Unreal?
New functions and tools are added with every Creative Cloud update. In the last major update for Premiere, there was an entire subsection - transcribing. But how exactly does it work? (Including self-test and prize draw)
Review: In DP 03 : 2018, our author Alexander Richter stated: "There are countless pipelines for film projects. But how is a project ultimately set up and realised?
In addition to Nuke 11.1, the Cara VR plug-in has also been updated with new stichting tools, Match Move and new Ocula tools for customising stereo projects.