<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="https://digitalproduction.com/wp-content/plugins/xslt/public/template.xsl"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:rssFeedStyles="http://www.wordpress.org/ns/xslt#"
>

<channel>
	<title>Production - DIGITAL PRODUCTION</title>
	<atom:link href="https://digitalproduction.com/tag/production/feed/" rel="self" type="application/rss+xml" />
	<link>https://digitalproduction.com</link>
	<description>Magazine for Digital Media Production</description>
	<lastBuildDate>Wed, 03 Dec 2025 08:58:50 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	
<site xmlns="com-wordpress:feed-additions:1">236729828</site>	<item>
		<title>Unity’s 2026 Roadmap: CoreCLR, Verified Packages, Fewer Surprises</title>
		<link>https://digitalproduction.com/2025/11/26/unitys-2026-roadmap-coreclr-verified-packages-fewer-surprises/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 26 Nov 2025 08:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[AI agents]]></category>
		<category><![CDATA[CoreCLR]]></category>
		<category><![CDATA[developer data framework]]></category>
		<category><![CDATA[devtools]]></category>
		<category><![CDATA[ealtime]]></category>
		<category><![CDATA[ECS]]></category>
		<category><![CDATA[engine]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[live ops]]></category>
		<category><![CDATA[platform toolkit]]></category>
		<category><![CDATA[Production]]></category>
		<category><![CDATA[UGUI]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[VFX Graph]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=230519</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-02-16-11-the-unity-engine-roadmap.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A presenter in a black shirt stands beside a roadmap slide titled 'Production Verification (PV)', outlining various phases such as Outreach, Pre Production, and Post Launch, with a focus on the goal of achieving production fitness." /></div><div><p>Unity maps out its 2026 engine roadmap: CoreCLR migration, ECS-GameObject unification, verified packages, and a fresh round of AI-assisted dev tools.</p>
<p>The post <a href="https://digitalproduction.com/2025/11/26/unitys-2026-roadmap-coreclr-verified-packages-fewer-surprises/">Unity’s 2026 Roadmap: CoreCLR, Verified Packages, Fewer Surprises</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/rekmarciksi-00-02-16-11-the-unity-engine-roadmap.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A presenter in a black shirt stands beside a roadmap slide titled 'Production Verification (PV)', outlining various phases such as Outreach, Pre Production, and Post Launch, with a focus on the goal of achieving production fitness." /></div><div><p class="wp-block-paragraph">At Unite 2025, <a href="https://unity.com">Unity</a> unveiled its official roadmap through 2026. The presentation focused on the core engine, the package ecosystem, and Unity Gaming Services, while the leadership repeatedly stressed one theme: stability before novelty. The roadmap confirms a measured rollout of new architecture and workflow improvements under the Unity 6 generation. Upcoming versions will follow a quarterly supported-update cadence through 6.7 LTS in 2026. </p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:173,&quot;href&quot;:&quot;https:\/\/unity.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251226221236\/https:\/\/unity.com\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 12:38:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2025-12-30 13:10:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-02 16:30:28&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-05 17:58:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-08 20:21:17&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-11 20:56:36&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-15 02:19:12&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-18 07:22:01&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-21 07:31:18&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-24 12:04:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-27 12:25:05&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-30 13:22:42&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-02 14:19:59&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-05 15:18:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-08 16:41:32&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-11 19:31:56&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-15 01:56:19&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-18 02:26:12&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-21 02:31:29&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-24 03:33:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-27 08:31:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-02 09:11:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-05 09:11:03&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-08 11:10:46&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-11 13:16:43&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-14 13:46:24&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-17 14:32:45&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-20 15:26:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-23 18:37:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-26 20:06:11&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-29 20:58:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-01 21:05:27&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-04 21:15:10&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-07 23:46:27&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-11 03:22:25&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-14 03:35:55&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-17 06:20:32&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 08:22:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-23 09:43:18&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-26 12:05:30&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-29 13:03:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-02 13:49:29&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-05 14:13:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-08 15:49:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-11 15:51:32&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 15:51:32&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span>


<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/rEKmARCIkSI?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="verified-quality-smaller-deltas" class="wp-block-heading">Verified Quality, Smaller Deltas</h3>



<p class="wp-block-paragraph"><a href="https://digitalproduction.com/tag/unity/" title="unity">Unity</a>’s Production Verification (PV) programme, now central to its release process, links internal and external studios to test new features in real projects. The company reports a 43 percent faster regression-fix time and a 54 percent smaller backlog since expanding PV to partners such as Kinetic Games and Ten Chambers.</p>



<p class="wp-block-paragraph">Diagnostics and analytics are being merged under the Developer Data Framework, a unified telemetry system that provides early issue detection while keeping player data consent “cautious by default.” Engine diagnostics now ship active in new projects and can be managed or disabled at runtime.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-02-16-11-the-unity-engine-roadmap.png?quality=72&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-02-16-11-the-unity-engine-roadmap.png?resize=1200%2C675&quality=72&ssl=1"  alt="A presenter in a black shirt stands beside a roadmap slide titled &#039;Production Verification (PV)&#039;, outlining various phases such as Outreach, Pre Production, and Post Launch, with a focus on the goal of achieving production fitness."  class="wp-image-230595" ></a></figure>



<h3 id="signed-packages-and-core-standards" class="wp-block-heading">Signed Packages and Core Standards</h3>



<p class="wp-block-paragraph">Security and traceability in the package ecosystem were a major focus. Starting with Unity 6.3, the editor gains built-in support for signed packages and visible trust indicators in the Package Manager. Unsigned packages trigger warnings, while verified authorship will be handled either by Unity, an organisation admin, or an approved publisher. From early 2026, Asset Store publishers can distribute extensions directly as Unity Package Manager (UPM) packages with strong versioning and dependency metadata. Unity calls this framework its new Core Standards, a more or less polite term for supply-chain hygiene.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-09-15-11-the-unity-engine-roadmap.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-09-15-11-the-unity-engine-roadmap.png?resize=1200%2C675&quality=72&ssl=1"  alt="A presenter stands on stage, discussing Unity Core Standards. The slide features &#039;Unity Asset Store&#039; with a QR code, and options for Unity Mode, Open Source, and Asset Store. The background is dark with tech-themed graphics."  class="wp-image-230596" ></a></figure>



<h3 id="editor-quality-of-life" class="wp-block-heading">Editor Quality of Life</h3>



<p class="wp-block-paragraph">The Unity Hub and editor receive long-requested usability upgrades. In 6.3, the main toolbar becomes customisable, the grid and snapping systems are rebuilt, and the internal search database moves to LMDB for large-project speed. A rewritten scene hierarchy using UI Toolkit handles “millions of objects” and finally introduces horizontal scrolling.</p>



<p class="wp-block-paragraph">UI Toolkit itself gains world-space UI, custom shaders, filters, and vector graphics. Despite the focus on the new system, Unity reaffirmed long-term investment in uGUI, including performance fixes drawn from its own Survival Kids game. The Graph Toolkit moves from an experimental package into the core editor, becoming the default node-based framework. <a href="https://digitalproduction.com/tag/shaders/" title="shaders">Shader </a>Graph receives major upgrades, including nested properties and UI/terrain templates, with stencil support due in 6.5.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-13-51-11-the-unity-engine-roadmap.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-13-51-11-the-unity-engine-roadmap.png?resize=1200%2C675&quality=72&ssl=1"  alt="A speaker in a beige shirt presents on stage, with a slide titled &#039;Unity UI (uGUI)&#039; on a screen. The slide outlines key features, including production verification and performance optimizations, alongside a visual of a vibrant game environment."  class="wp-image-230597" ></a></figure>



<h3 id="graphics-and-performance" class="wp-block-heading">Graphics and Performance</h3>



<p class="wp-block-paragraph">Lighting tools gain XAtlas UV packing, a unified ray-tracing API, and early work on dynamic global illumination for the Universal Render Pipeline (URP). A shared Render Graph backend and cross-pipeline upscaling framework are being introduced to unify HDRP and URP features. Vulkan and DirectX 12 remain the focus for desktop, with DX12 now the Windows default after memory-usage optimisations and smoother pipeline compilation. Burst 1.8.25 adds cross-CPU determinism for consistent multiplayer simulations, and new build settings reduce shader compilation time by up to 45 percent in URP.</p>



<h3 id="coreclr-ecs-and-the-long-merge" class="wp-block-heading">CoreCLR, ECS and the Long Merge</h3>



<p class="wp-block-paragraph">A major architectural shift is the gradual migration from Mono/.NET to Microsoft CoreCLR, promising higher runtime performance and full modern C# compatibility. An experimental desktop player using CoreCLR is planned for 6.7, followed by a CoreCLR-powered editor. The Entity Component System (ECS) becomes a core engine package in 6.4, with unified transforms for ECS and GameObjects to follow. Unity intends to allow ECS components to attach directly to GameObjects without re-architecting existing projects, an incremental unification rather than a rewrite.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-28-08-11-the-unity-engine-roadmap.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-28-08-11-the-unity-engine-roadmap.png?resize=1200%2C675&quality=72&ssl=1"  alt="A speaker in a black shirt stands next to a digital presentation screen displaying information about &#039;Agentic Infrastructure.&#039; The slide outlines features such as &#039;Orchestration Handles Complex Prompts’ and ‘Production-Safe Code, Transparency, Full Control,&#039; with visuals of code and graphical interfaces."  class="wp-image-230598" ></a></figure>



<h3 id="ai-gets-agentic" class="wp-block-heading">AI Gets “Agentic”</h3>



<p class="wp-block-paragraph">Unity introduced Agentic AI tools,editor-integrated assistants that understand project context, index assets, and offer diff-verified code suggestions. Agents will analyse profiler data for optimisation hints, assist in UI Toolkit layouts, and generate assets such as skyboxes or textures through a built-in chat interface. All code changes must be manually approved, with Git-diff visualisation built in. These features begin rolling out with 6.4 and expand later with visual-context inputs and performance debugging. So, another tool with a barely working assitant nobody asked for. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-31-24-11-the-unity-engine-roadmap.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-31-24-11-the-unity-engine-roadmap.png?resize=1200%2C675&quality=72&ssl=1"  alt="A speaker presenting on stage at a conference, with a digital screen behind displaying a &#039;Platform Toolkit&#039; roadmap. The screen lists features like &#039;Cross Platform API&#039; and integration details, emphasizing development tools."  class="wp-image-230607" ></a></figure>



<h3 id="platform-toolkit-and-device-expansion" class="wp-block-heading">Platform Toolkit and Device Expansion</h3>



<p class="wp-block-paragraph">The new Platform Toolkit abstracts console and device SDKs, allowing cross-platform certification code to be written once. The API launches in 6.3 with successful Xbox and Nintendo Switch 2 certification already confirmed. Unity supports Nintendo Switch 2 out of the box (HDR, 120 Hz, 4K output), and continues work on Android XR and Meta Quest platforms via OpenXR. Mobile updates include a rewritten Apple integration layer in Swift, due in 6.6, and Android startup optimisations through thin LTO builds in 6.5. Unity WebRequest now defaults to HTTP/2, cutting server load by up to 40 percent in internal tests.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-35-47-11-the-unity-engine-roadmap.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-35-47-11-the-unity-engine-roadmap.png?resize=1200%2C675&quality=72&ssl=1"  alt="A male speaker with a beard presents on stage in front of a screen displaying a roadmap for XR capabilities. The left side highlights features like facial expressions and augmented objects, while the right side mentions improvements for Quest."  class="wp-image-230608" ></a></figure>



<h3 id="a-pause-for-foundations" class="wp-block-heading">A Pause for Foundations</h3>



<p class="wp-block-paragraph">Unity confirmed it has paused work on new animation and world-building workflows to focus on architectural stability and the CoreCLR migration. The company says this pause will accelerate the delivery of foundational systems across the entire engine stack.</p>



<h3 id="reality-check" class="wp-block-heading">Reality Check</h3>



<p class="wp-block-paragraph">Unity’s roadmap finally reads less like a sales pitch and more like a maintenance schedule. Most features arrive through incremental 6.x updates, with verification baked in before rollout. Production teams should, as always, test <strong>every </strong>new version before adopting it in live pipelines.</p><p>The post <a href="https://digitalproduction.com/2025/11/26/unitys-2026-roadmap-coreclr-verified-packages-fewer-surprises/">Unity’s 2026 Roadmap: CoreCLR, Verified Packages, Fewer Surprises</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>
					
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-02-16-11-the-unity-engine-roadmap.png?fit=1920%2C1080&#038;quality=72&#038;ssl=1" length="60013" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-02-16-11-the-unity-engine-roadmap.png?fit=1200%2C675&#038;quality=72&#038;ssl=1" width="1200" height="675" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A presenter in a black shirt stands beside a roadmap slide titled 'Production Verification (PV)', outlining various phases such as Outreach, Pre Production, and Post Launch, with a focus on the goal of achieving production fitness.]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rekmarciksi-00-02-16-11-the-unity-engine-roadmap.png?fit=1200%2C675&#038;quality=72&#038;ssl=1" width="1200" height="675" />
<post-id xmlns="com-wordpress:feed-additions:1">230519</post-id>	</item>
		<item>
		<title>The Cube Moved: Go for the Chaos (Ad) Vantage</title>
		<link>https://digitalproduction.com/2025/11/10/the-cube-moved-go-for-the-chaos-ad-vantage/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 10 Nov 2025 07:00:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Reallusion]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D visualisation]]></category>
		<category><![CDATA[architecture]]></category>
		<category><![CDATA[Archviz]]></category>
		<category><![CDATA[Autodesk 3ds Max]]></category>
		<category><![CDATA[Blackmagic Design]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Chaos Vantage]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[Concept]]></category>
		<category><![CDATA[Davinci Resolve]]></category>
		<category><![CDATA[GPU rendering]]></category>
		<category><![CDATA[iclone]]></category>
		<category><![CDATA[Pipeline]]></category>
		<category><![CDATA[Production]]></category>
		<category><![CDATA[real-time rendering]]></category>
		<category><![CDATA[reallusion]]></category>
		<category><![CDATA[Realtime]]></category>
		<category><![CDATA[Realtime Render]]></category>
		<category><![CDATA[realtime rendering]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Short Film]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[V-Ray]]></category>
		<category><![CDATA[VFX pipeline]]></category>
		<category><![CDATA[visualization]]></category>
		<category><![CDATA[Windows]]></category>
		<category><![CDATA[Workstation]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=216459</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Chaos_Unbox_C09_RawCube_V2.jpg?fit=1200%2C510&quality=80&ssl=1" width="1200" height="510" title="" alt="A dramatic landscape featuring a towering, dark cube levitating above the rocky terrain. A figure in a red cloak stands in the foreground, with mist and gray skies creating a moody atmosphere. Red markings glow on the cube's surface." /></div><div><p>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.</p>
<p>The post <a href="https://digitalproduction.com/2025/11/10/the-cube-moved-go-for-the-chaos-ad-vantage/">The Cube Moved: Go for the Chaos (Ad) Vantage</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/2025/10/Chaos_Unbox_C09_RawCube_V2.jpg?fit=1200%2C510&quality=80&ssl=1" width="1200" height="510" title="" alt="A dramatic landscape featuring a towering, dark cube levitating above the rocky terrain. A figure in a red cloak stands in the foreground, with mist and gray skies creating a moody atmosphere. Red markings glow on the cube's surface." /></div><div><p class="wp-block-paragraph">When a group of architectural illustrators set out to test <em><a href="https://www.chaos.com/vantage" title="">Chaos Vantage</a></em>, they planned a few small real-time experiments. Instead, they built <em><strong>Unbox</strong></em>, a fully animated short film where an architectural cube folds open like a mechanical puzzle. From “a few little minis,” it grew bigger – there are worse outcomes for a stress test.</p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:304,&quot;href&quot;:&quot;https:\/\/www.chaos.com\/vantage&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251204081455\/https:\/\/www.chaos.com\/vantage&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 13:29:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-01 04:03:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-04 06:23:34&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-07 21:19:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-14 09:03:30&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-19 10:59:33&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-23 11:38:03&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-26 17:36:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-30 07:58:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-02 15:09:09&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-07 20:20:05&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-13 01:28:35&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-16 10:10:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-01 12:27:29&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-08 00:05:59&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-11 10:49:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-19 10:12:56&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-25 09:09:56&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 06:01:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-02 09:08:30&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-05 19:18:00&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-09 18:47:28&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-14 05:12:55&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-17 06:06:06&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 08:07:32&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-23 09:05:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-26 17:23:55&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-29 20:10:16&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-03 01:33:48&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-06 05:30:06&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-11 14:35:52&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 14:35:52&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:305,&quot;href&quot;:&quot;https:\/\/www.linkedin.com\/in\/peter-s-24478639&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:306,&quot;href&quot;:&quot;https:\/\/xoio.de&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251217011109\/https:\/\/xoio.de\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 13:29:44&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-01 04:03:59&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-10 12:41:20&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-04 19:03:56&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-16 10:10:10&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-11 10:49:06&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-19 11:36:55&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-01 18:06:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-07 13:46:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-14 08:40:33&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 17:17:53&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-28 09:58:00&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-04 08:10:30&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-04 08:10:30&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:307,&quot;href&quot;:&quot;https:\/\/www.linkedin.com\/in\/bettina-ludwig-994a747&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:308,&quot;href&quot;:&quot;https:\/\/www.facebook.com\/xoio.berlin&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20220710213454\/https:\/\/www.facebook.com\/xoio.berlin&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 13:29:46&quot;,&quot;http_code&quot;:400},{&quot;date&quot;:&quot;2026-01-01 04:06:42&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-10 12:41:19&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-04 19:04:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-16 10:10:09&quot;,&quot;http_code&quot;:400},{&quot;date&quot;:&quot;2026-03-19 11:36:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-01 18:06:48&quot;,&quot;http_code&quot;:400},{&quot;date&quot;:&quot;2026-04-07 13:46:04&quot;,&quot;http_code&quot;:400},{&quot;date&quot;:&quot;2026-04-20 17:17:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-28 09:58:09&quot;,&quot;http_code&quot;:400},{&quot;date&quot;:&quot;2026-05-04 08:10:33&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-04 08:10:33&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:309,&quot;href&quot;:&quot;https:\/\/www.instagram.com\/xoio.de&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;https:\/\/www.instagram.com\/xoio.de\/&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:310,&quot;href&quot;:&quot;https:\/\/www.youtube.com\/user\/XoioTV&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251128154054\/https:\/\/www.youtube.com\/user\/XoioTV&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 13:29:48&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-01 04:06:41&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-10 12:41:19&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-04 19:04:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-16 10:10:09&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-19 11:36:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-01 18:06:48&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-07 13:46:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 17:17:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-28 09:58:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-04 08:10:31&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-04 08:10:31&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:311,&quot;href&quot;:&quot;https:\/\/www.behance.net\/xoio#&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251128154007\/https:\/\/www.behance.net\/xoio&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 13:29:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-01 04:06:41&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-10 12:41:19&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-04 19:04:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-16 10:10:10&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-19 11:36:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-01 18:06:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-07 13:46:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 17:17:48&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-28 09:58:09&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-04 08:10:33&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-04 08:10:33&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:312,&quot;href&quot;:&quot;http:\/\/www.olafaue.de\/camera\/home_de.html&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251128153659\/http:\/\/www.olafaue.de\/camera\/home_de.html&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 13:29:53&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-01 04:06:55&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-04 19:05:19&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-01 18:06:56&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-07 13:48:35&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-14 08:40:38&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-20 17:18:28&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-28 09:58:16&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-05-04 08:10:38&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-04 08:10:38&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:313,&quot;href&quot;:&quot;https:\/\/www.linkedin.com\/in\/olaf-aue-214037102&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]"></span>


<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/0579Cd9VM3o?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"></p>



<div class="wp-block-media-text is-stacked-on-mobile" style="grid-template-columns:25% auto"><figure class="wp-block-media-text__media"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="1487"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Peter_Stulz_Profile_002.jpg?resize=1200%2C1487&quality=80&ssl=1"  alt="A smiling man wearing glasses and a white traditional shirt stands against a blurred waterside city backdrop, showcasing modern buildings and cloudy skies."  class="wp-image-216460 size-full" ></figure><div class="wp-block-media-text__content">
<p class="wp-block-paragraph">Coming from the Alpine south, <strong><a href="https://www.linkedin.com/in/peter-s-24478639/">Peter Stulz</a></strong> trained as an architect in Stuttgart before detouring through the US and London, where he completed his “Master of Architecture”. In 2006, he co-founded <strong><a href="https://xoio.de">xoio</a></strong> in Berlin’s creative Kreuzberg district together with <strong><a href="https://www.linkedin.com/in/bettina-ludwig-994a747/" title="">Bettina Ludwig</a></strong>. Nestled in a former industrial courtyard, xoio has been crafting photorealistic 3D visualisations for global clients since 2006. Stulz and Ludwig prioritise artistic quality and sustainability, keeping the team deliberately compact to preserve collaboration and a healthy work rhythm. A long-standing contributor to Berlin’s creative community, xoio regularly takes part in industry meetups and maintains a close working relationship with the Chaos development team. From one of these events emerged a new kind of experiment… <br /><a href="https://www.facebook.com/xoio.berlin" title="">Facebook </a>| <a href="https://www.instagram.com/xoio.de/" title="">Instagram </a>| <a href="https://www.youtube.com/user/XoioTV" title="">Youtube </a>| <a href="https://www.behance.net/xoio#" title="">Behance</a><br /></p>
</div></div>



<p class="wp-block-paragraph"><strong>DP: What was the initial spark for testing Chaos Vantage and why risk it on a narrative short instead of a comfy archviz sizzle?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: Honestly, at first we intended to do a few little minis in Vantage… and then the second test spinned out of control and grew bigger each day. But no regrets, we embraced the prospect to develop a narrative architectural piece ourselves. </p>



<p class="wp-block-paragraph">You see, we are architects and not an animation studio. So this was a massive learning journey for us: sequencing shots in an attractive manner, telling a story, how to reveal information and how to retain it… Vantage was fantastic, because it allowed us to be quite experimental here, make mistakes and learn while working on it.</p>



<p class="wp-block-paragraph"><strong>DP: Give us the pipeline in one breath: DCC(s), renderers, interchange (Alembic/FBX/USD), and the editorial path from storyboard/animatic to picture lock.</strong></p>



<p class="wp-block-paragraph">Peter Stulz: Natively we use <a href="https://digitalproduction.com/tag/3ds-max/" title="3ds Max">3ds Max</a> in our studio, still the main tool for architecture. Our studio mostly renders in Corona Render, but I feel very home in <a href="https://digitalproduction.com/tag/vray/" title="vray">Vray</a>. For asset creation I use <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender </a>which then sent to Max via FBX. The animation was rendered in Vray CPU – 5 months was tight enough and I know Vray as an engine that delivers without funky surprises.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/image-12.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="638"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/image-12.png?resize=1200%2C638&quality=72&ssl=1"  alt="A black and white storyboard featuring a sequence of 16 panels, showcasing various artistic sketches, geometric shapes, abstract forms, landscapes, and characters in different action scenarios. Each panel portrays dynamic scenes with energy and movement."  class="wp-image-216470" ></a></figure>



<p class="wp-block-paragraph">For the creative part, I drew initial sketches and the storyboard in Procreate. We were lucky to have my friend and cinematographer <a href="http://www.olafaue.de/camera/home_de.html" title="">Olaf Aue</a> (<a href="https://www.linkedin.com/in/olaf-aue-214037102/" title="">LinkedIn</a>) on board, who was kind enough to share some of his Know-How. The storyboard was straight away sequenced in <a href="https://digitalproduction.com/tag/blackmagic-resolve/" title="Blackmagic Resolve">Resolve </a>with some stand-in SFX and music, just to get a feeling for timing. The stills were then replaced with Vantage Previz shots; the iteration frequency could be kept fastpaced due to Vantage, that was a tremendous relief. Finally for that project we also familiarized ourselves just enough with <a href="https://digitalproduction.com/tag/character-creator/" title="character Creator">character creator</a> and <a href="https://digitalproduction.com/tag/reallusion/" title="iclone">Iclone </a>to pull off a somewhat decent protagonist – which then is mostly kept out of focus anyhow :).</p>



<p class="wp-block-paragraph">Depth of field and lighting are crucial in linear storytelling formats. Vantage allows for having these available during the early layout phase, enabling us to evaluate the flow and precise timing of edits early on, resulting in fewer iterations and more streamlined communication, features that Olaf, as a cinematographer, found lacking in the animation feature films he previously worked on.</p>



<p class="wp-block-paragraph"><strong>DP: Hardware reality check: what exactly were the two workstations (CPU/GPU/VRAM/RAM/storage), and how did that cap scene size, proxies, and iteration speed?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: There are two parts to this, the GPU and CPU specs: For working with Vantage, I had a 4060TI with 16GB. It was mainly the ground displacement in Vantage that was the key factor for VRAM necessity. Otherwise Vantage is smart when scaling to smaller GPUs. You don’t need massive GPUs to get started with Vantage.</p>



<p class="wp-block-paragraph">For the final CPU rendering – we have several AMD 9950x in our studio with 64GB Ram, totally unspectacular workstations. In fact rendering moved between machines, whatever was available, the bottleneck was that we had just two render licenses available. Another thing, that I really appreciate about Vray CPU – it stays pretty consistent even if you throw in an older architecture.</p>



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/image-15.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="771"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/image-15.png?resize=1200%2C771&quality=72&ssl=1"  alt="A 3D rendering of a modern building layout showcasing various architectural elements. Colorful grid lines are visible across the structure, with detailed wireframe views of rooms and features. A side panel displays a layer explorer with organized components."  class="wp-image-216476" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: How did you keep the master scene nimble?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: 3ds Max can become a real chore, when scenes get too heavy. I wholeheartedly hate unresponsive scenes – anything that breaks the creative flow has to be solved. Technically, there are several approaches: obviously using Proxies for heavy assets is a must; staying parametric if possible also keeps my scenes small; my modifier stacks can get quite impressive and I avoid baking them. </p>



<p class="wp-block-paragraph">I xref wherever it makes sense, especially if parts of your scene are used in different settings. If I find the time, I localise heavy textures and reduce them – tedious but worth the effort later. Ideally the Master Scene only contains the camera, the lights and a few key assets. All the heavy load is loaded from external files. These scenes mostly are only a few MB in itself – helping with autobackups.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/image-13.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="613"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/image-13.png?resize=1200%2C613&quality=72&ssl=1"  alt="A modern, multi-level house with large windows and geometric design, set against a dramatic rocky landscape at dusk. An inset shows a gray-scale rendering of the same structure, highlighting its architectural features."  class="wp-image-216471" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: Camera language before pixels: how did boards/animatic evolve once you could “walk the set” in Vantage?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: It was important to develop a storyboard outside of 3D first to avoid thinking as a 3d designer. The environment was conceived like a sandbox, so we could freely explore the set with different lenses and angles. The superfast iterations we could do with Vantage really helped to test alternatives. That felt very powerful. Obviously some storyboard shots were then adapted or omitted. Vantage was great to secure we are on the right path.</p>



<p class="wp-block-paragraph"><strong>DP: Lighting in Vantage: What translated 1:1 to finals, and where did parity crack?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: At first it is scarily impressive how close Vantage can feel to the final look. We did a few final shots directly in Vantage and realised afterwards we could have done more in Vantage to prove the point. The extra turntable animation is done 100% in Vantage, but we really had to go deep in the settings to get rid of some flickering.</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/x9Iuj62gojc?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">You have to understand, Vantage works like this: It downscales automatically to achieve close-to realtime speed and then gradually refines the look. But that logic causes limitations: For example GI depth in tricky setups might cause visible flickering. If you want to get rid of unwanted artefacts like these, you have to go deeper into the settings; and then you get these Vray 2010 vibes again :). Apart from that the denoiser might create some artefacts, textures are getting blurry, VDBs were not possible etc.</p>



<p class="wp-block-paragraph"><strong>DP: Materials & lookdev: which shader features were non-negotiable, and what did you simplify for real-time parity?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: Since we decided to use Vray CPU for finals, we just accepted that some stuff for Previz looked different – we knew it would be ok in the finals. But to answer the question we used Vantage for a another client project and it became clear again: If you want to produce in Vantage you can not set stuff up in Vray and hope for the best. In that case we had a semitranslucent ocean setting and that looked quite diffferent in Vantage and had to be especially adapted.</p>



<p class="wp-block-paragraph"><strong>DP: The moving house: How was it rigged , and what broke first under real-time playback?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: The architectural cube is in fact one scene with 2000 frames of animation. No cheap tricks – nothing appears magically out of thin air – it’s all in there. Only the initial cube with the rough surface is a different prop because it had a tricky blending shader which was animated ( animating materials in 3ds Max is a disaster …).</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/o69PsqIv2mk?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">The rig for the unfolding was very basic and was built out of a lot of nested helpers. That was the most simple way to avoid the “locked axis” problem. What is this? Well, rigging a rubics cube is in fact not so straightforward as it seems: after a few twists the individual parts start to move quite unexpectedly – try it yourself, it’s actually pretty hard. The nested helpers solved this, now it was a matter of adjusting the right timing; how fast is the right speed for a massive 12m cube? You want to correspond a certain weight without boring the viewer. At the end we sprinkled some subtle secondary movements on top.</p>



<p class="wp-block-paragraph"><strong>DP: Performance metrics: What were typical FPS for look-dev in Vantage and per-shot render times? Both for Vantage previews and V-Ray finals?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: We could render out playblasts in Vantage (+/- 200 frames) over a toilet break in 1.5k resolution at 1:2.39. For finals in Vray I attempt to stay around 10 minutes / frame. If you want to use Vantage for final quality in FullHD, you crank up the settings to 1 minute / frame. If there was any noise left, the Resolve temporal denoiser is the last polish.</p>



<p class="wp-block-paragraph"><strong>DP: The famous 95%: where did Vantage land “close enough” to V-Ray and what are the missing 5%?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: Every “resolution” in Vantage is more coarse. I am not only talking textures, but sampling, atmospherics, global illumination. Obviously the denoiser also tends to smear everything. Everything is just lower definition than in Vray / Corona. That’s why oldschool rendering is still very valid to achieve that crispy level of detail.</p>



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Chaos_Unbox_C66_Canyon_KI.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="511"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Chaos_Unbox_C66_Canyon_KI.jpg?resize=1200%2C511&quality=80&ssl=1"  alt="A dramatic volcanic landscape features a dark mountainous terrain illuminated by red lava flows. Smoky clouds hover over the scene, with a winding river cutting through the barren land, evoking a sense of impending eruption."  class="wp-image-216468" ></a></figure>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/image-14.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="532"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/image-14.png?resize=1200%2C532&quality=72&ssl=1"  alt="A panoramic view of a cloudy sky with dense gray clouds creating a dramatic atmosphere. The dark clouds loom heavily above, blending into lighter shades near the horizon, suggesting an impending storm."  class="wp-image-216473" ></a></figure>



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



<p class="wp-block-paragraph"><strong>DP: Editorial rhythm: how often did you re-cut while “shooting in engine,” and what told you a shot was edit-locked before triggering finals?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: In our case that answer is quite simple: the presentation date was coming up, so we had a very strict timeframe when shots had to be done. Only thing we updated in the last days, we extended a few shots by 30 frames, because they felt rushed in the beta cut. That little change improved the rythm quite substantially.</p>



<p class="wp-block-paragraph"><strong>DP: Pitfalls & fixes: three things that wasted time before you found the trick and what was the trick?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: Vantage is built in a way that it actually could be used as a standalone loading in VrayScenes. Since I had my friend <a href="http://www.olafaue.de/camera/home_de.html" title="">Olaf Aue</a> as a cinematographer on board we tried to use it in that way. Theoretically that works, but with a lot of drawbacks and very limited editing and getting the changes from Vantage back into 3dsMax is hard.</p>



<p class="wp-block-paragraph">We omitted that concept and resorted to live link only with 3ds Max. But actually that standalone option is not so bad – Chaos could really focus there more.</p>



<p class="wp-block-paragraph"><strong>DP: If you rebuilt “Unboxed” today at 100% Vantage, what would the delivery plan look like? QC, shot classes that stay real-time, and the shortlist that still goes offline?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: I know, that there are more shots that could be realised in Vantage directly. But if you plan this, it is smart to set up the whole project more focused on Vantage directly. Switching to Vray, if needed, is easy, the other way can be frustrating.</p>



<p class="wp-block-paragraph"><strong>DP: What did “Unboxed” change in how you scope, price, and pitch real-time narrative work to clients?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: We can offer fast animation works more easily which don’t need very high quality or are visually suitable for Vantage (clay shots). </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Chaos_Unbox_C11_Final_Architecture_Vantage_KI.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="511"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Chaos_Unbox_C11_Final_Architecture_Vantage_KI.jpg?resize=1200%2C511&quality=80&ssl=1"  alt="A modern architectural structure with angular shapes and large windows sits among rocky terrain, illuminated by a dramatic sunset with pink and orange hues. Snow-capped mountains are visible in the background."  class="wp-image-216469" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: Wishlist to Chaos: What are the top parity/features that would let you ship more shots straight out of Vantage next time?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: I would like easier quality settings if you intend to use Vantage as final renderer. We had to do a lot of tweaking for specific scenes or even change the 3d scene to avoid artefacts. Additionally Vantage ships with specific assets like a water surface or animated plants. These are great, but in LiveLink they are hard to be used, because there is not way to insert them in your Root Scene.</p>



<p class="wp-block-paragraph"><strong>DP: For Vantage newcomers: What is your “first-day” checklist? </strong></p>



<p class="wp-block-paragraph">Peter Stulz: Familiarize yourself with the basic UI and do some stress tests to find the limits. Additionally I would look for a study project that comes close to a client environment. There is no point in having all the bells and whistles, if in a real production case you are missing the crucial components.</p>



<p class="wp-block-paragraph"><strong>DP: One more hypothetic: with one extra week or one extra GPU, which single area would you invest in—and why?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: Funny alternatives. As described above a half-decent GPU is good for previz which was the main usage in “Unbox”. Having a week extra is always great – so I would opt for that!</p>



<p class="wp-block-paragraph"><strong>DP: Where exactly did you keep the “cube layer” for the whole piece: did we start life on the Blender Default Cube, and how much of that origin survived?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: It sure was great that we could hire the mighty default cube as a support role. It didn’t even mind too much to be shipped into another 3d-suite – what a humble character and it really outshined itself in our short. 3d-artists should show more appreciation to have it per default all free!</p>



<p class="wp-block-paragraph"><strong>DP: The cube’s side text: What does it say, and why?</strong></p>



<p class="wp-block-paragraph">Peter Stulz: The cube text gives instructions how to mix the perfect <em>Daiquiri as it is served on Kepler 5</em> but it is quite explicit so I can’t go into depths here. But if you look for easter eggs, we have hidden various personal items in the architecture. Talking about audio my friend Olaf had a lot of fun browsing through his SFX library and pull out quite unusual sounds for the cubes inner mechanics.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Chaos_Unbox_C08_RawCube_1by1_title.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1080"  height="1080"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Chaos_Unbox_C08_RawCube_1by1_title.jpg?resize=1080%2C1080&quality=80&ssl=1"  alt="A large, textured gray cube with glowing red highlights hovers mysteriously above a rocky landscape. A figure in a red cloak stands below, looking up, surrounded by dark, jagged stones against a stormy sky."  class="wp-image-216477" ></a></figure>



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/11/10/the-cube-moved-go-for-the-chaos-ad-vantage/">The Cube Moved: Go for the Chaos (Ad) Vantage</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>
					
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Chaos_Unbox_C09_RawCube_V2.jpg?fit=1920%2C816&#038;quality=80&#038;ssl=1" length="120920" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Chaos_Unbox_C09_RawCube_V2.jpg?fit=1200%2C510&#038;quality=80&#038;ssl=1" width="1200" height="510" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A dramatic landscape featuring a towering, dark cube levitating above the rocky terrain. A figure in a red cloak stands in the foreground, with mist and gray skies creating a moody atmosphere. Red markings glow on the cube's surface.]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Chaos_Unbox_C09_RawCube_V2.jpg?fit=1200%2C510&#038;quality=80&#038;ssl=1" width="1200" height="510" />
<post-id xmlns="com-wordpress:feed-additions:1">216459</post-id>	</item>
		<item>
		<title>URSA Cine Price Cut</title>
		<link>https://digitalproduction.com/2025/08/28/ursa-cine-price-cut/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 28 Aug 2025 09:41:02 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Blackmagic Design]]></category>
		<category><![CDATA[Blackmagic Ursa]]></category>
		<category><![CDATA[Digital Cinema]]></category>
		<category><![CDATA[ibc]]></category>
		<category><![CDATA[post-production]]></category>
		<category><![CDATA[Production]]></category>
		<category><![CDATA[regional price variation]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=197298</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/Blackmagic_URSA_Cine_12K_LF_Body_Angle-hd.jpg?fit=1200%2C692&quality=80&ssl=1" width="1200" height="692" title="" alt="" /></div><div><p>Sharp discounts on URSA Cine kits (up to 36% off) come with expected regional price gaps. Timing suggests an IBC reveal is near.</p>
<p>The post <a href="https://digitalproduction.com/2025/08/28/ursa-cine-price-cut/">URSA Cine Price Cut</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/2025/01/Blackmagic_URSA_Cine_12K_LF_Body_Angle-hd.jpg?fit=1200%2C692&quality=80&ssl=1" width="1200" height="692" title="" alt="" /></div><div><p class="wp-block-paragraph"><a href="https://www.blackmagicdesign.com">Blackmagic Design</a> has reduced prices on its URSA Cine camera kits. The URSA Cine 12K LF kit now starts at $9,495, down from $14,995. The URSA Cine 17K 65 kit is reduced to $22,995 from $29,995. Bundles with the EVF follow similar reductions, reflecting discounts in the 22–36 percent range.</p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:148,&quot;href&quot;:&quot;https:\/\/www.blackmagicdesign.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251227120142\/https:\/\/www.blackmagicdesign.com\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 12:28:55&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2025-12-30 13:40:43&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-02 15:30:01&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-05 15:35:29&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-08 16:37:55&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-12 10:02:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-16 18:08:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-19 22:16:58&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-23 10:01:06&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-26 12:53:27&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-30 07:42:25&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-02 08:41:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-05 15:23:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-08 15:52:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-12 02:11:06&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-15 03:38:03&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-19 07:01:36&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-22 18:40:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-25 20:22:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-28 22:47:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-04 06:12:24&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-07 16:23:09&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 16:45:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-13 18:02:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-16 19:43:58&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-20 06:26:00&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-23 23:20:15&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-27 14:09:25&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 17:24:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-02 23:31:11&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-06 10:15:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-09 13:02:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-12 16:58:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-15 17:33:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-18 18:19:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-21 18:53:28&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-24 22:54:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-28 03:07:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-01 13:36:42&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-04 17:05:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-08 09:51:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-11 14:15:50&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-11 14:15:50&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span>


<p class="wp-block-paragraph">As with previous Blackmagic launches, regional price variation remains significant, driven by tariffs, taxes, and import costs. Outside the U.S., customers should expect noticeably higher pricing or lower pricing that reflects these additional charges. No change there.</p>



<p class="wp-block-paragraph">The timing of the price cuts is hard to ignore: IBC 2025 in Amsterdam begins in less than two weeks. While totally and defintily unconfirmed, this could indicate that Blackmagic is clearing inventory ahead of a new release, or gently steering attention toward something fresh in their Cine line. The price reductions on existing URSA Cine kits may suggest that Blackmagic is preparing to shift focus to new variants or accessories, potentially a wider rollout of cinema bodies, storage upgrades, or immersive systems. As always, production professionals should test any new or discounted gear in real-world scenarios before committing to deployment.</p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/08/28/ursa-cine-price-cut/">URSA Cine Price Cut</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>
					
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/Blackmagic_URSA_Cine_12K_LF_Body_Angle-hd.jpg?fit=1873%2C1080&#038;quality=80&#038;ssl=1" length="54906" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/Blackmagic_URSA_Cine_12K_LF_Body_Angle-hd.jpg?fit=1200%2C692&#038;quality=80&#038;ssl=1" width="1200" height="692" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/Blackmagic_URSA_Cine_12K_LF_Body_Angle-hd.jpg?fit=1200%2C692&#038;quality=80&#038;ssl=1" width="1200" height="692" />
<post-id xmlns="com-wordpress:feed-additions:1">197298</post-id>	</item>
		<item>
		<title>Substance 3D Designer 15 arrives</title>
		<link>https://digitalproduction.com/2025/07/17/substance-3d-designer-15-arrives/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 17 Jul 2025 16:48:22 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D graphics]]></category>
		<category><![CDATA[Adobe]]></category>
		<category><![CDATA[baking]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[context editing]]></category>
		<category><![CDATA[Pipeline]]></category>
		<category><![CDATA[post FX]]></category>
		<category><![CDATA[Production]]></category>
		<category><![CDATA[Renderer]]></category>
		<category><![CDATA[Substance 3D Designer]]></category>
		<category><![CDATA[Texture]]></category>
		<category><![CDATA[USD]]></category>
		<category><![CDATA[VFX]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=190185</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/07/6-Substance-3D-Designer-Update_-New-Renderer-Post-FX-and-Context-Editing-_-Adobe-Substance-3D-YouTube-0-2-24.jpeg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="A stone structure resembling a lion's face, partially covered with green vines and foliage, set against a dark background, showcasing weathered rocks and intricate carvings." alt="A stone structure resembling a lion's face, partially covered with green vines and foliage, set against a dark background, showcasing weathered rocks and intricate carvings." /></div><div><p>Substance 3D Designer 15 arrives with a new real-time/path-tracing renderer, in-viewport post FX, and direct scene-based material editing.</p>
<p>The post <a href="https://digitalproduction.com/2025/07/17/substance-3d-designer-15-arrives/">Substance 3D Designer 15 arrives</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/2025/07/6-Substance-3D-Designer-Update_-New-Renderer-Post-FX-and-Context-Editing-_-Adobe-Substance-3D-YouTube-0-2-24.jpeg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="A stone structure resembling a lion's face, partially covered with green vines and foliage, set against a dark background, showcasing weathered rocks and intricate carvings." alt="A stone structure resembling a lion's face, partially covered with green vines and foliage, set against a dark background, showcasing weathered rocks and intricate carvings." /></div><div><p class="wp-block-paragraph"><a class="" href="https://www.adobe.com/products/substance3d-designer.html">Adobe</a>’s Substance 3D Designer 15 (released July 2025) brings long-demanded upgrades for production artists: a unified viewport renderer, native post-processing FX, and direct scene-based context editing. This is not just a facelift—it’s a workflow upgrade for material creators who want to see results that won’t embarrass them in dailies.</p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:1284,&quot;href&quot;:&quot;https:\/\/www.adobe.com\/products\/substance3d-designer.html&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20240401210226\/https:\/\/www.adobe.com\/products\/substance3d-designer.html&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 18:27:29&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-04 02:23:04&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-10 12:09:56&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-19 07:46:50&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-23 04:32:11&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-12 17:58:50&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-11 14:43:31&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-14 15:03:01&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-18 10:33:30&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-21 13:37:03&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-24 16:49:32&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-29 20:00:49&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-04 02:20:47&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-13 23:53:24&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-17 19:30:46&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-21 13:50:20&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-27 05:14:20&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-05-03 09:06:22&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-05-12 09:12:18&quot;,&quot;http_code&quot;:503}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-12 09:12:18&quot;,&quot;http_code&quot;:503},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1285,&quot;href&quot;:&quot;https:\/\/www.cgchannel.com\/2025\/07\/adobe-releases-substance-3d-designer-15-0\/?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1286,&quot;href&quot;:&quot;https:\/\/80.lv\/articles\/substance-3d-designer-adds-new-renderer-post-fx-context-editing?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:1287,&quot;href&quot;:&quot;https:\/\/helpx.adobe.com\/substance-3d-designer\/release-notes\/version-15-0.html&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251119144642\/https:\/\/helpx.adobe.com\/substance-3d-designer\/release-notes\/version-15-0.html&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 18:27:35&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-04 02:23:07&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-10 12:09:56&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-23 04:32:11&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-20 17:12:03&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-11 14:43:35&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-24 17:26:35&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-04 02:20:52&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-21 13:50:29&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-05-04 21:38:47&quot;,&quot;http_code&quot;:503}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-04 21:38:47&quot;,&quot;http_code&quot;:503},&quot;process&quot;:&quot;done&quot;}]"></span>


<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/6EkXxu-0Q_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="unified-renderer-real-time-raster-and-path-tracing-no-compromises" class="wp-block-heading">Unified Renderer: Real-Time Raster and Path Tracing, No Compromises</h3>



<p class="wp-block-paragraph">The all-new renderer merges real-time rasterization and GPU path tracing into a single engine. Shadows are physically plausible, ground planes are supported, and switching between preview and final-quality output no longer involves arcane OpenGL settings or the creaky Iray plugin. MaterialX support is also built in, which may be useful for studios prepping for cross-pipeline transfers.</p>



<p class="wp-block-paragraph">This renderer now replaces both the old OpenGL and Iray viewport modes—so what you see in Designer finally matches what you get in production renderers. This isn’t speculative; <a class="" href="https://www.cgchannel.com/2025/07/adobe-releases-substance-3d-designer-15-0/?utm_source=chatgpt.com">CG Channel</a>{:target=”_blank”} and <a class="" href="https://80.lv/articles/substance-3d-designer-adds-new-renderer-post-fx-context-editing?utm_source=chatgpt.com">80.lv</a>{:target=”_blank”} both confirm it.</p>



<h3 id="native-post-fx-bloom-dof-and-modern-tone-mapping" class="wp-block-heading">Native Post FX: Bloom, DoF, and Modern Tone Mapping</h3>



<p class="wp-block-paragraph">Post-processing is now handled directly in the 3D viewport. Users can enable bloom for those inevitable emissive materials, add depth-of-field (in raster mode), and choose modern tone-mapping profiles like ACES and AgX. No more exporting a bunch of screenshots for “Photoshop it later” passes—production lookdev can happen right where you texture. These FX are in-app and don’t require third-party plugins.</p>



<figure class="wp-block-image is-resized"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/helpx.adobe.com/content/dam/substance-3d-designer/release-notes/version-15-0/postfx.gif?w=1200&ssl=1"  alt="https://helpx.adobe.com/content/dam/substance-3d-designer/release-notes/version-15-0/postfx.gif"  style="width:800px;height:auto" ></figure>



<h3 id="scene-context-editing-import-usd-gltf-edit-materials-in-place" class="wp-block-heading">Scene Context Editing: Import USD/GLTF, Edit Materials in Place</h3>



<p class="wp-block-paragraph">Material authors can now import whole 3D scenes—including USD, USDA, USDC, USDZ, GLTF, PLY, and STL—and replace or tweak materials directly on selected meshes. That means actual context for lookdev: artists can edit, preview, and export scene-based material graphs without round-tripping to another DCC or losing mesh data. This is not a half-step: USD edits are non-destructive and maintain scene fidelity.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/cdn.80.lv/api/upload/content/f5/images/68776ec7807af/widen_1840x0.jpg?w=1200&quality=80&ssl=1"  alt="https://cdn.80.lv/api/upload/content/f5/images/68776ec7807af/widen_1840x0.jpg" ></figure>



<h3 id="workflow-upgrades-tooltips-bakers-cli" class="wp-block-heading">Workflow Upgrades: Tooltips, Bakers, CLI</h3>



<p class="wp-block-paragraph"><a href="https://digitalproduction.com/tag/substance-designer/" title="Substance Designer">Designer </a>15 includes context-sensitive, illustrated tooltips for atomic nodes—finally, some clarity for anyone lost in spaghetti graphs. GPU-accelerated bakers are improved, non-square UVs are supported, and the baking CLI is now more sensibly named <code>substance3d_baker.exe</code>. </p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/cdn.80.lv/api/upload/content/40/images/68776eb19f18f/widen_1840x0.jpg?w=1200&quality=80&ssl=1"  alt="https://cdn.80.lv/api/upload/content/40/images/68776eb19f18f/widen_1840x0.jpg" ></figure>



<h3 id="one-caution-test-before-production" class="wp-block-heading">One Caution: Test Before Production</h3>



<p class="wp-block-paragraph">As always: New features should be thoroughly tested in your actual production pipeline. Rendering, material export, and FX might behave differently outside the pristine confines of Designer’s viewport.</p>



<p class="wp-block-paragraph">These tweaks (and more) are detailed in <a href="https://helpx.adobe.com/substance-3d-designer/release-notes/version-15-0.html" title="">Adobe’s own release notes</a>.</p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/07/17/substance-3d-designer-15-arrives/">Substance 3D Designer 15 arrives</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>
					
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/07/6-Substance-3D-Designer-Update_-New-Renderer-Post-FX-and-Context-Editing-_-Adobe-Substance-3D-YouTube-0-2-24.jpeg?fit=1920%2C1080&#038;quality=80&#038;ssl=1" length="88366" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/07/6-Substance-3D-Designer-Update_-New-Renderer-Post-FX-and-Context-Editing-_-Adobe-Substance-3D-YouTube-0-2-24.jpeg?fit=1200%2C675&#038;quality=80&#038;ssl=1" width="1200" height="675" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title>A stone structure resembling a lion&#039;s face, partially covered with green vines and foliage, set against a dark background, showcasing weathered rocks and intricate carvings.</media:title>
	<media:description type="html"><![CDATA[A stone structure resembling a lion's face, partially covered with green vines and foliage, set against a dark background, showcasing weathered rocks and intricate carvings.]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/07/6-Substance-3D-Designer-Update_-New-Renderer-Post-FX-and-Context-Editing-_-Adobe-Substance-3D-YouTube-0-2-24.jpeg?fit=1200%2C675&#038;quality=80&#038;ssl=1" width="1200" height="675" />
<post-id xmlns="com-wordpress:feed-additions:1">190185</post-id>	</item>
		<item>
		<title>16.03.25: DESIGN FOR FILM: Bridging Art, Costume &#038; VFX @ HFF Munich</title>
		<link>https://digitalproduction.com/2025/03/11/16-03-25-design-for-film-bridging-art-costume-vfx-hff-munich/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 11 Mar 2025 17:00:22 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[costume design]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[digital workflows]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[film industry]]></category>
		<category><![CDATA[Filmmaking]]></category>
		<category><![CDATA[Production]]></category>
		<category><![CDATA[production design]]></category>
		<category><![CDATA[VFX]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=161163</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/2025_01_Poster_Flyer_web.jpg?fit=597%2C1080&quality=80&ssl=1" width="597" height="1080" title="" alt="A green poster announcing a symposium titled "Design for Film" featuring text about the event's schedule and location, including details about the art and costume department meeting VFX. Contact information is provided at the bottom." /></div><div><p>The symposium Design for Film at HFF München explores the intersection of Art and Costume Departments with VFX, tackling workflows, communication, and education.</p>
<p>The post <a href="https://digitalproduction.com/2025/03/11/16-03-25-design-for-film-bridging-art-costume-vfx-hff-munich/">16.03.25: DESIGN FOR FILM: Bridging Art, Costume & VFX @ HFF Munich</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">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/2025/03/2025_01_Poster_Flyer_web.jpg?fit=597%2C1080&quality=80&ssl=1" width="597" height="1080" title="" alt="A green poster announcing a symposium titled "Design for Film" featuring text about the event's schedule and location, including details about the art and costume department meeting VFX. Contact information is provided at the bottom." /></div><div><p class="wp-block-paragraph">On March 16, from 11:00 to 15:00, <em>Design for Film – Art and Costume Department meets VFX</em> will take place at Kino 2, HFF München. The event brings together professionals and students to discuss the practical and creative intersections between digital and analog film production. Moderated by Waleska Leifeld, the panel includes <em>Prof. Jürgen Schopper</em> (HFF, VFX) and industry experts from Art and Costume Departments in film and series production.</p>



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



<h2 id="symposium-at-hff-munchen-where-art-meets-vfx" class="wp-block-heading">Symposium at HFF München: Where Art Meets VFX</h2>



<p class="wp-block-paragraph">The symposium examines fundamental questions about interdisciplinary collaboration: Who communicates with whom—producers with VFX studios, location scouts with VFX supervisors? Who oversees the overall design? What role does a VFX supervisor’s independence play? At what stage is the decision made between digital and practical effects, and how does budget planning factor into this? The discussion also covers the integration of digital costume and art departments, the crucial on-set interactions between VFX supervisors and costume teams, and the evolving educational landscape for these fields.</p>



<p class="wp-block-paragraph">Insights from VFX studies at <em>HFF München</em>, Production Design at <em>ZHdK</em> (Zürcher Hochschule der Künste), and Costume Design programs will provide context on how education aligns with industry demands. The symposium concludes with a networking session at <em>Minna Thiel</em> from 15:00 to 16:30.</p>



<p class="wp-block-paragraph">And if you want to join, write a mail to <a href="mailto:info@v-sk.de" target="_blank" rel="noreferrer noopener">info@v-sk.de</a></p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="1080" width="597"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/2025_01_Poster_Flyer_web.jpg?resize=597%2C1080&quality=80&ssl=1"  alt=""  class="wp-image-161167" ></figure><p>The post <a href="https://digitalproduction.com/2025/03/11/16-03-25-design-for-film-bridging-art-costume-vfx-hff-munich/">16.03.25: DESIGN FOR FILM: Bridging Art, Costume & VFX @ HFF Munich</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
		<enclosure url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/2025_01_Poster_Flyer_web.jpg?fit=794%2C1436&#038;quality=80&#038;ssl=1" length="197017" type="image/jpg" />
<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/2025_01_Poster_Flyer_web.jpg?fit=597%2C1080&#038;quality=80&#038;ssl=1" width="597" height="1080" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A green poster announcing a symposium titled "Design for Film" featuring text about the event's schedule and location, including details about the art and costume department meeting VFX. Contact information is provided at the bottom.]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/2025_01_Poster_Flyer_web.jpg?fit=597%2C1080&#038;quality=80&#038;ssl=1" width="597" height="1080" />
<post-id xmlns="com-wordpress:feed-additions:1">161163</post-id>	</item>
	</channel>
</rss>
