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		<title>Redshift 2026.3 fixes displacement headaches</title>
		<link>https://digitalproduction.com/2026/02/25/redshift-2026-3-fixes-displacement-headaches/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 25 Feb 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Alembic]]></category>
		<category><![CDATA[AOV]]></category>
		<category><![CDATA[Cinema 4D]]></category>
		<category><![CDATA[displacement]]></category>
		<category><![CDATA[GPU rendering]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Hydra]]></category>
		<category><![CDATA[katana]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[macOS]]></category>
		<category><![CDATA[Maxon]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Metal]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[production rendering]]></category>
		<category><![CDATA[Redshift]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[solaris]]></category>
		<category><![CDATA[texture displacement]]></category>
		<category><![CDATA[USD]]></category>
		<category><![CDATA[Windows]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/solaris_geometry_light_lop_support.webp?fit=600%2C341&quality=72&ssl=1" width="600" height="341" title="" alt="A 3D-rendered metallic figure is centered in the image, surrounded by three elliptical light trails, set against a gradient gray background. The right side displays software interface tools, indicating an ongoing design or modeling process." /></div><div><p>Redshift 2026.3 is a stability release focused on texture displacement, Hydra USD updates and host bug fixes.</p>
<p>The post <a href="https://digitalproduction.com/2026/02/25/redshift-2026-3-fixes-displacement-headaches/">Redshift 2026.3 fixes displacement headaches</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://www.maxon.net/en/redshift" title="">Redshift</a> from <a href="https://digitalproduction.com/tag/maxon/" title="Maxon">Maxon</a> is a GPU renderer for <a href="https://digitalproduction.com/tag/c4d/" title="C4D">Cinema 4D</a>, <a href="https://digitalproduction.com/tag/maya/" title="Maya">Maya</a>, <a href="https://digitalproduction.com/tag/3ds-max/" title="3ds Max">3ds Max</a>, <a href="https://digitalproduction.com/tag/houdini/" title="Houdini">Houdini</a> and <a href="https://digitalproduction.com/tag/katana/" title="katana">Katana</a>. It targets final-frame GPU rendering and USD Solaris pipelines, sitting at lookdev and lighting in production.</em></p>



<h3 id="consolidation-not-features" class="wp-block-heading">Consolidation, not features</h3>



<p class="wp-block-paragraph"><a href="https://www.maxon.net/">Maxon</a> has released Redshift 2026.3.0. The build includes plugins for Cinema 4D, Maya, 3ds Max, Houdini and Katana. It is a maintenance release focused on stability, host compatibility and incremental displacement updates. No new headline rendering features are introduced.</p>



<p class="wp-block-paragraph">On Apple hardware, Redshift now requires macOS Sonoma 14 or higher. Maxon recommends macOS Tahoe 26.2 as the latest officially supported version, while noting known rendering artefacts on Intel CPU plus AMD GPU systems on Tahoe. On Windows and Linux, updated NVidia driver minimums apply, including specific requirements for Blackwell 50xx GPUs. Linux requires glibc 2.28 or higher.</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">
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</div></figure>



<h3 id="texture-displacement-cleaned-up" class="wp-block-heading">Texture displacement cleaned up</h3>



<p class="wp-block-paragraph">Texture displacement receives performance improvements and several correctness fixes. The update resolves holes in meshes, vertical artefacts in the software ray tracer and cases where displacement disappeared on tessellated meshes without UVs.</p>



<p class="wp-block-paragraph">Support for smooth normals has been added to texture displacement. The UV Context Projection node gains a new camera selection mode for camera projection mapping.</p>



<p class="wp-block-paragraph">Additional fixes address deformation motion blur with displacement, incorrect auto-bump behaviour, and noisy details on scaled meshes. Material blending issues involving stacking and the Material Blender shader have also been corrected.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/files.trello.com/5db0dc5e4c80247745b66745/6926314651f46cb7f516b3bc/3ffc9be286c73712b0ecc77715f77c6d/image_2026-02-10_121206792.png?w=1200&ssl=1"  alt="https://files.trello.com/5db0dc5e4c80247745b66745/6926314651f46cb7f516b3bc/3ffc9be286c73712b0ecc77715f77c6d/image_2026-02-10_121206792.png?Policy=eyJTdGF0ZW1lbnQiOlt7IlJlc291cmNlIjoiaHR0cHM6Ly9maWxlcy50cmVsbG8uY29tLzVkYjBkYzVlNGM4MDI0Nzc0NWI2Njc0NS82OTI2MzE0NjUxZjQ2Y2I3ZjUxNmIzYmMvM2ZmYzliZTI4NmM3MzcxMmIwZWNjNzc3MTVmNzdjNmQvaW1hZ2VfMjAyNi0wMi0xMF8xMjEyMDY3OTIucG5nIiwiQ29uZGl0aW9uIjp7IkRhdGVMZXNzVGhhbiI6eyJBV1M6RXBvY2hUaW1lIjoxNzcxOTM1NjAwfSwiRGF0ZUdyZWF0ZXJUaGFuIjp7IkFXUzpFcG9jaFRpbWUiOjE3NzE5MzQ5OTl9fX1dfQ__&Key-Pair-Id=K28SYADB5F0657&Signature=jqe1~elqGDMheT217Kv2fS2XXJH9j~l1ct2LUIUrAW~VQh9t-0UAa~fkqNvwTc7xQIBJTiJdtkptbZIZObMgSK7ObU8-jUKWvgCOvV4YpSZeRnqlV~3eintenHJIXTAuDRjSYILzgCwaWAy8Zp~EmaAFp3jerEWuf~tYwRQPni-di0ZxBbywwJYuiI11NMm9tadHgS8t-o-Nr7eNXhyjTU4t7PIW4TgP1OwI5NE33bBn1DZXLj9rgKnE1Gyg8rHy8cLc31Gs2NHHtXHtSxjBaeGURuS0ihlDxoq8gE3T8kd5SThXdq23c6MTwj-PpJKXsy-f6eCUr4oKS-0Ijhl3tg__" ></figure>



<h3 id="hydra-and-solaris-updates" class="wp-block-heading">Hydra and Solaris updates</h3>



<p class="wp-block-paragraph">Redshift adds support for Houdini 21.0.559 and 21.0.596 and drops support for 20.5.654 and 21.0.440. The Hydra delegate now supports the Solaris 21.0 statistics panel in the latest Houdini 21.0 production build.</p>



<p class="wp-block-paragraph">Hydra 2.0 fixes include motion blur limitations, primvars sampling issues, light linking problems, nested instancing errors and live updating of custom light and camera parameters. Support has been added for USD implicit surface primitives, USD mesh lights via the Geometry Light LOP, and updated USD and Alembic procedurals. AOV-related bugs affecting ObjectID, Depth, cryptomatte, deep and Refractions Light Groups have been fixed.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/files.trello.com/5db0dc5e4c80247745b66745/697aee435f0117d85ad3eab3/7ac2fa1718fbf01bbb2e4c5649e4902a/Solaris_DomeLight_Copernicus_Support_1.jpg?w=1200&ssl=1"  alt="https://files.trello.com/5db0dc5e4c80247745b66745/697aee435f0117d85ad3eab3/7ac2fa1718fbf01bbb2e4c5649e4902a/Solaris_DomeLight_Copernicus_Support_1.jpg?Policy=eyJTdGF0ZW1lbnQiOlt7IlJlc291cmNlIjoiaHR0cHM6Ly9maWxlcy50cmVsbG8uY29tLzVkYjBkYzVlNGM4MDI0Nzc0NWI2Njc0NS82OTdhZWU0MzVmMDExN2Q4NWFkM2VhYjMvN2FjMmZhMTcxOGZiZjAxYmJiMmU0YzU2NDllNDkwMmEvU29sYXJpc19Eb21lTGlnaHRfQ29wZXJuaWN1c19TdXBwb3J0XzEuanBnIiwiQ29uZGl0aW9uIjp7IkRhdGVMZXNzVGhhbiI6eyJBV1M6RXBvY2hUaW1lIjoxNzcxOTM1NjAwfSwiRGF0ZUdyZWF0ZXJUaGFuIjp7IkFXUzpFcG9jaFRpbWUiOjE3NzE5MzQ5OTl9fX1dfQ__&Key-Pair-Id=K28SYADB5F0657&Signature=rqKVeYONVMR9iZtRF0jceFzIcDoWGPUde61PtnxzFx-nLf5m7ng2EIr7SnCJ8KJY3pjTYRl9F8j8SqVM~EXMjw6Y0XYahbrjutj8cymIAOQWyRb3xQRrYGYbW8Zj6tnriI3ELmqUmjO777Efu1D6BbvmZFtLRpOvW4KwT3YLef8kT0T1v0~vmZ9sbQG7bYCOty-Ue1qIadflOn1dQrwsvs3oy6UoeOo9J16PL8KyxjoEm90I-Tmq1RdcL28up3o-IRWoDX09V8rG-aSCtFiK~rJsp5FoXRW7anE5esY7PHa10nEDpI~vyIcbi2xKcUMazxX7wZ1QimNTd~~0xsSp5g__" ></figure>



<p class="wp-block-paragraph">Redshift 2026.3 is a stabilisation release aimed at removing pipeline friction introduced in earlier 2026 builds. As always, new tools and innovations should be tested before use in production.</p>



<p class="wp-block-paragraph">// Redshift 2026.3.0 Release Notes<br />// <a>https://support.maxon.net/hc/en-us/articles/Redshift-2026-3-0-2026-02-February-10-2026</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/02/25/redshift-2026-3-fixes-displacement-headaches/">Redshift 2026.3 fixes displacement headaches</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A 3D-rendered metallic figure is centered in the image, surrounded by three elliptical light trails, set against a gradient gray background. The right side displays software interface tools, indicating an ongoing design or modeling process.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">255625</post-id>	</item>
		<item>
		<title>Houdini 21: Like good wine (Part1,  VFX &#038; Geo)</title>
		<link>https://digitalproduction.com/2025/11/17/houdini-21-like-good-wine-part1-vfx-geo/</link>
		
		<dc:creator><![CDATA[Manuel Kotulla]]></dc:creator>
		<pubDate>Mon, 17 Nov 2025 06:00:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D modeling software]]></category>
		<category><![CDATA[ambient occlusion]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Copernicus]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[Fusion]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[ICE.ART]]></category>
		<category><![CDATA[Machine Learning]]></category>
		<category><![CDATA[meshing]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[MPM Solver]]></category>
		<category><![CDATA[particle simulation]]></category>
		<category><![CDATA[Procedural Modelling]]></category>
		<category><![CDATA[SideFX]]></category>
		<category><![CDATA[Simulation]]></category>
		<category><![CDATA[solaris]]></category>
		<category><![CDATA[USD]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[volumetric]]></category>
		<category><![CDATA[Vulkan]]></category>
		<category><![CDATA[Zibra]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/mpm_intro.png?fit=1200%2C615&quality=72&ssl=1" width="1200" height="615" title="" alt="A clear glass cup with whipped coffee being poured into it, showcasing layers of creamy foam and brown coffee. The cup is surrounded by scattered coffee beans and a silver frother on a dark surface." /></div><div><p>Houdini 21 polishes the chaos: production-ready MPM, neural surfacing, smarter Pyro, and Vulkan viewport upgrades: all taste-tested for real-world use. (Part 1 of ???)</p>
<p>The post <a href="https://digitalproduction.com/2025/11/17/houdini-21-like-good-wine-part1-vfx-geo/">Houdini 21: Like good wine (Part1,  VFX & Geo)</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/manuelkotulla/">Manuel Kotulla</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/mpm_intro.png?fit=1200%2C615&quality=72&ssl=1" width="1200" height="615" title="" alt="A clear glass cup with whipped coffee being poured into it, showcasing layers of creamy foam and brown coffee. The cup is surrounded by scattered coffee beans and a silver frother on a dark surface." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:236,&quot;href&quot;:&quot;https:\/\/www.sidefx.com\/tutorials\/how-to-create-thruster-fx&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251227131028\/https:\/\/www.sidefx.com\/tutorials\/how-to-create-thruster-fx\/&quot;,&quot;redirect_href&quot;:&quot;https:\/\/www.sidefx.com\/tutorials\/how-to-create-thruster-fx\/&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-06 10:39:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-21 21:37:33&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-25 19:57:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-01 17:35:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-05 13:39:15&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-10 20:30:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-04 03:56:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-17 13:31:19&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 21:49:48&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-08 12:18:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-13 20:45:31&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 01:40:18&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-23 13:50:33&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-29 12:42:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-03 06:53:49&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-03 06:53:49&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:237,&quot;href&quot;:&quot;https:\/\/www.sidefx.com\/contentlibrary\/carbd-dual-car-collision&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251119201225\/https:\/\/www.sidefx.com\/contentlibrary\/carbd-dual-car-collision\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 13:09:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-06 10:39:56&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-21 21:37:36&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-25 19:58:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-01 17:35:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-05 13:39:18&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-10 20:30:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-04 03:57:24&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-17 13:31:21&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 21:49:48&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-08 12:18:03&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-17 00:04:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 07:10:59&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-23 13:50:34&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-29 12:42:24&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-03 06:53:49&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-03 06:53:49&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<h3 id="a-tasting-of-the-dynamics-and-geometrys-side-of-effects" class="wp-block-heading"><strong>A tasting of the dynamics and geometrys side (of) effects</strong></h3>



<p class="wp-block-paragraph">This release is not about the number of features, but about finishing what was started, achieving true production readiness, robustness, performance, and ease of use. It’s a version focused on quality of life. Feature sets like MPM simulations and Karma have matured like a good wine. The machine learning tools respect the artist’s skill set and have left their state of play are actual usefull in production.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-8.png?quality=72&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="614"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-8.png?resize=1200%2C614&quality=72&ssl=1"  alt="A graphic titled &#039;R&D Priorities&#039; featuring the logo of Houdini at the center. Below the logo are two gray boxes labeled &#039;Strengthen Core Technologies&#039; and &#039;Enhance User Experience&#039;, with an orange button at the bottom stating &#039;KEEP IT ALL PROCEDURAL&#039;. The background is black."  class="wp-image-224976" ></a><figcaption class="wp-element-caption">SideFX’s R&D priorities presented at Equinox Hive Keynote</figcaption></figure>



<p class="wp-block-paragraph">Even though SideFX remains modest in its official statements, Houdini 21 is a massive release. For the feature-hungry among us, the highlights include a fully matured APEX; a refined and clever animation and rigging framework; a simulating Copernicus (think <em>Substance on Dope</em>), and in the VFX realm, the production-ready MPM Solver. On top of that, we’re seeing machine learning tools popping up in all the right places (AI for people who don’t expect a Pixar film from a single click), faster and expanded rendering with Karma, and a healthy dose of quality-of-life improvements.</p>



<p class="wp-block-paragraph">Since our editorial cat can only count to 300, we can’t tell you the exact number of new or improved features,  but we’re impressed nonetheless. And soon, you will be too. To avoid overwhelming both writer and reader, we’re breaking this article into a mini-series. We’ll start with VFX & Geometry, followed by Solaris & Karma, Copernicus & Terrain, and the massive Animation & Rigging tools.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="615"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_intro.png?resize=1200%2C615&quality=72&ssl=1"  alt="A clear glass cup filled with layers of frothy coffee and cream on a dark background. Coffee beans and sugar crystals are scattered on the surface around the cup, enhancing the rich café ambiance."  class="wp-image-213821" ><figcaption class="wp-element-caption">The beaut of MPM. Art by Peter Sanitra</figcaption></figure>



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



<p class="wp-block-paragraph">One of the most exciting additions in H20.5 was without question the MPM Solver. The <strong>M</strong>aterial<strong>P</strong>oint<strong>M</strong>ethod truly allows you to simulate a wide range of different materials. From water, snow, and sand to honey, metal, and concrete, all within a single Solver setup. The geometry is simply substituted by points or particles, which are then simulated. The different materials interact physically accurate and constraint-free, purely based on their assigned parameters.</p>



<p class="wp-block-paragraph">The initial release was already impressive, but it left users standing somewhat in the simulated rain when asking: <em>“How do I get a proper mesh with UVs?”</em>  That exact issue has now been beautifully solved in H21. Any MPM simulation, whether rigid body or fluid, can now be meshed (as polygons or SDF volumes), including UVs, color, and other attributes, using no more than two nodes. </p>



<p class="wp-block-paragraph">A nice and usefull addition to this workflow is the MPM Debris node, which generates new points along fracture lines as sources for smoke, dirt, or secondary debris effects. So let’s take a look at meshing hard and fluid or granular surfaces across a few setups and scenarios and wrap things up with a creamed cookies drink while watching the official and very excellent MPM demo.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="492"  sizes="(max-width: 1200px) 100vw, 1200px"  data-id="213874"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_1-1.png?resize=1200%2C492&quality=72&ssl=1"  alt="A 3D modeling interface showcasing a geometric scene with a sphere above a red wireframe box. On the right, a control panel is open displaying attributes related to the geometry, including a node network for adjustments."  class="wp-image-213874" ><figcaption class="wp-element-caption">MPM Configure comes with everything you need for a happy little MPM simulation.</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="471"  data-id="213875"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_2.png?resize=1200%2C471&quality=72&ssl=1"  alt="A 3D modeling interface displaying a wireframe vase surrounded by red highlighted objects on a grid background. The right panel features nodes for material and geometry settings in a software environment."  class="wp-image-213875" ><figcaption class="wp-element-caption">Replacing the default collider and source with our own models</figcaption></figure>
</figure>



<h3 id="surfacing-mpm-simulations" class="wp-block-heading">Surfacing MPM Simulations</h3>



<p class="wp-block-paragraph">Testing time! For this test setup, we’ll have a clay ball smash into a vase model, paying close attention to UV transfer and the generation of smaller fragments through the Debris Source. The easiest way to start an MPM simulation is by typing “MPM Configure” into the node search. This gives you a complete set of starter nodes right away. (Under <em>MPM Configure</em>, you’ll also find plenty of additional example setups for study or creative repurposing.) By the way, the MPM container on the far right controls the overall resolution of the entire simulation.</p>



<p class="wp-block-paragraph">We replace the default sphere with our own model and can now assign materials directly inside the mpmSource node and tweak them to our liking. It’s genuinely fun. Feels a bit like a mini-game. Since a concrete material would be more realistic but also quite boring as a vase material, we went with Chunky Snow instead. The environment comes in via an Object Merge directly into the mpmCollider Sop, ready to go.  Our clay ball, the antagonist of this little simulation, isn’t a collider per definition but another mpmSource ready to be smashed, merged with the vase and given its own material behavior, Chunk Soil.</p>



<p class="wp-block-paragraph">To make sure the particles can actually see and “love” each other, we need to enable Particle-Level Collision in the solver. The new Auto Sleep feature helps keep the vase passive until the collision happens, preventing it from collapsing at frame one and saving quite a bit of compute time.</p>



<figure class="wp-block-gallery has-nested-images columns-2 is-cropped wp-block-gallery-2 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_3.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="473"  data-id="213879"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_3.png?resize=1200%2C473&quality=72&ssl=1"  alt="A 3D modeling interface displayed on a computer screen, featuring a green wireframe figure in a virtual space, with a selection of geometry nodes and properties on the right side, indicating a focus on digital design and manipulation."  class="wp-image-213879" ></a><figcaption class="wp-element-caption">Let there be … snow?</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_4.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="747"  data-id="213884"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_4.png?resize=1200%2C747&quality=72&ssl=1"  alt="A 3D visualization displaying a cloud of data points in a grid environment. The data points are primarily in grey, with clusters of bright green and red, indicating distinct areas. A sidebar on the right shows a flow chart with labeled nodes, providing additional context."  class="wp-image-213884" ></a><figcaption class="wp-element-caption">What awounderfull mess … and soon mesh.</figcaption></figure>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_sleep.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="638"  sizes="(max-width: 1200px) 100vw, 1200px"  data-id="218079"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_sleep.jpg?resize=1200%2C638&quality=80&ssl=1"  alt="A screenshot of a software interface displaying simulation settings. Options for solver and output adjustments are visible, with highlighted features like &#039;Enable Particle Based Collisions&#039; and &#039;Enable Auto Sleep&#039; indicated by arrows. Horizontal sliders control various parameters."  class="wp-image-218079" ></a><figcaption class="wp-element-caption">To get proper collisions, make sure to enable particle-level collisions.</figcaption></figure>
</figure>



<p class="wp-block-paragraph">Since the clay ball will be meshed as a fluid and granular surface and the vase as a rigid object, we first separate the MPM particles using a Blast node, filtering them by their respective source names.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/Kc3t0Zy2jGU?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><figcaption class="wp-element-caption">Hero and antagonist with different colored mpmSources in one Simulation.</figcaption></figure>



<p class="wp-block-paragraph">For surfacing the vase, we use the mpmPostFracture node, which takes the rest-geometry and the MPM particles as input. This node essentially breaks the geometry apart “end to start,” so it needs to be fed the final frame of the simulation. After that, we choose either Voronoi or Boolean Cut as the fracture method. The latter can generate interior details, subtle irregularities on the inner faces of the fracture, that weren’t visible before, and it’s also faster to compute.  We can further control the number of pieces as well as define the minimum fragment size at which new pieces should be generated.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_5-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="420"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_5-1.png?resize=1200%2C420&quality=72&ssl=1"  alt="A detailed vase with intricate patterns displayed among several gray rocks on a flat surface. To the right, a user interface is visible, showing a node-based layout for editing parameters, with sliders and options for adjustments."  class="wp-image-213888" ></a><figcaption class="wp-element-caption">UV-ready for destruction with ray-traced glory in Vulkan. Check out those beautiful UVs.</figcaption></figure>



<p class="wp-block-paragraph">The final node in the chain is mpmDeformPieces, which transfers the newly generated fracture geometry onto the MPM particles  and just like that, the vase shards, physically convinced they’re made of snow, go flying through the scene, complete with perfectly intact UVs. For more of a muddy mess, we could have generated a liquid or granular surface instead, but we’ll save that for the clay ball. The result from the Debris Source, which lets you precisely define when and where particles based on fracture are emitted, is then passed into a POP network, including collisions from the vase and background).</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/aWM3P-Gp9FE?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><figcaption class="wp-element-caption">Nice working UVs meet Debris Source particles and a snowy-chunky vase.</figcaption></figure>



<p class="wp-block-paragraph">Time to get serious:</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/K3a38UXR-DQ?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><figcaption class="wp-element-caption">Smashing time!</figcaption></figure>



<h3 id="continuos-emissions-surface-tension" class="wp-block-heading">Continuos Emissions & Surface Tension</h3>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/I9T00RsDfwM?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><figcaption class="wp-element-caption">Layered continuos emission powered by a pop turbulence force</figcaption></figure>



<p class="wp-block-paragraph">With this new option, you can quickly fill containers, simulate expanding materials, or layer different materials on top of each other. The option is located in the mpmource node and spreads new particles apart using positive pressure.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-4.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="576"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-4.png?resize=1200%2C576&quality=72&ssl=1"  alt="A digital 3D model workspace displaying two objects: a large purple, speckled vase-like shape and a smaller spherical shape to its left. On the right, a settings panel is open, showcasing options for geometry adjustments with sliders and parameters."  class="wp-image-221372" ></a><figcaption class="wp-element-caption">The higher the expansion value, the faster the MPM source grows.</figcaption></figure>



<p class="wp-block-paragraph">Let’s take our vase and let a thick, viscous something ooze out of it. A good chance to show how simple MPM can be: if we want things to float inside the fluid, they just need a lower density. A few cubes are generated and assigned a jelly material. Two geometries, two MPM Sources, merged and fed into the solver. That’s all it takes. Just as easily, you can mix different fluids within the same setup. And for a bit more drama, we can dive into the solver and add a POP Wind node with some turbulence.</p>



<p class="wp-block-paragraph">Surface tension allows for realistic effects such as droplets, tendrils, and flowing water. H21 introduces two new ways to control surface tension for both liquid and viscous materials inside the MPM Solver. The Point Based method offers higher accuracy and stability, making it ideal for small and detailed simulations. The Grid Based method, on the other hand, is optimized for performance and handles millions of particles more efficiently, which makes it better suited for large-scale scenes. External forces and friction can be increased if objects keep moving when they shouldn’t. Otherwise, you might end up with a scene straight out of <em>Terminator 2</em>.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="787"  height="552"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/image-20.png?resize=787%2C552&quality=72&ssl=1"  alt="A flowchart illustrating preferences for surface tension methods. At the top, it states &quot;I want Surface Tension.&quot; It branches into options for accuracy and speed, leading to Point Based Surface Tension and Grid Based Surface Tension."  class="wp-image-216863" ><figcaption class="wp-element-caption">Choose your destiny. / SideFX</figcaption></figure>



<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/cTNOXOFRqoI?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><figcaption class="wp-element-caption"><em>Liquid mpm sim with and w/o Surface Tension</em></figcaption></figure>



<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/9BazotjCaEc?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><figcaption class="wp-element-caption"><em>Meshing of MPM Particles as (Neural) Fluidsurface … </em></figcaption></figure>



<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/uHEOII-kkDY?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><figcaption class="wp-element-caption">… or as particles and particle driven instances.</figcaption></figure>



<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/-XqpzR8AA2c?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><figcaption class="wp-element-caption">Breaking Geo > Sim with Jp Attribute > Separated Breakpoints > 2nd Sim Based on Breakpoints</figcaption></figure>



<p class="wp-block-paragraph">To achieve high levels of detail without an unnecessarily large number of simulation points, the new, more precise collision detection allows you to use the fracture edges of a simulation as the source for a targeted secondary simulation. The attribute Jp (Plastic Compression/Stretching) is key here. It can be used to isolate the fractured areas and feed them into a Surfacing node set to VDB mode. This resulting volume can then serve as the source for the second simulation. And don’t forget to use the main simulation result as a collider.</p>



<figure class="wp-block-embed is-type-video is-provider-vimeo wp-block-embed-vimeo wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<span class="h00NBCaJqZQaoYvVmdl2rs6fyixtmZObKBx4DSznEqMybk7CUQpN3u29d6wRO5tYuv4nsccg"><iframe title="mpm_collider" src="https://player.vimeo.com/video/1112443940?dnt=1&app_id=122963" width="1200" height="675" frameborder="0" allow="autoplay; fullscreen; picture-in-picture; clipboard-write; encrypted-media; web-share" referrerpolicy="strict-origin-when-cross-origin"></iframe></span>
</div><figcaption class="wp-element-caption">Adding details through 2nd simulation. / SideFX</figcaption></figure>



<p class="wp-block-paragraph">And finally to top it off, the official demo. A detailed breakdown of that beautiful cookie shot.</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/50Q25JKBMK8?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><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<h3 id="machine-learning-in-dynamics" class="wp-block-heading">Machine Learning in Dynamics</h3>



<p class="wp-block-paragraph">You won’t find any generative AI native in Houdini, but rather a growing collection of smart, locally running models, often trained by yourself, designed to simplify or speed up time-consuming tasks.</p>



<h3 id="surfacing-flip-vellum-particle-simulations" class="wp-block-heading">Surfacing Flip, Vellum & Particle Simulations</h3>



<p class="wp-block-paragraph">Alongside Neural Point Surfacing for MPM, the new Neural Point Surface and proven Particle Fluid Surface nodes now bring neural meshing to FLIP, Vellum, and POP simulations as well. Until now a bunch of points are trying to reconstruct the surface of a material. With neural meshing, you can now achieve much sharper, more detailed surfaces across a both high and low frequencies. The result: surfaces that are no longer uniformly fuzzy, but crisp, structured, and temporally stable. As before, you can train your own models, but even the included presets already produce finer details. And thankfully, the whole thing is GPU-accelerated.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/vfx_ML_neuralpop-2.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="484"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/vfx_ML_neuralpop-2.png?resize=1200%2C484&quality=72&ssl=1"  alt="A computer screen displaying a 3D modeling interface. On the left side, two textured models labeled &#039;Average Position&#039; and &#039;Neural Surface&#039; are shown. The right side features a node graph and adjustable parameters for editing geometry."  class="wp-image-213833" ></a><figcaption class="wp-element-caption">Machine-learning neural-AI particle meshing wonder, now with UV and attribute transfer magic</figcaption></figure>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-7.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="542"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-7.png?resize=1200%2C542&quality=72&ssl=1"  alt="A side-by-side comparison of two 3D rendering techniques. On the left, a grey geometric shape with particle fluid simulation showing volumetric effects. On the right, a similar shape rendered using neural point surface technology, with a stylized appearance."  class="wp-image-224892" ></a><figcaption class="wp-element-caption">More detail at low and high frequencies thanks to Neural Surface / SideFX</figcaption></figure>



<h3 id="volume-upres" class="wp-block-heading">Volume Upres</h3>



<p class="wp-block-paragraph">The core problem behind volume up-resing: for efficiency, artists often create and approve low-resolution simulations. But once the voxeldensity is increased, the overall shape of the sim tends to change. With the new tools, a low-res simulation can now be upscaled while preserving its exact shape. This not only keeps previously approved versions intact, but also allows for far more iterations. A model that’s been trained on a specific motion or behavior can now upscale multiple variations of it.</p>



<p class="wp-block-paragraph">The Billowy Smoke recipe (or shelf tool) comes with a pretrained up-res model already integrated. Let’s start by looking at a comparison between the low-res input simulation and the 3× up-res result.</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/gWlaHWtTuqk?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><figcaption class="wp-element-caption"><em>Promising results — nice details, but some artifacts remain.</em></figcaption></figure>



<p class="wp-block-paragraph">Details are nicely added, while the overall shape is preserved impressively well. Caching took a bit of time, but it’s still far faster than running a full high-res simulation.  The real idea, however, is that we can now reuse this up-res model for all our future Billowy Smoke setups and honestly, we probably should. So, let’s quickly modify the setup and see if we can break the upscaler.</p>



<p class="wp-block-paragraph">This time, the solver runs at a voxel size of 0.05, using the 2× upscaler. The 3× model didn’t really add more detail, just extra waiting time. For a bit more fun, a Gas Wind with random direction and a collision shape were added.  That collision shape, as it turns out, gives the upscaler a bit of trouble as seen below. </p>



<p class="wp-block-paragraph">But when comparing the up-res result to a true high-res sim, it’s clear that the system is really good at preserving the base form. Doubling the voxel size in the high-res sim, on the other hand, changes the overall shape and eats up a ton of time but stays artifact-free. Or, if you really want perfection, you could just train a model specifically for this type of collision.</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/WLbhfoQRFCQ?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><figcaption class="wp-element-caption"><em>Naturally, the simulation changes with voxel density. Higher resolution, different behavior.</em></figcaption></figure>



<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/2n8dwInyjzk?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><figcaption class="wp-element-caption"><em>With stronger motion, the up-res process tends to produce more artifacts. To be fair, though, the model wasn’t really trained for that much wind.</em></figcaption></figure>



<p class="wp-block-paragraph">If you want to train your own model, this Equinox Hive talk walks you through every detail:</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/9k2-WcWvQYI?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="zibra-ai-vdb-compression" class="wp-block-heading">Zibra AI VDB compression</h3>



<p class="wp-block-paragraph">With this plugin you can save up to 99 percent of storage space when caching VDB simulations, which makes it perfectly suited for use in real-time engines such as Unreal Engine 5. The Zibra toolset, distributed via SideFX Labs, provides three dedicated nodes. </p>



<p class="wp-block-paragraph">The first, zibravdb_compress, writes and exports .zibravdb files for use in Unreal and similar environments. The second, zibravdb_decompress, brings those files back into Houdini. And finally, zibravdb_filecache acts as a modified File Cache node that automatically handles compression, loading, and decompression for further use inside Houdini.  Before diving in, you’ll need to download the mode<strong>l</strong> and obtain a license, potentially a free personal one if your revenue is below 100 K USD. The license management can be accessed directly from any of the three nodes.</p>



<p class="wp-block-paragraph">For a quick benchmark, I used the Fireball Recipe and cached one regular VDB sequence alongside two Zibra versions with different quality settings. The original VDB sequence weighed 294 MB. The Zibra compression at a quality setting of 0.2 came in at only 5 MB, roughly 98 percent smaller. At a quality setting of 0.9, the result visually matched the original VDB almost perfectly while staying at just 36 MB, around 88 percent less.<br />That insane low file size at 0.2 naturally comes at the cost of lost detail, as visible in the comparison graph below. Still, the results are impressive and they open up the possibility for bringing volumetric simulations into real-time pipelines far more efficiently than before.</p>



<figure class="wp-block-image size-full"><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/2025/10/zibra_vs_vdb-1.png?resize=1200%2C675&quality=72&ssl=1"  alt="Three distinct explosion graphics labeled &#039;Zibra 0.9&#039;, &#039;VDB&#039;, and &#039;Zibra 0.2&#039; displayed on a turquoise background. Each explosion has varying intensity and smoke detail, showcasing the differences in simulation quality."  class="wp-image-217145" ><figcaption class="wp-element-caption">Different levels of Zibra compression vs reference VDB.</figcaption></figure>



<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/9LH73uFi1KE?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="pyro-shelve-tool-presets" class="wp-block-heading">Pyro Shelve Tool Presets</h3>



<p class="wp-block-paragraph">Another way to get artists up to speed faster are production-ready presets, not just educational examples, but tools meant to be customized for your very real projects. Each of them comes with a ready-to-use Solaris network, fully set up for rendering straight out of the box. Even better, the Help section now includes a short guide and exploanation of important Nodes for every preset. </p>



<p class="wp-block-paragraph">SideFX strikes a noticeably new tone here, aiming to flatten the learning curve rather than overwhelming newcomers with endless options (which, to be fair, they still do from time to time). These guides can be found under Documentation → What’s New → Pyro. In this section, we’ll take a closer look at three fundamentally different presets, each showcasing its own approach and creative use case.</p>



<h3 id="stylized-flame" class="wp-block-heading">Stylized Flame</h3>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_6382.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/videoframe_6382.png?resize=1200%2C675&quality=72&ssl=1"  alt="An animated orange explosion with splashes of liquid against a black background, creating a dramatic contrast and emphasizing the vibrant colors."  class="wp-image-224931" ></a><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<p class="wp-block-paragraph">With the refined Copernicus toolset, entirely new worlds open up: stylized fire based on a classic Pyro simulation, right inside Houdini. And if needed, even live-rendered in Solaris.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-3 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="817"  data-id="213723"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_stylized_b.png?resize=1200%2C817&quality=72&ssl=1"  alt="A 3D simulation of pinkish smoke billowing from the left side, showcased against a digital grid background. On the right, a node editor interface displays a complex flowchart for manipulating the smoke effects, highlighting various parameters and connections."  class="wp-image-213723" ><figcaption class="wp-element-caption">Classic pyro sim as source. The “ToonFX” is created inside a COP(ernicus) node.</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="482"  data-id="213719"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_stylized_a.png?resize=1200%2C482&quality=72&ssl=1"  alt="A digital workspace showing a brown topographical map on the left, complemented by a complex network of nodes on the right, illustrating a creative design process in a graphical software environment."  class="wp-image-213719" ><figcaption class="wp-element-caption">Temperature and flame fields are separated inside the 2.5D space – or is it 3D after all?</figcaption></figure>
</figure>



<p class="wp-block-paragraph">To put the claim of “easy adaptability” to the test, we took the Pyro Fireball preset and gave it a Toon-style makeover. Adding the VDB field “Flame” inside the solver’s output was all it took to make it work. The output from the Cop node, by the way, can be merged directly into the scene for further Houdini style editing.</p>



		<figure class="wp-block-jetpack-videopress jetpack-videopress-player" style="" >
			<div class="jetpack-videopress-player__wrapper"> <span class="C9HzTtcjeVmvkw6afqpY0roQhgP32ndNXlL7DbWusyEGZO5RASK8UxMIJ1B"><iframe title="VideoPress Video Player" aria-label='VideoPress Video Player' width='972' height='1000' src='https://videopress.com/embed/J4cJGTgo?cover=1&autoPlay=0&controls=1&loop=0&muted=0&persistVolume=1&playsinline=0&preloadContent=metadata&useAverageColor=1&hd=0' frameborder='0' allowfullscreen data-resize-to-parent="true" allow='clipboard-write'></iframe><script type="wphb-delay-type" src='https://v0.wordpress.com/js/next/videopress-iframe.js?m=1739540970'></script></span></div>
			<figcaption></figcaption>
			
		</figure>
		


<h3 id="ground-explosion-b" class="wp-block-heading">Ground Explosion B</h3>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_1760.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/videoframe_1760.png?resize=1200%2C675&quality=72&ssl=1"  alt="An explosion with a large fireball and billowing smoke rising against a black background, surrounded by fiery debris and orange flames extending outward."  class="wp-image-224926" ></a><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="600"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_groundbumm.png?resize=1200%2C600&quality=72&ssl=1"  alt="A realistic 3D rendering of a soft cloud formation on the left, with a dark background featuring a grid. On the right, a network diagram displays interconnected nodes and lines, showcasing a procedural geometry editor interface."  class="wp-image-213809" ><figcaption class="wp-element-caption">Layered Pyro Sim with Render-Ready Solaris network.</figcaption></figure>



<p class="wp-block-paragraph">This shelf tool sets up a sparse pyro simulation featuring a large-scale explosion, smoke trails, and a shockwave. For more control and efficiency, it’s actually made up of <strong>two separate simulations</strong>, layered on top of each other and interacting through their velocity fields.</p>



<h3 id="candle-flame" class="wp-block-heading">Candle Flame </h3>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_3612.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/videoframe_3612.png?resize=1200%2C675&quality=72&ssl=1"  alt="A red candle with a flickering flame, featuring wax dripping down its sides, against a dark background. The bright flame contrasts with the smooth red surface of the candle."  class="wp-image-224933" ></a><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<p class="wp-block-paragraph">A candle flame might not be the most exciting thing visually, but it’s one of those Pyro results you end up needing again and again. What makes this preset interesting, though, is the <strong>procedurally modeled candle</strong> that comes with it. Exploring that setup is almost more fun than the Pyro sim itself.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-4 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_Candle-3.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="773"  data-id="213707"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_Candle-3.png?resize=1200%2C773&quality=72&ssl=1"  alt="A 3D rendering of a fluid-like yellow object with elongated drips on the left side, alongside a detailed, structured flowchart with interconnected nodes in white and blue on a dark background to the right."  class="wp-image-213707" ></a><figcaption class="wp-element-caption">Even the wildly procedural candle model is fully inspectable, though, admittedly, not exactly simple</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_Candle2.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="883"  data-id="213706"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_Candle2.png?resize=1200%2C883&quality=72&ssl=1"  alt="A realistic 3D rendering of a lit candle with wax dripping down its sides, standing on a flat surface. On the right, a tree-like diagram of associated nodes or elements, likely from a digital modeling or animation software."  class="wp-image-213706" ></a><figcaption class="wp-element-caption">Clean and surprisingly straightforward</figcaption></figure>
</figure>



<h3 id="thruster-fx" class="wp-block-heading">Thruster FX</h3>



<p class="wp-block-paragraph">In true H21 fashion and in the spirit of overall efficiency boosts, the new Thruster FX tool makes its debut: a setup designed to create engine and propulsion emissions with ease. It’s not just a new node, but rather a complete Recipe, a preconfigured network of nodes that some might, in hushed tones, simply call “presets.”</p>



<p class="wp-block-paragraph">With a cheerful click on Thruster Exhaust in the Pyro Shelf Tools (or via Configure Thruster in the Tab menu), you’ll get a fully adaptable node tree, including a ready-to-render Solaris network. The effect itself isn’t a simulation but a cleverly layered, art-directable procedural system built around VOP Nodes. Multiple pyrothrusterexhaust nodes are stacked in layers, each responsible for different components like sparks, fire, and plasma. All working together to form a surprisingly easy to use thruster system.</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/HlpwOFirPaM?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><figcaption class="wp-element-caption">A layered procedural effect without the need to use simulations</figcaption></figure>



<p class="wp-block-paragraph">So, what does it actually look like? And can it really be used straight out of the box, as promised? The short answer: pretty much, yes. The rendering comes surprisingly close to the viewport preview.  To get it running, only a few connections inside the included Solaris network needed to be adjusted. For our small test scene, we did a bit of kitbashing inside Solaris, then added some glow and polish in Fusion.</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/NF1zQjShrjY?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><figcaption class="wp-element-caption">The finished thruster. See how easy this is ? </figcaption></figure>



<p class="wp-block-paragraph">Let’s take a closer look at the node, both from the outside and under the hood. The node expects a primitive as input, and a simple circle usually does the trick. It outputs both particles and a volume containing density and temperature fields. In the General tab, you can control speed, length, and the overall shape via a spline ramp. The Exhaust section handles the color ramp and lets you tweak the underlying noise pattern, which has a strong impact on the overall form. Under the hood, the node generates a VDB from Polygon, then modifies the result with a Volume VOP and a Volume Adjust Fog node.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/custom.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="561"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/custom.png?resize=1200%2C561&quality=72&ssl=1"  alt="A software interface displaying a 3D simulation scene on the left, featuring glowing blue particles and scattered rocks, with a node graph on the right showcasing geometry settings and animation parameters."  class="wp-image-216801" ></a><figcaption class="wp-element-caption">Custom Thruster via Ramp und CopytoPoints</figcaption></figure>



<p class="wp-block-paragraph">As part of the ongoing effort to simplify things and lower the learning curve, SideFX has also released a good and detailed tutorial mini series: s<a href="https://www.sidefx.com/tutorials/how-to-create-thruster-fx" target="_blank" rel="noopener" title="">idefx.com/tutorials/how-to-create-thruster-fx</a></p>



<h3 id="car-destruction-fx" class="wp-block-heading">Car Destruction FX</h3>



<figure class="wp-block-embed is-type-video is-provider-vimeo wp-block-embed-vimeo wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<span class="m6Im91IbYjctELHsKKAO8szAoHWhUF4xMPLdbk7kxJo2huPMunqyX35jTRC9NirYG51vZD0eSrVBg"><iframe title="caRBD Dual-car Collision" src="https://player.vimeo.com/video/1111808816?dnt=1&app_id=122963" width="1200" height="675" frameborder="0" allow="autoplay; fullscreen; picture-in-picture; clipboard-write; encrypted-media; web-share" referrerpolicy="strict-origin-when-cross-origin"></iframe></span>
</div><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<p class="wp-block-paragraph">So that we can also crash the rigs built with the Car Rig SOP introduced in H20.5, Houdini 21 brings us the new Car Destruction Tools, led by the mighty RBD Car Fracture SOP, supported by the RBD Car Transform SOP. The first one takes care of fracturing and constraint creation, automatically handling the typical materials you’d expect in a vehicle: glass, metal, wood, and rubber. The RBD Car Transform SOP, similar to Transform Pieces, ensures that all pre-fractured parts are efficiently transformed based on the simulation points. You’re not limited to cars, by the way. Anything that follows the same basic logic can be blown apart. From motorcycles to helicopters, it all breaks just fine.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-2.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="514"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-2.png?resize=1200%2C514&quality=72&ssl=1"  alt="A 3D modeling software interface displays a wireframe model of a car, with color-coded geometry manipulation tools and nodes shown for texture adjustments, alongside various settings and parameters on the right. The background is a light blue grid."  class="wp-image-220986" ></a><figcaption class="wp-element-caption">The RBD Car Fracture SOP handles the dirty work — assigning materials, fracturing them, and wiring up the constraints.</figcaption></figure>



<p class="wp-block-paragraph">Destruction-hungry artists will find a detailed yet easy-to-follow example scene in the SideFX Content Library, the same visuals you might recognize from the keynote: <a href="https://www.sidefx.com/contentlibrary/carbd-dual-car-collision/" target="_blank" rel="noopener" title="">sidefx.com/carbd-dual-car-collision/</a>. A fitting go-through video can be found here:</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/aiRL_0sz1zw?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="geometry-viewport-and-other-tasty-qol" class="wp-block-heading">Geometry, Viewport and other tasty QoL</h3>



<p class="wp-block-paragraph">Coming from its deep VFX roots, Houdini has taken quite a journey to establish its own distinct style of procedural modeling. With H21, that journey continues, extending existing nodes and adding a few genuinely useful new ones along the way. This time, even the viewport got some well-deserved love, now powered by Vulkan and capable of loading Gaussian Splats directly.</p>



<h3 id="sculpting-in-time" class="wp-block-heading">Sculpting in Time </h3>



<p class="wp-block-paragraph">The Sculpt SOP, introduced in H20.5 and (surprisingly) quite useful, now gets a genuinely groundbreaking new feature called Shot Sculpting allowing time-based, keyframe-free sculpting.  Originally intended as a correction tool for character animation, the node turns out to be just as handy for VFX and motion design work.</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/JApD1NgjNjM?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">Temporal control is handled through the Shot Sculpt panel, which at first glance looks a lot like an NLE timeline and, in principle, works much the same way. Sculpting can be organized into layers that can be offset in time, faded in and out (complete with easing), muted, or adjusted in opacity. Alternatively, you can use mask_track to paint time-based attributes, which can then be passed downstream and used in other nodes, for an obvious example, as masks.</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/oyjc61W8GK0?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">Otherwise, the same rules apply as for the regular Sculpt SOP, whose updates we’ll take a look at next. In line with the new Shot Sculpting feature, the mask system has been reworked. Masks can still be painted manually, but can now also be loaded from an upstream float attribute, saved permanently, and blurred or sharpened as needed.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="610"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_sculpt_masks.png?resize=1200%2C610&quality=72&ssl=1"  alt="A 3D modeling software interface displaying a stylized green and gray face sculpture on the left, with various modeling tools and parameters visible. The right panel shows geometry parameters with adjustable settings."  class="wp-image-219441" ><figcaption class="wp-element-caption">Two Adjust Float nodes generate low- and high-frequency noise attributes — both can be loaded directly as mask inputs (shown in green) inside the Sculpt SOP.</figcaption></figure>



<p class="wp-block-paragraph">There are also new brushes. My personal highlight, the Elastic Grab brush:</p>



		<figure class="wp-block-jetpack-videopress jetpack-videopress-player" style="" >
			<div class="jetpack-videopress-player__wrapper"> <span class="jeNk0GKw05JMuTNqmljUYtLrgSB8E3sfdo4xfy2v3xEbqkaDS9znhWTt6Vz7BRcLuUlpQms4i2MP758HFPOXYFC"><iframe title="VideoPress Video Player" aria-label='VideoPress Video Player' width='1000' height='1000' src='https://videopress.com/embed/9MXhFAqa?cover=1&autoPlay=0&controls=1&loop=0&muted=0&persistVolume=1&playsinline=0&preloadContent=metadata&useAverageColor=1&hd=0' frameborder='0' allowfullscreen data-resize-to-parent="true" allow='clipboard-write'></iframe><script type="wphb-delay-type" src='https://v0.wordpress.com/js/next/videopress-iframe.js?m=1739540970'></script></span></div>
			<figcaption>Elastic Grab / SideFX</figcaption>
			
		</figure>
		


<p class="wp-block-paragraph">Of course, the complexity and depth of ZBrush remain unmatched, but for many tasks, artists can now comfortably stay right inside Houdini.</p>



<h3 id="geometry-masks" class="wp-block-heading">Geometry Masks</h3>



<p class="wp-block-paragraph">There are also updates when it comes to masking. Several well-known nodes now include a Mask parameter, allowing the effect to be restricted to a painted or procedurally generated mask. Among them: Peak SOP, Soft Peak SOP, Inflate SOP, Flatten SOP, and Point Jitter SOP.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="506"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/masks-1.png?resize=1200%2C506&quality=72&ssl=1"  alt="A 3D modeling interface displaying two bear figures. The left bear is rendered with a colorful texture overlay, while the right bear is shown in a wireframe format. The interface on the right includes node-based geometry options for adjustments."  class="wp-image-217139" ><figcaption class="wp-element-caption">Thick leg thanks to a painted mask affecting a Peak Node.</figcaption></figure>



<h3 id="uv-flatten-from-points" class="wp-block-heading">UV Flatten from Points</h3>



<p class="wp-block-paragraph">The latest addition to Houdini’s already powerful UV toolset could just as well be called “UV from Voronoi” since that’s exactly what it’s based on. The node distributes random or precisely placed points across the surface and uses them to calculate clean, non-overlapping UVs. It’s primarily designed for complex, high-resolution meshes, where traditional unwrapping tends to get messy fast.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-5 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_uv_A.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="504"  data-id="220881"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_uv_A.jpg?resize=1200%2C504&quality=80&ssl=1"  alt="A 3D modeling interface displaying a mesh object resembling irregular shards on the left, and a sculpted organic shape on the right. The screen also shows a node-based editor with several operations connected, indicating active manipulation of the model."  class="wp-image-220881" ></a><figcaption class="wp-element-caption">Voronoi-like UV distribution using a (random) Scatter node.</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_uv_B.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="545"  data-id="220882"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_uv_B.jpg?resize=1200%2C545&quality=80&ssl=1"  alt="A 3D modeling software interface displaying a wireframe turtle model on the left side, with a grid background. On the right side, a node-based programming interface shows the structure for the turtle model with connections and parameters."  class="wp-image-220882" ></a><figcaption class="wp-element-caption"><strong>Alternatively, the UV clusters can be output as an edge group.</strong></figcaption></figure>
</figure>



<h3 id="vulkan-viewport" class="wp-block-heading">Vulkan Viewport</h3>



<p class="wp-block-paragraph">Now enabled by default, the new Vulkan 3D viewport offers noticeably improved lighting, Ambient Occlusion, shading and ray tracing with built-in denoising, and a more accurate texture display though performance can take a hit if you push it too far.  New worklights including a fully adjustable Dome Light, Physical Sky, and Three-Point Light setup now serve as the default viewport lighting.</p>



<p class="wp-block-paragraph">Looking toward the future, the viewport can now display Gaussian Splats directly. Since splats are essentially just point clouds, and Houdini is fundamentally point-based, this opens up a rather promising combination. The .ply file can simply be loaded via a File SOP and passed into a Bake Splat SOP for further processing. From there, you can treat and manipulate the splats just like any other geometry using the usual SOP tools. More on rendering those Splats in the upcoming section on Solaris & Karma.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-6 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="567"  data-id="219892"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/gsplat_a.jpg?resize=1200%2C567&quality=80&ssl=1"  alt="A 3D modeling software interface displaying a textured cactus in a decorative pot on the left. On the right, a file explorer shows the selected cactus file with details, including file name and size."  class="wp-image-219892" ><figcaption class="wp-element-caption">Hi-Res GSplat from 3D Scan Studio iris</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="706"  data-id="219891"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/gsplat_b.jpg?resize=1200%2C706&quality=80&ssl=1"  alt="A 3D-rendered image of a cactus in a decorative pot, shown on the left side of a digital workspace. On the right side, a user interface displays nodes related to the cactus model&#039;s geometry."  class="wp-image-219891" ><figcaption class="wp-element-caption">Direct point-based editing of Gaussian Splats</figcaption></figure>
</figure>



<h3 id="curve-tools" class="wp-block-heading">Curve Tools</h3>



<p class="wp-block-paragraph">The new Extract Contours SOP can generate object outlines from a camera’s perspective either directly as edges or as an edge group. Quite handy for toon-style effects.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-7 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_contour.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="479"  data-id="219451"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_contour.png?resize=1200%2C479&quality=72&ssl=1"  alt="A 3D modeling interface displaying a geometric wireframe of a dog&#039;s head on the left side, with a red background. On the right side, there are settings for geometry transformations, showing options for adjusting parameters."  class="wp-image-219451" ></a><figcaption class="wp-element-caption">World’s most famous pighead now with contourlines.</figcaption></figure>
</figure>



<p class="wp-block-paragraph">The well-known Curve SOP now allows you to interactively split points into branches (with unique vertex numbers) or fuse them back together.</p>



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



<p class="wp-block-paragraph">If things ever get a bit too much, this node can reconstruct a low-res input geometry based on Catmull-Clark.</p>



		<figure class="wp-block-jetpack-videopress jetpack-videopress-player" style="" >
			<div class="jetpack-videopress-player__wrapper"> <span class="ARVhcYz0BfOIw2"><iframe title="VideoPress Video Player" aria-label='VideoPress Video Player' width='925' height='1000' src='https://videopress.com/embed/2rR0tPuf?cover=1&autoPlay=0&controls=1&loop=0&muted=0&persistVolume=1&playsinline=0&preloadContent=metadata&useAverageColor=1&hd=0' frameborder='0' allowfullscreen data-resize-to-parent="true" allow='clipboard-write'></iframe><script type="wphb-delay-type" src='https://v0.wordpress.com/js/next/videopress-iframe.js?m=1739540970'></script></span></div>
			<figcaption>Unsubdivide … unsubdivides / SideFX</figcaption>
			
		</figure>
		


<h3 id="conclusion-after-some-bottles-of-vfx" class="wp-block-heading">Conclusion after some bottles of VFX</h3>



<p class="wp-block-paragraph">Even though the stated (and achieved) goal of H21 was mainly polishing existing systems and adding plenty of quality-of-life improvements, it still manages to sneak in a massive load of new features along the way. And we’ve only scratched the surface here. Deep dives on Copernicus, Solaris, Karma, Rigging, and Animation are already in the works.</p>



<p class="wp-block-paragraph">What’s also refreshing is the ongoing effort to flatten the learning curve through better documentation, tons of in-house tutorials, and solid example files in the Content Library. Many things have become easier  or let’s say, more accessible, without losing depth, at least for those who want to go there. As always, most nodes can still be cracked open and modified at their core. Nice one, SideFX.</p>



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/11/17/houdini-21-like-good-wine-part1-vfx-geo/">Houdini 21: Like good wine (Part1,  VFX & Geo)</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/manuelkotulla/">Manuel Kotulla</a>. </p></div>]]></content:encoded>
					
		
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		<title>When Annabelle Grew Up: The  Digital Domain Horror Pipeline</title>
		<link>https://digitalproduction.com/2025/11/14/when-annabelle-grew-up-the-digital-domain-horror-pipeline/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 14 Nov 2025 07:00:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Autodesk Maya]]></category>
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		<guid isPermaLink="false">https://digitalproduction.com/?p=221392</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rev-1-CLR-FP-020_High_Res_JPEG.jpg?fit=1200%2C503&quality=80&ssl=1" width="1200" height="503" title="" alt="A close-up of a woman with a mischievous expression peering through shattered glass. She wears a sparkling white dress, and the dark background adds a mysterious atmosphere to the scene." /></div><div><p>425 shots, one terrifying doll, and a CG mill town: Digital Domain’s Alex Millet explains how his team built the horror of The Conjuring: Last Rites and kept it real.</p>
<p>The post <a href="https://digitalproduction.com/2025/11/14/when-annabelle-grew-up-the-digital-domain-horror-pipeline/">When Annabelle Grew Up: The  Digital Domain Horror Pipeline</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/rev-1-CLR-FP-020_High_Res_JPEG.jpg?fit=1200%2C503&quality=80&ssl=1" width="1200" height="503" title="" alt="A close-up of a woman with a mischievous expression peering through shattered glass. 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<p class="wp-block-paragraph">With <em><a href="https://en.wikipedia.org/wiki/The_Conjuring:_Last_Rites" title="">The Conjuring: Last Rites</a></em> crossing the $500M mark to become the <a href="https://www.imdb.com/de/title/tt22898462/" title="">highest-grossing horror film of 2025</a>, <a href="https://digitaldomain.com/" title="">Digital Domain</a> stood at the heart of the film’s supernatural terror. Under the supervision of Alex Millet, the <a href="https://digitaldomain.com/work/the-conjuring-last-rites/" title="">studio </a>delivered 425 shots ranging from invisible fixes to hero sequences: Annabelle’s monstrous transformation into a 12-foot stalker, Abigail Arnold’s unnerving smile, the haunted mirror’s shattering hallway nightmare, and an entire Pennsylvania mill town built in CG. Armed with <a href="https://digitalproduction.com/tag/houdini/" title="Houdini">Houdini</a>, <a href="https://digitalproduction.com/tag/nuke/" title="Nuke">Nuke</a>, <a href="https://digitalproduction.com/tag/maya/" title="Maya">Maya</a>, <a href="https://digitalproduction.com/tag/solaris/" title="solaris">Solaris</a>, <a href="https://digitalproduction.com/tag/adobe-photoshop/" title="Adobe Photoshop">Photoshop</a>, and <a href="https://digitalproduction.com/tag/v-ray/" title="vray">V-Ray</a>, the team balanced photorealism with dread, crafting visuals that were frighteningly real without ever slipping into camp. We sat down with Millet to discuss scope, artistry, and the technical pipelines behind conjuring digital horror.</p>


<div class="wp-block-image">
<figure class="alignleft size-full is-resized"><img data-recalc-dims="1"  decoding="async"  width="1162"  height="1119"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/Screenshot-2025-11-06-121452-1.png?resize=1162%2C1119&quality=72&ssl=1"  alt="A close-up portrait of a man in a formal suit, featuring a light blue dress shirt and a dark tie. He has short dark hair and a neutral expression, with a blurred background displaying a logo."  class="wp-image-221420"  style="aspect-ratio:1.0384335139070662;width:395px;height:auto" ></figure>
</div>


<p class="wp-block-paragraph">Meet Alex Millet (<a href="https://www.imdb.com/de/name/nm2874766" title="">IMDB </a>| <a href="https://www.linkedin.com/in/alexmillet/" title="">Linkedin</a>), a familiar face in the world of visual effects and someone whose résumé reads like a tour through modern cinema. Currently Visual Effects Supervisor at Digital Domain, Alex began his career as a lighting and look-development artist, later moving through roles as CG Supervisor, Sequence Supervisor and DFX Supervisor.</p>



<p class="wp-block-paragraph">His filmography spans some of the most recognisable titles in contemporary filmmaking, including <em>The Dark Knight Rises</em>, <em>Inception</em>, <em>Doctor Strange in the Multiverse of Madness</em> and <em>The Electric State</em>. Each project sharpened his eye for realism and storytelling through light, texture and composition, preparing him for his latest haunting venture with <em>The Conjuring: Last Rites</em> (2025).</p>



<p class="wp-block-paragraph"><strong>DP: Alex, can you start by outlining the scope of Digital Domain’s work on <em>The Conjuring: Last Rites</em>?</strong></p>



<p class="wp-block-paragraph">Alex Millet: The major effects were the Smurl street environment, the hallway destruction and the Annabelle doll sequence. Combined, these represented a little over half of the scope. On top of these, we also had a very complex ceiling replacement in the mirror room, a CG dog, some fire enhancement and along with many other invisible effects such as glasses reflections, TV insert, background replacement, etc. The team grew up to about 150 artists, and production lasted about 8 months. </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/bMgfsdYoEEo?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"><strong>DP: Which sequences do you personally consider the centerpiece of your team’s work, and why?</strong></p>



<p class="wp-block-paragraph">Alex Millet: The Smurl environment was a big part of our scope. We recreated the entire street surrounding the Smurls’ house and the looming factory. The environment was seen in multiple sequences at different times of day, each with different lighting and “life” in the neighbourhood. The hallway destruction was another big challenge because of all the destruction that we had to create. And, of course, Annabelle being so iconic, the sequence where she comes to life was an important one.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-8 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_04.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="719"  data-id="221432"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_04.jpg?resize=1200%2C719&quality=80&ssl=1"  alt="A crowd of people congregates on a street in front of houses, with news vans parked nearby. Some individuals are visible on porches, while others stand amidst the gathering, set against an industrial backdrop."  class="wp-image-221432" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_04_plate.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="719"  data-id="221433"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_04_plate.jpg?resize=1200%2C719&quality=80&ssl=1"  alt="A large crowd gathers outside a residential area, featuring several colorful houses. News vans and cameras are present, capturing the scene as people converse and observe from the sidewalks."  class="wp-image-221433" ></a></figure>
</figure>



<p class="wp-block-paragraph"><strong>DP: Horror relies on timing and subtlety. How did you collaborate with the director and editorial team to ensure the VFX didn’t overwhelm, but instead amplified the tension?</strong></p>



<p class="wp-block-paragraph">Alex Millet:Scott Edelstein was the VFX Supervisor on the production side and our main link with the director, Michael Chaves. Working with Scott and Michael was amazing; they were open to ideas and understood what was possible, which made it feel very collaborative. </p>



<p class="wp-block-paragraph">The goal for us is always for our effect to disappear and blend with the on-set photography to complement the look and feeling the director created. We match every detail as closely as we can; down to the subtle amount of wind in the atmosphere. The production team did a great job anticipating our needs while shooting, which made it a lot easier to integrate our image and keep our effect non-distracting.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-9 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_01.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="719"  data-id="221437"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_01.jpg?resize=1200%2C719&quality=80&ssl=1"  alt="A panoramic view of an industrial area with smoke rising from factories set against a backdrop of hills. In the foreground, lush trees display autumn colors, while a road winds through the landscape."  class="wp-image-221437" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_01_plate.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="719"  data-id="221438"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_01_plate.jpg?resize=1200%2C719&quality=80&ssl=1"  alt="An aerial view of a lush, green forest with trees in various shades of green and autumn colors. A winding road runs through the forest, revealing patches of open land and clustered houses nestled among the trees."  class="wp-image-221438" ></a></figure>
</figure>



<p class="wp-block-paragraph"><strong>DP: The Annabelle transformation is one of the film’s signature moments. What were the creative conversations around taking an iconic prop and making it terrifying at a larger-than-life scale?</strong></p>



<p class="wp-block-paragraph">Alex Millet:We started by building a CG version of the original doll, then turned it into the 12-foot version. As the giant version came to life in the hallway, the iterative process began. The 12-foot version of Annabelle went through a few rounds of redesign to become the scary character that the director wanted to see. Once the new look was found, we received a concept and started rebuilding our asset and worked on a new post viz. Annabelle needed to look determined and threatening as she came out of the room, yet not totally in control of her body. </p>



<p class="wp-block-paragraph">As the animation team took over, some aspects they focused on were Annabelle’s silhouette, matching some of the poses established during the concept phase, and the transformation. The transformation needed to feel abrupt, painful, and scary. We scaled different limbs at different times across the cut while working very closely with our CFX team to make sure the jerky motion did not break the dress simulation or make it distracting. The lighting also played a key role in the scare, keeping things dark yet revealing just enough to feel Annabelle’s presence, until the final jump scare with the flashlight.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/annabelle_01.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="719"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/annabelle_01.jpg?resize=1200%2C719&quality=80&ssl=1"  alt="A close-up of a doll with large, bright eyes and a wide smile, set against a dimly lit background. The doll has braided hair and an unsettling expression, appearing as if it is looming closer to the viewer."  class="wp-image-221436" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: Abigail Arnold’s smile is disturbingly subtle. How much back-and-forth was involved in refining something so specific, yet so essential to the character’s menace?</strong></p>



<p class="wp-block-paragraph">Alex Millet: We were lucky that the Director, Michael Chaves, is quite VFX-savvy, and provided us with a concept of the look and smile he wanted Abigail to have. The goal was to match his concept and bring her to life. We started with recreating the concept for different lighting scenarios, then developed a range of smile variations, ranging from neutral to wide extended smiles. The director was then able to select the right performance and the range of the smile that worked for the shots. </p>



<p class="wp-block-paragraph">A lot of the subtlety is in everything around the smile. The mouth only moves so much, but the way the cheeks, nostrils, eyelids or even eyebrows, compress and deform, all contribute to the realism and expression. Once we had selected range we refined the motion further, and the compositing team integrated the new face into the shot. We used this process for different shots, all in different lighting environments.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rev-1-CLR-FP-003_High_Res_JPEG.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="503"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rev-1-CLR-FP-003_High_Res_JPEG.jpg?resize=1200%2C503&quality=80&ssl=1"  alt="A close-up shot of a woman with curly hair looking up through a cracked glass surface, creating a distorted reflection. The background reveals a blurred interior, adding a sense of depth to the scene."  class="wp-image-221456" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: Horror effects can easily cross the line into unintentional comedy, the dreaded “absurdist 80s VHS fail.” How do you dial a CG effect into the sweet spot where it reads as horrifying, not parody?</strong></p>



<p class="wp-block-paragraph">Alex Millet: Here again, blending into the tone and vision established by the practical photography is always the most important for the effects. Our goal is always to make sure the VFX are as seamless as possible, and not distracting. </p>



<p class="wp-block-paragraph">Other than matching the look, lighting and ambience of what was done on set, that also means making sure that any animation does not go over the top, and breaks the tension. The Abigail smile was a great example, we could get a much wider range for a smile but instead, the more subtle ones, and in some cases barely moving at all, kept her looking disturbing.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/abigail_02.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="719"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/abigail_02.jpg?resize=1200%2C719&quality=80&ssl=1"  alt="A close-up of a bride in a white wedding dress, standing with her hand on the fabric. Behind her, an eerie figure with pale skin and an unsettling smile peeks from the shadows, adding a sense of unease to the scene."  class="wp-image-221435" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: Any tips for your peers on how to land that “maximum horror” effect faster in iteration, instead of burning weeks on trial and error?</strong></p>



<p class="wp-block-paragraph">Alex Millet: Hiding things is often a lot scarier than trying to explicitly create something scary. As VFX artists, we’re very analytical of our images and want to see every detail to make sure it’s perfect, but in this case, we needed to hide part of the image and let things fall into darkness. We’re still just as concerned with every detail; it’s more of an extra step: now that we know how it looks, what does it look like way darker? What parts are gone, and which ones are left. We, then, let the audience fill in the blanks.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rev-1-CLR-FP-029r_High_Res_JPEG.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="503"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rev-1-CLR-FP-029r_High_Res_JPEG.jpg?resize=1200%2C503&quality=80&ssl=1"  alt="A trio of people walking together on a street lined with old houses and parked cars. The man on the left wears a beige jacket, the young man in the middle has light-colored hair and denim, while the woman on the right is dressed in a dark coat and scarf, all displaying serious expressions."  class="wp-image-221455" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: You’ve mentioned the Pennsylvania mill town environment. Can you walk us through how the team extended sets into a fully believable small town, while keeping continuity across day and night shots?</strong></p>



<p class="wp-block-paragraph">Alex Millet: We knew we were going to see the street in many different shots, angles and lighting scenarios; we just didn’t know what these were going to be until the edit stabilized. So it started with concept work, then committed pretty early on to building the entire street as a fully renderable CG asset. </p>



<p class="wp-block-paragraph">We started with a rough 3D layout of the neighbourhood, then focused on the street the Smurls’ house was on. We built the houses in a modular way, like Lego blocks, and split them between the different floors and roofs, so we could easily swap the different pieces and create a lot of variations. This allowed us to start working on our assets to a high level of detail early on, and also prevented having to redo work if, for example, Scott or Michael wanted to move a particular house, or change the roof on another. </p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-10 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_03.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="719"  data-id="221443"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_03.jpg?resize=1200%2C719&quality=80&ssl=1"  alt="A quiet, dimly lit street at night lined with wooden houses. Streetlights cast a warm glow, illuminating the damp pavement, reflecting the light. A truck approaches in the distance, creating a misty atmosphere."  class="wp-image-221443" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_03_plate.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="719"  data-id="221442"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_03_plate.jpg?resize=1200%2C719&quality=80&ssl=1"  alt="A dimly lit street at night with vintage houses lining both sides. A large truck&#039;s headlights illuminate the wet pavement, reflecting a yellow glow. A parked car is visible on the left, with shadows emphasizing the quiet, rural atmosphere."  class="wp-image-221442" ></a></figure>
</figure>



<p class="wp-block-paragraph">Once the VFX sup & director were happy with the look in some early development shots, we worked on the different lighting environments and added life with props, cars, atmosphere, etc. So having the street fully built made it easy to maintain continuity across the shots, or break it if we wanted to do so for creative reasons. Around the CG street, we used 2.5D, mixing matte painting with supporting geometry for the factory and background, and lastly, the far background and sky were 2D matte painting.</p>



<p class="wp-block-paragraph"><strong>DP: Beyond the big hero moments, you delivered a large volume of invisible effects, reflections, vehicles, ceiling replacements. What kind of pipeline ensures consistency across such a wide range of tasks?</strong></p>



<p class="wp-block-paragraph">Alex Millet: Having a scalable pipeline is key. Many individual effects were only for a few shots, while others, like the Smurl street or the hallway destruction, spanned over 100+ shots. Having a single but scalable pipeline allows us to be nimble and iterate quickly to get started, but then scale up to handle any volume of shots. If things change, it also prevents us from having to go back and build things differently or with a different approach.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-11 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_02.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="719"  data-id="221444"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_02.jpg?resize=1200%2C719&quality=80&ssl=1"  alt="A quiet residential street lined with modest houses, an ambulance parked with its doors open. A few people gather near the ambulance, while a couple of cars are parked along the road. Smoke rises in the background, hinting at industrial activity."  class="wp-image-221444" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_02_plate.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="719"  data-id="221445"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/street_02_plate.jpg?resize=1200%2C719&quality=80&ssl=1"  alt="A street scene depicting a film set, with blue backdrops and crew members nearby. An ambulance is parked with its doors open, while a vintage car is positioned beside a house. The setting is overcast, suggesting an industrial area."  class="wp-image-221445" ></a></figure>
</figure>



<p class="wp-block-paragraph"><strong>DP: Let’s talk specifically about the mirror sequence. How did you design your glass-break pipeline for that scene?</strong></p>



<p class="wp-block-paragraph">Alex Millet: We had to create the shattering glass in the hallway sequence as well as the crack that’s on the mirror throughout the movie. Glass is really unforgiving in the sense that it needs to be fully built for all the reflections and refractions to behave correctly; there is no shortcut. Our asset team built a CG version of the mirror first, ensuring the glass layer had the correct thickness and reflection behaviour. </p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-12 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/mirror_01_plate.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="719"  sizes="(max-width: 1200px) 100vw, 1200px"  data-id="221446"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/mirror_01_plate.jpg?resize=1200%2C719&quality=80&ssl=1"  alt="A close-up image of hands pressed together in a gesture of prayer or meditation, with soft lighting creating a serene atmosphere. Fingers are intermingled, showcasing different skin tones and rings on some hands."  class="wp-image-221446" ></a></figure>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/mirror_01.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="719"  sizes="(max-width: 1200px) 100vw, 1200px"  data-id="221447"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/mirror_01.jpg?resize=1200%2C719&quality=80&ssl=1"  alt="Several hands gently touching a delicate arrangement of thin, shimmering strands in a dimly lit space, creating a sense of intimacy and connection."  class="wp-image-221447" ></a></figure>
</figure>



<p class="wp-block-paragraph">Then for the shattering, the FX team fractured the glass with an evolving crack. Fracture simulations don’t always result in the cleanest geometry and with glass, any imperfection can result in unwanted highlights. So after the glass was fractured in FX, we went back to the asset team and spent more time refining the geometry to make sure everything behaved correctly and looked as real as possible. For the static cracks, we had a different approach and started with a 2D concept of the overall shape, then sculpted it directly into the geometry.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rev-1-CLR-FP-020_High_Res_JPEG.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="503"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rev-1-CLR-FP-020_High_Res_JPEG.jpg?resize=1200%2C503&quality=80&ssl=1"  alt="A close-up of a woman with a mischievous expression peering through shattered glass. She wears a sparkling white dress, and the dark background adds a mysterious atmosphere to the scene."  class="wp-image-221454" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: The haunted mirror and hallway destruction sequence demanded complex simulation. What tools and workflows did you lean on to ensure the scene felt both physically credible and cinematically heightened?</strong></p>



<p class="wp-block-paragraph">Alex Millet: The hallway sequence was a challenge. We started with building a CG version of the hallway that had to be water-tight to work with the FX simulations. Our assets are mainly built in Maya for modelling, Mari for texturing, then Houdini & VRay for Lookdev. </p>



<p class="wp-block-paragraph">Once our asset matched the set, we added some extra geometry behind the walls and floor, to be revealed during the destruction and added material variations to the debris. The next step was to animate the mirror moving through the wall and start working on the look of the broken wood and floorboard simulation. </p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-13 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/hallway_03_plate-1.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="719"  sizes="(max-width: 1200px) 100vw, 1200px"  data-id="221449"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/hallway_03_plate-1.jpg?resize=1200%2C719&quality=80&ssl=1"  alt="A dimly lit hallway with shadows cast by warm light. Two figures are present in the foreground, one seemingly interacting with the other on the floor, while patterned wallpaper decorates the walls."  class="wp-image-221449" ></a></figure>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/hallway_03.jpg?quality=80&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="719"  sizes="(max-width: 1200px) 100vw, 1200px"  data-id="221467"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/hallway_03.jpg?resize=1200%2C719&quality=80&ssl=1"  alt="A dark, abandoned hallway with peeling wallpaper and debris scattered on the floor. A broken section of wall looms over a dim light source at the end, casting shadows and highlighting the neglected atmosphere."  class="wp-image-221467" ></a></figure>
</figure>



<p class="wp-block-paragraph">Our FX team, working in Houdini, did different iterations of breaking wood and drywall to find that rhythm and dynamic pop in the destruction. We also played with different amounts of smoke, either slowly filling the room or shooting from the impacts. We then went back to lookdev to create some procedural materials for the additional geometry. </p>



<p class="wp-block-paragraph">That’s all the inside faces that didn’t exist in the original model and were created once the geometry was fractured. Some of the finer effects, like smoke or fine particles, went directly from the FX team to the compositing team, but the main fractured geometry was passed to the lighting team to render with the mirror and the rest of the hallway. The lighting team rendered everything with VRay and Solaris in Houdini, then passed it to the compositing team to put all the elements together in Nuke.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="503"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/rev-1-CLR-FP-056r_High_Res_JPEG.jpg?resize=1200%2C503&quality=80&ssl=1"  alt="A man in a dark shirt and cross necklace extends his hand while holding an open book, showing urgency. A woman stands behind him with a concerned expression, both in a dimly lit corridor with floral wallpaper."  class="wp-image-221452" ></figure>



<p class="wp-block-paragraph"><strong>DP: How many iterations did it take to nail the timing and behavior of the breakage, and how did you balance simulation randomness with director’s notes?</strong></p>



<p class="wp-block-paragraph">Alex Millet: The biggest challenge was to tie in the propagating crack, which was an FX simulation, with the main cracks. The main cracks, under the actor’s hands, had a very specific art direction to look like they originated from the hand. They also needed the right timing to happen when the actors touched the mirror. We laid out the main impact points first, then matched the speed of the simulated propagating crack to tie everything in. </p>



<p class="wp-block-paragraph">Once the timing worked, we tweaked the geometry of our propagating crack once more so the lines would connect with the main impacts. The final effect was meant to look like a single event, moving across the entire glass but with specific impact points tied to the actor’s performance..</p>



<p class="wp-block-paragraph"><strong>DP: Looking back, what do you consider the biggest technical achievement of your team on <em>The Conjuring: Last Rites</em>?</strong></p>



<p class="wp-block-paragraph">Alex Millet: The hallway sequence was an interesting technical challenge; it came in late in the schedule, but required a full rebuild of the hallway and a heavy amount of FX destruction in almost every shot. The mirror was plowing through the walls and floors, and we needed to maintain some consistency in the destruction across the sequence. </p>



<p class="wp-block-paragraph">We also had to be very careful of the actors’ reflections, as we sometimes had to replace the mirror with a CG one for the animation and destruction to work, but we needed to maintain the actors’ reflections. Overall, the biggest challenge of the project was the aggressive timeline and wide scope of work; we had a big environment build with the Smurl street, a lot of FX simulation, some animation and character work with Annabelle and Abigail, a huge oner shot, and the list goes on. The team did an amazing job delivering this project on time and without any outstanding notes.</p><p>The post <a href="https://digitalproduction.com/2025/11/14/when-annabelle-grew-up-the-digital-domain-horror-pipeline/">When Annabelle Grew Up: The  Digital Domain Horror Pipeline</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A close-up of a woman with a mischievous expression peering through shattered glass. She wears a sparkling white dress, and the dark background adds a mysterious atmosphere to the scene.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">221392</post-id>	</item>
		<item>
		<title>KitBash3D Cargo 2.0 lands with Houdini Solaris importer and 350 free assets</title>
		<link>https://digitalproduction.com/2025/09/23/kitbash3d-cargo-2-0-lands-with-houdini-solaris-importer-and-350-free-assets/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 23 Sep 2025 07:49:33 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[3D assets]]></category>
		<category><![CDATA[3D model]]></category>
		<category><![CDATA[Asset]]></category>
		<category><![CDATA[Cargo 2.0]]></category>
		<category><![CDATA[Cargo Basic account]]></category>
		<category><![CDATA[Free]]></category>
		<category><![CDATA[free assets]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Houdini Solaris USD]]></category>
		<category><![CDATA[KitBash3D]]></category>
		<category><![CDATA[KitBash3D Cargo 2.0]]></category>
		<category><![CDATA[SideFX]]></category>
		<category><![CDATA[solaris]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=205411</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/09/250921_KitBash3DCargo2_Free3DAssets_vehicles.jpg?fit=960%2C480&quality=80&ssl=1" width="960" height="480" title="" alt="A grid display of eight futuristic vehicle designs, including various spaceships, an airship, a sleek red sports car, rugged utility vehicles, and other sci-fi concepts, all set against a black background." /></div><div><p>KitBash3D Cargo 2.0 ships with Houdini Solaris USD importer and 350 free assets. Free for personal use, commercial rights require paid plans.</p>
<p>The post <a href="https://digitalproduction.com/2025/09/23/kitbash3d-cargo-2-0-lands-with-houdini-solaris-importer-and-350-free-assets/">KitBash3D Cargo 2.0 lands with Houdini Solaris importer and 350 free assets</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/09/250921_KitBash3DCargo2_Free3DAssets_vehicles.jpg?fit=960%2C480&quality=80&ssl=1" width="960" height="480" title="" alt="A grid display of eight futuristic vehicle designs, including various spaceships, an airship, a sleek red sports car, rugged utility vehicles, and other sci-fi concepts, all set against a black background." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:734,&quot;href&quot;:&quot;https:\/\/kitbash3d.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251116055638\/https:\/\/kitbash3d.com&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 15:35:32&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-03 03:16:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-26 01:40:31&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-03 18:14:17&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-19 17:00:12&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-23 17:49:03&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-28 00:36:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-11 09:49:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-16 12:48:35&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-03 12:42:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-15 07:01:09&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-18 09:22:40&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-22 07:01:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-26 20:50:59&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-26 20:50:59&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<h3 id="cargo-2-0-new-importer-larger-free-library" class="wp-block-heading">Cargo 2.0: new importer, larger free library</h3>



<p class="wp-block-paragraph"><a href="https://kitbash3d.com">KitBash3D</a> has released Cargo 2.0, the rebuilt version of its asset manager for browsing and importing KitBash3D’s architectural and environment kits. The update arrives with a redesigned Houdini importer, co-developed with <a href="https://digitalproduction.com/tag/sidefx/" title="SideFX">SideFX</a>, that integrates natively into Solaris and exports all content in <a href="https://digitalproduction.com/tag/usd/" title="USD">USD</a>.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/dropinblog.net/cdn-cgi/image/fit%3Dscale-down%2Cwidth%3D2400/34244460/files/cargo-changelog-search-kits.png?w=1200&quality=72&ssl=1"  alt="https://dropinblog.net/cdn-cgi/image/fit=scale-down,width=2400/34244460/files/cargo-changelog-search-kits.png" ></figure>



<p class="wp-block-paragraph">Alongside the importer, Cargo 2.0 expands its free offering. Users of the free Cargo Basic account now receive access to 364 free assets:</p>



<ul class="wp-block-list">
<li>215 modular 3D models</li>



<li>141 materials</li>



<li>8 vehicles</li>
</ul>



<p class="wp-block-paragraph">All assets include textures up to 4K resolution in PNG or JPG. These files can be used in personal projects such as portfolios, student reels, or tests. Commercial use requires either purchasing the individual kit or upgrading to a paid Cargo subscription.</p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div style="width: 640px;" class="wp-video"><video class="wp-video-shortcode" id="video-205411-1" width="640" height="360" preload="metadata" controls="controls"><source type="video/webm" src="https://dropinblog.net/34244460/files/cargo-changelog-browse-kits.webm?_=1" /><a href="https://dropinblog.net/34244460/files/cargo-changelog-browse-kits.webm">https://dropinblog.net/34244460/files/cargo-changelog-browse-kits.webm</a></video></div>
</div></figure>



<h3 id="houdini-solaris-integration" class="wp-block-heading">Houdini Solaris integration</h3>



<p class="wp-block-paragraph">The most significant change in Cargo 2.0 is the <a href="https://digitalproduction.com/tag/houdini/" title="Houdini">Houdini </a>importer. KitBash3D rebuilt the plugin in collaboration with SideFX, ensuring that it works natively with Solaris. Assets imported through Cargo appear directly in Houdini’s Asset Catalog as USD files, complete with automatically generated thumbnails. Once imported, they remain in the catalogue across sessions, avoiding the need to reimport them for every new project.</p>



<p class="wp-block-paragraph">Materials integrate through <a href="https://digitalproduction.com/tag/solaris/" title="solaris">Solaris</a>’ MaterialX system, making them usable within the Stage environment without additional setup. For larger projects, the Stage Manager node ties into the Cargo Asset Catalog, letting technical directors place and manage hundreds of assets procedurally inside the scene graph. For artists working in layout, the workflow is as simple as dragging and dropping assets into Solaris.</p>



<p class="wp-block-paragraph">The importer works on both Windows and macOS. This marks the first time that Houdini users on macOS have had access to Cargo integration.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/dropinblog.net/cdn-cgi/image/fit%3Dscale-down%2Cwidth%3D2400/34244460/files/cargo-changelog-filter-kits.png?w=1200&quality=72&ssl=1"  alt="https://dropinblog.net/cdn-cgi/image/fit=scale-down,width=2400/34244460/files/cargo-changelog-filter-kits.png" ></figure>



<h3 id="other-dcc-integrations" class="wp-block-heading">Other DCC integrations</h3>



<p class="wp-block-paragraph">Cargo 2.0 does not limit itself to Houdini. The application connects to a broad set of DCC hosts, including Autodesk <a href="https://digitalproduction.com/tag/3ds-max/" title="3ds Max">3ds Max</a>, Blender, <a href="https://digitalproduction.com/tag/maxon/" title="Maxon">Maxon </a><a href="https://digitalproduction.com/tag/c4d/" title="C4D">Cinema 4D</a>, Autodesk <a href="https://digitalproduction.com/tag/maya/" title="Maya">Maya</a>, <a href="https://digitalproduction.com/tag/unity/" title="unity">Unity</a>, and <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal Engine</a>. Version support starts with 3ds Max 2021, Blender 3.0, Cinema 4D 2023, Maya 2020, Unity 2021.3, and Unreal Engine 5.2. By centring its pipeline on USD, Cargo ensures a consistent workflow across platforms, while each DCC importer follows the conventions of its host application.</p>



<h3 id="free-versus-paid-what-you-actually-get" class="wp-block-heading">Free versus paid: what you actually get</h3>



<p class="wp-block-paragraph">Cargo remains free to download. With a Basic account, users can access all of the kits they have previously purchased as well as the newly expanded library of 364 sample assets. This is the only no-cost option, and it is explicitly limited to personal use.</p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div style="width: 640px;" class="wp-video"><video class="wp-video-shortcode" id="video-205411-2" width="640" height="360" preload="metadata" controls="controls"><source type="video/webm" src="https://dropinblog.net/34244460/files/cargo-changelog-purchase-kits.webm?_=2" /><a href="https://dropinblog.net/34244460/files/cargo-changelog-purchase-kits.webm">https://dropinblog.net/34244460/files/cargo-changelog-purchase-kits.webm</a></video></div>
</div></figure>



<p class="wp-block-paragraph">Professional users face two subscription tiers. An individual licence costs $995 per year and grants access to the complete KitBash3D library of over 20,000 assets. A business licence costs $3,995 annually and is intended for studios requiring full access along with extended commercial rights. Both tiers include ongoing updates to the asset library as new kits are released.</p>



<h3 id="asset-formats-and-pipeline-alignment" class="wp-block-heading">Asset formats and pipeline alignment</h3>



<p class="wp-block-paragraph">All content in Cargo 2.0 is distributed in USD, accompanied by textures in either PNG or JPG format at resolutions of up to 4K. This decision to standardise around USD is consistent with how the industry is moving and directly benefits Houdini’s Solaris integration. By aligning its pipeline with USD, KitBash3D ensures that its content behaves predictably in other USD-based contexts such as Unreal Engine.</p>



<p class="wp-block-paragraph">The generation of persistent thumbnails on import is a practical detail that benefits daily use. Assets can be previewed inside Houdini’s catalogues without the need to reload them. For larger studios, this feature saves significant time during layout when hundreds of assets may be in use simultaneously.</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/fda7gpnPXQE?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="workflow-demonstration" class="wp-block-heading">Workflow demonstration</h3>



<p class="wp-block-paragraph">KitBash3D has released a video walkthrough showing Cargo 2.0 in action with Houdini 21. The demonstration begins with importing a model, which automatically generates a thumbnail for Solaris’ Asset Catalog. Materials are imported in the same way, appearing within a persistent catalogue that remains available for future sessions.</p>



<p class="wp-block-paragraph">Within Solaris, artists can either drag and drop assets into the Stage or make use of the Stage Manager node for larger setups. The video also shows how materials can be accessed through Solaris’ Material Linker, enabling them to be applied quickly to geometry in the scene. The goal of the redesign is clear: provide a simple workflow for generalists while supporting technical directors with procedural control at scale.</p>



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



<p class="wp-block-paragraph">Cargo 2.0 runs on Windows 10 or newer and on macOS 11.0 or newer. Plugins are available for all supported DCC hosts mentioned earlier. KitBash3D does not provide specific hardware requirements, but real-world performance will depend heavily on the host DCC and the size of the assets being loaded, particularly when working with USD datasets at scale.</p>



<h3 id="what-it-means-in-practice" class="wp-block-heading">What it means in practice</h3>



<p class="wp-block-paragraph">For independent artists and students, Cargo 2.0’s primary draw is the free library. The 364 included assets provide enough variety to build test scenes, practice workflows, and assemble portfolios. The new Solaris importer is especially relevant to Houdini users, since it finally closes the gap between KitBash3D’s content and a USD-native pipeline.</p>



<p class="wp-block-paragraph">For studios, the decision is more financial. The $3,995 business licence gives access to the full catalogue, but the value depends on how heavily a team relies on KitBash3D assets in production. For layout-heavy pipelines, or for studios that regularly need large-scale architectural assets, the cost is justifiable. For occasional use, it may not be.</p>



<h3 id="test-before-production" class="wp-block-heading">Test before production</h3>



<p class="wp-block-paragraph">KitBash3D claims that Cargo 2.0 improves both stability and pipeline alignment. These claims have not been independently verified at press time. As with any new tool, teams should test Cargo 2.0 carefully in their own production conditions before relying on it. This includes validating asset import behaviour, thumbnail persistence, and compatibility with existing USD workflows.</p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/09/23/kitbash3d-cargo-2-0-lands-with-houdini-solaris-importer-and-350-free-assets/">KitBash3D Cargo 2.0 lands with Houdini Solaris importer and 350 free assets</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
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<post-id xmlns="com-wordpress:feed-additions:1">205411</post-id>	</item>
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		<title>Fusion 20: a deep look at the core</title>
		<link>https://digitalproduction.com/2025/05/19/fusion-20-a-deep-look-at-the-core/</link>
		
		<dc:creator><![CDATA[Manuel Kotulla]]></dc:creator>
		<pubDate>Mon, 19 May 2025 09:40:06 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Blackmagic Design]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Blackmagic Design Fusion]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Cryptomatte]]></category>
		<category><![CDATA[Cryptomatte compositing]]></category>
		<category><![CDATA[Davinci Resolve]]></category>
		<category><![CDATA[Deep Compositing Fusion]]></category>
		<category><![CDATA[Deepcompositing]]></category>
		<category><![CDATA[EXR multilayer compositing]]></category>
		<category><![CDATA[Fusion]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Houdini Solaris USD]]></category>
		<category><![CDATA[Intellitracker]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Resolve]]></category>
		<category><![CDATA[solaris]]></category>
		<category><![CDATA[Text]]></category>
		<category><![CDATA[Tracking]]></category>
		<category><![CDATA[USD]]></category>
		<category><![CDATA[VFX masking workflows]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=182921</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/exr1-1.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="Fusion 20 indepth AOV" alt="Two lion head sculptures surrounded by flames in a digital editing interface." /></div><div><p>With its latest release, Blackmagic Fusion is positioning itself more aggressively than ever as a powerful and cost-effective complete package for node-based compositing and motion graphics.  We check whether Fusion 20 lives up to the high expectations.</p>
<p>The post <a href="https://digitalproduction.com/2025/05/19/fusion-20-a-deep-look-at-the-core/">Fusion 20: a deep look at the core</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/manuelkotulla/">Manuel Kotulla</a>. </p></div>]]></description>
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21:54:35&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph">We first take a close look at the new functions and then test various workflows in general. As a special treat we have an interview with Simon Hall from Blackmagic Design about the development of Fusion – which you can read very soon. Stay tuned! But now, let’s start up Fusion and see what’s what. </p>



<h2 class="wp-block-heading" id="h-native-support-for-cryptomatte"><span id="native-support-for-cryptomatte"><strong>Native support for Cryptomatte</strong></span></h2>



<p class="wp-block-paragraph">Or the “compositor’s lifesaver” – with a cryptomatte, complex masks can be created quickly and easily from all objects or materials present in a 3D scene. The only prerequisite for this is that Cryptomattes are included when the 3D scene is rendered. Manual object selection or ID assignment is not necessary.</p>



<p class="wp-block-paragraph">The Cryptonode itself presents these masks as extremely colourful surfaces that can be selected with a simple click and converted into an alpha channel. The mattes can be combined as required and removed again from a simple list view. Complex adjustments such as the colour grading of objects in the blur can be implemented quickly with cryptomattes, although they can also reach their limits here (we will look at a workaround for this special case later in the chapter on multilayers).</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e6423a9&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e6423a9" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="830" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/crypto1.png?resize=1200%2C830&quality=72&ssl=1"  alt=""  class="wp-image-182926" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>The Beautypass and the object-based masks it contains. </em> <br /><em>Artwork: Tucan by Dmitrii Vlasenko / SideFX, rendered with Karma XPU</em></figcaption></figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e642aaa&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e642aaa" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="802" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/crypto2.png?resize=1200%2C802&quality=72&ssl=1"  alt=""  class="wp-image-182928" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>The selection of the crypto node is output as an alpha channel and serves as a source for a particle emitter.</em></figcaption></figure>



<figure data-wp-context="{&quot;galleryId&quot;:&quot;69f766e642c59&quot;}" data-wp-interactive="core/gallery" class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-14 is-layout-flex wp-block-gallery-is-layout-flex">
<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e642f9b&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e642f9b" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="738" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182931"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/crypto3.png?resize=1200%2C738&quality=72&ssl=1"  alt=""  class="wp-image-182931" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Adjustments to the blurring of the depth are feasible, but can reach the limits of the Cryptomatte.</em></figcaption></figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e6433d1&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e6433d1" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="714" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182930"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/crypto4.png?resize=1200%2C714&quality=72&ssl=1"  alt=""  class="wp-image-182930" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>As a workaround, the blur can only be applied as the last step in compositing.</em></figcaption></figure>
</figure>



<h2 class="wp-block-heading" id="h-usd-amp-3d-compositing"><span id="usd-3d-compositing"><br /><strong>USD & 3D compositing</strong></span></h2>



<p class="wp-block-paragraph">Let’s stick with this example. Suppose we want to make the light a little more dramatic or add particle FX or text in the room or or or or … Here, in addition to the possibility of masking things to infinity, the fantastic (real) 3D space of Fusion comes into play, which can be fed with all kinds of data from FBX to USD. Let’s take a look at the updated USD workflow.</p>



<p class="wp-block-paragraph">The USD file generated by Houdini Solaris is simply dragged and dropped into Fusion and is then loaded and ready for use. Incidentally, the 3D space opens automatically as soon as a 3D object is to be displayed on one of the viewers <em>(shortcut “1” or “2”)</em>.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e643be6&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e643be6" class="wp-block-image size-full wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="607"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/usd1-1.png?resize=1200%2C607&quality=72&ssl=1"  alt=""  class="wp-image-182941" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Rendering on the left, USD Scene inserted by drag and drop on the right</em></figcaption></figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e644095&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e644095" class="wp-block-image size-full wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="602"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/usd2-1.png?resize=1200%2C602&quality=72&ssl=1"  alt=""  class="wp-image-182942" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>The uRender Node converts the 3D scene into 2D pixels, which we will of course not use. So far, only the preview engine STORM has been used as a renderer, which is not suitable for beauty passes, but for holdouts, graphic elements and masks.</em></figcaption></figure>



<p class="wp-block-paragraph">To make the rear lion’s head a little brighter, we can now add a USD light and illuminate the head as desired. As we are working with real 3D data, the light is modulated correctly, which is a huge advantage over working with conventional masks. To avoid potentially disturbing influences on other objects, these are faded out using uVisibility. A newly added 3D layer acts as a light blocker to allow the light to flow gently downwards. Finally, this black and white image generated by a uRender Node is added directly over our original rendering – or better, used as a mask for a colour corrector.</p>



<p class="wp-block-paragraph">3D text can be added in a similarly simple way, and parts of Fusion’s proprietary 3D system can be integrated into the USD Scene – as is the case with a Text3D Node. Particularly nice: If a Z-channel is also output via uRender, Fusion can perform a so-called depth merge, in which the merge node automatically “masks” the objects in the correct order using the Z-channel.</p>



<figure data-wp-context="{&quot;galleryId&quot;:&quot;69f766e6442f3&quot;}" data-wp-interactive="core/gallery" class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-15 is-layout-flex wp-block-gallery-is-layout-flex">
<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e6445bb&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e6445bb" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="605"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182945"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/usd3.png?resize=1200%2C605&quality=72&ssl=1"  alt=""  class="wp-image-182945" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Mask generated by a Distantlight</em></figcaption></figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e644996&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e644996" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="583"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182946"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/usd4.png?resize=1200%2C583&quality=72&ssl=1"  alt=""  class="wp-image-182946" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Before & After. Thanks to the Z-channel & fresh air DoF, the camera blur can be applied as the final act and reacts very nicely to the new highlights.</em></figcaption></figure>
</figure>



<p class="wp-block-paragraph">To round off the trip, we export the whole fun as USD and load the file back into Houdini as a sublayer and can access the new light and the Lightblocker here.</p>



<figure data-wp-context="{&quot;galleryId&quot;:&quot;69f766e644ce9&quot;}" data-wp-interactive="core/gallery" class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-16 is-layout-flex wp-block-gallery-is-layout-flex">
<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e644fa7&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e644fa7" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="721"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182949"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/usd6.png?resize=1200%2C721&quality=72&ssl=1"  alt=""  class="wp-image-182949" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>The elements integrated into the USD Stage by Fusion (uDistant Light and uShape) for inspection in Houdini Solaris.</em></figcaption></figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e645368&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e645368" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="603"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182948"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/usd55.png?resize=1200%2C603&quality=72&ssl=1"  alt=""  class="wp-image-182948" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption">Integration of 3D text in USD</figcaption></figure>
</figure>



<p class="wp-block-paragraph">What  we would like to see in a future update: A USD stage manager and more Hydra delegates aka render engines that support Fusion.</p>



<p class="wp-block-paragraph">An alternative to relighting via 3D is the relatively new <strong>relight node</strong>, which uses a rendered or calculated normal map. This is practical if you don’t have a 3D scene to hand and can do without precision.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e645999&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e645999" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="620" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/relight.png?resize=1200%2C620&quality=72&ssl=1"  alt=""  class="wp-image-182953" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>The Relight Node in directional light mode as a mask for a colour corrector.</em><em>The mask was additionally limited to the lion heads using Cryptomask and Bitmap Node (masks can be subtracted and combined in many ways here)</em>.</figcaption></figure>



<h2 class="wp-block-heading" id="h-real-deep-compositing"><span id="realdeep-compositing"><br /><strong>(Real)Deep Compositing</strong></span></h2>



<p class="wp-block-paragraph">Deep compositing is a brand-new feature in Fusion for intervening deeply in the image – and completely without 3D. Here, the pixels are also given depth values during rendering so that Fusion now knows where these pixels are located in 3D space.<br />The decisive advantages are mask- and Z-channel-free merging of objects and the creation of real depth position-based masks <em>(the above-mentioned depth merge accesses a Z-channel, a 2D representation of the depth in space)</em>, which, in contrast to the volume mask (which accesses the world position), are very precise and virtually free of edge problems. Volumes such as smoke and explosions can also be handled wonderfully, as objects can interact correctly with volumes. The new freedom comes at the price of larger data volumes and necessarily a render engine that supports deep data (e.g. Karma, Vray, Arnold, Octane, Renderman and Redshift).</p>



<p class="wp-block-paragraph">But right from the start – how do we even know that we are dealing with deep rendering? Fusion writes “deep” + colour depth after the resolution in the viewer and shows a cheerful “Z” in the channel selection (not multilayer selection).</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e645f82&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e645f82" class="wp-block-image size-full wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="724"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/deep1.png?resize=1200%2C724&quality=72&ssl=1"  alt=""  class="wp-image-182956" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">The new node “DeeptoPoints” then shows the whole truth – as a point cloud. We do not see “haptic” 3D objects, but the distribution of individual image pixels in space.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e646582&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e646582" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="571" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/deep2.png?resize=1200%2C571&quality=72&ssl=1"  alt=""  class="wp-image-182957" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">Let’s assume we now want to mount a fireball behind the lion heads. In “normal” compositing, volumes (explosions, smoke …) are a guarantee for alpha channel problems – not so in deep compositing.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e646c66&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e646c66" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="779" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/deep3-1.png?resize=1200%2C779&quality=72&ssl=1"  alt=""  class="wp-image-182962" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
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		</button></figure>



<p class="wp-block-paragraph">Above: The delivered explosive DeepEXR rendering (via Karma) and the Deep2Points view – the explosion has an actual volume of points, which will be very useful to us in a moment. The two deep renderings are merged using dMerge Node – and automatically know which elements should be in the foreground thanks to the 3D depth information they contain.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e64726b&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e64726b" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="642" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/deep4-1.png?resize=1200%2C642&quality=72&ssl=1"  alt=""  class="wp-image-182963" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">The fireball can even be moved in depth using dTransform and is automatically covered by the corresponding objects – or even partially covers other elements.</p>



<figure data-wp-context="{&quot;galleryId&quot;:&quot;69f766e6474f4&quot;}" data-wp-interactive="core/gallery" class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-17 is-layout-flex wp-block-gallery-is-layout-flex">
<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e64789b&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e64789b" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="649" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182965"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/deep5-1.png?resize=1200%2C649&quality=72&ssl=1"  alt=""  class="wp-image-182965" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e647db1&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e647db1" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="688" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182966"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/deep6.png?resize=1200%2C688&quality=72&ssl=1"  alt=""  class="wp-image-182966" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>
</figure>



<p class="wp-block-paragraph">To bring new 2D elements into the deep space, there is the Image2Deep node, which is attached behind all possible 2D nodes such as graphics, footage and renderings. The result is then available in the deepcomp, but of course remains flat itself.<br />For example, texts can be perfectly integrated into the fireball. Partially concealed, without a mask and the resulting alpha problems.</p>



<figure data-wp-context="{&quot;galleryId&quot;:&quot;69f766e648268&quot;}" data-wp-interactive="core/gallery" class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-18 is-layout-flex wp-block-gallery-is-layout-flex">
<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e648663&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e648663" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="700" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182968"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/deep7.png?resize=1200%2C700&quality=72&ssl=1"  alt=""  class="wp-image-182968" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
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		</button><figcaption class="wp-element-caption"><em>Half in the fireball</em>…</figcaption></figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e648bda&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e648bda" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="644" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182969"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/deep8.png?resize=1200%2C644&quality=72&ssl=1"  alt=""  class="wp-image-182969" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>… half in the ground, completely behind the lion’s head – completely mask-free.</em></figcaption></figure>
</figure>



<p class="wp-block-paragraph">The final DeepNode is called Deep2Image and brings the deepcomp into the classic 2D space for further processing or output. We have the fireball, but the right reflections are still missing. Let’s take a look at the brand new EXR multilayer workflow.</p>



<h2 class="wp-block-heading" id="h-exr-multilayer-workflow"><span id="exr-multilayer-workflow"><strong>EXR Multilayer Workflow</strong></span></h2>



<p class="wp-block-paragraph">For the greatest possible flexibility in compositing CGI renderings, other helpful render layers such as masks, reflections, depth, separate lights and world position are added alongside the actual beauty pass (“the image”), which then allow a number of far-reaching adjustments to be made in compositing.<br />For reasons of clarity and working speed, these passes, which can be imagined as Photoshop layers, are not rendered separately as individual file sequences, but in a multilayer ERX sequence. This is then split up in compositing – which was also possible in principle in the past, but was very cumbersome.</p>



<p class="wp-block-paragraph">For Fusion 20, Blackmagic has revised the entire AOV / multilayer system and created a very fast workflow.  The first major innovation is the layer dropdown in the viewer, which can be used to view all the layers contained in the EXR or PSD <em>(shortcut: pageUp/Down)</em> – to simplify things, we are using a rendering here that already has the fireball integrated.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e6495db&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e6495db" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/exr1.png?resize=1200%2C675&quality=72&ssl=1"  alt=""  class="wp-image-182972" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Layer view in the viewer, the “Indirectemission” layer on the right.</em></figcaption></figure>



<p class="wp-block-paragraph">At first glance, there does not appear to be an equivalent to Nuke’s shuffle node for extracting the AOVs. However, to get to the individual layers, we can simply use … any node. For the sake of clarity, we use the ChannelBool node, which can generally be used to swap image channels.<br /><em>(Update with Beta 4: Blackmagic added a Node called Swizzler which acts more like the shuffle node.)</em></p>



<p class="wp-block-paragraph">Below on the left viewer we have only extracted the effects of the AOV rimlight on the reflections (LPE rendered from Karma) using Setting > Backgroundlayer and then made them brighter using a ColourCorrector.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e649c40&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e649c40" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="564" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/exr2.png?resize=1200%2C564&quality=72&ssl=1"  alt=""  class="wp-image-182974" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">In order to return these to the actual image, we must first remove the rimlight present in the beauty pass, otherwise it will be calculated twice. To do this, we can use the newer Multimerge Node, which allows us to process different layers with different mathematical operations. The layer called<em> “Difference”</em> removes the original rimlight, while the “<em>Add Rim” </em>Layer adds the new processed light using Alphagain = 0 (which is the same as the Nuke plus operation).</p>



<p class="wp-block-paragraph"><em>Caution: The title “Layerlist” only refers to the sequence in the merge node, not to the EXR layers/AOVs themselves.</em></p>



<figure data-wp-context="{&quot;galleryId&quot;:&quot;69f766e64a133&quot;}" data-wp-interactive="core/gallery" class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-19 is-layout-flex wp-block-gallery-is-layout-flex">
<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e64a559&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e64a559" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="565" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182979"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/exr3.png?resize=1200%2C565&quality=72&ssl=1"  alt=""  class="wp-image-182979" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e64ab62&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e64ab62" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="578" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182978"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/exr4.png?resize=1200%2C578&quality=72&ssl=1"  alt=""  class="wp-image-182978" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>
</figure>



<p class="wp-block-paragraph">As the nodes can access the AOVs directly, nothing needs to be extracted for simpler operations such as a Hueshift. The colour corrector can access the layer directly, in this case the emission pass. The rest happens as usual, a merge removes the previous emission pass, a second merge adds the new, blue-coloured pass. </p>



<figure data-wp-context="{&quot;galleryId&quot;:&quot;69f766e64afef&quot;}" data-wp-interactive="core/gallery" class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-20 is-layout-flex wp-block-gallery-is-layout-flex">
<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e64b3db&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e64b3db" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="581" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182982"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/exr6.png?resize=1200%2C581&quality=72&ssl=1"  alt=""  class="wp-image-182982" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption">The colour corrector can access the AOV directly.</figcaption></figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e64b8ff&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e64b8ff" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="556" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182983"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/exr5.png?resize=1200%2C556&quality=72&ssl=1"  alt=""  class="wp-image-182983" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>The original render layer “combinedEmission” is removed</em>.</figcaption></figure>
</figure>



<p class="wp-block-paragraph">Further application examples: The books on the left are too shiny? Simply subtract the reflection layer (limited to the books by crypto)!</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e64c13d&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e64c13d" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="536" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/exr7-1.png?resize=1200%2C536&quality=72&ssl=1"  alt=""  class="wp-image-182988" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>The reflection pass on the right, the subtracted result on the left. The CryptoNode restricts the effect to the books only.</em></figcaption></figure>



<p class="wp-block-paragraph">To give only the explosion a glow, the “DirectEmission” pass can be selected directly in the X-Glow Node as an area mask. Last but not least, we add a camera blur using fresh air Depth of Field. Conveniently, the depth map can also be read directly from the stream here.</p>



<figure data-wp-context="{&quot;galleryId&quot;:&quot;69f766e64c3da&quot;}" data-wp-interactive="core/gallery" class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-21 is-layout-flex wp-block-gallery-is-layout-flex">
<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e64c8bd&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e64c8bd" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="539" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182992"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/exr8.png?resize=1200%2C539&quality=72&ssl=1"  alt=""  class="wp-image-182992" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption">EXR layer as a glow mask.</figcaption></figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e64ce13&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e64ce13" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="624"  height="293"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="182991"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/exr9.png?resize=624%2C293&quality=72&ssl=1"  alt=""  class="wp-image-182991" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption">EXR layer as a depth map.</figcaption></figure>
</figure>



<p class="wp-block-paragraph">By the way, if you want to add new layers to the flow, you can do this with the LayerMux node. LayerRegex allows layers to be removed or renamed. The new workflow not only supports EXR, but also Photoshop layers.<br /></p>



<h2 class="wp-block-heading" id="h-what-about-ml"><span id="what-about-ml"><strong>What about ML?</strong></span></h2>



<p class="wp-block-paragraph">Blackmagic has always been well positioned when it comes to machine learning tools. First and foremost the extremely practical <strong>Magic Mask</strong>, which can significantly speed up rotoscoping tasks. Version 2.0 is already integrated in Resolve 20, while Fusion still has to make do with version 1.0 in the current beta.</p>



<p class="wp-block-paragraph">In the Magic Mask Node, lines are simply drawn on a reference frame over the objects to be masked and then tracked.  The mask itself can be refined or blurred using the “Matte” tab. As the whole operation is quite computationally intensive, the result is best cached (by right-clicking on the node).</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e64d8e2&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e64d8e2" class="wp-block-image size-full wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="625"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/ml1.png?resize=1200%2C625&quality=72&ssl=1"  alt=""  class="wp-image-182996" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>After a few strokes, you get a clean cut-out with the Magic Mask. Footage: Dog Ear Films</em></figcaption></figure>



<p class="wp-block-paragraph">To whet your appetite, let’s take a look at the new version, which has been simplified and improved in terms of precision. With our woolly friend, 2 clicks instead of strokes (the sun collector is precisely recognised as a separate object) are enough to create the mask. After tracking, a temporally stable mask is ready for use.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-22 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/ml2.png?quality=72&ssl=1"><img data-recalc-dims="1" height="1080" width="1099"  decoding="async"  data-id="182999"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/ml2.png?resize=1099%2C1080&quality=72&ssl=1"  alt=""  class="wp-image-182999" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/ml3.png?quality=72&ssl=1"><img data-recalc-dims="1" height="874" width="1200"  decoding="async"  data-id="182998"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/ml3.png?resize=1200%2C874&quality=72&ssl=1"  alt=""  class="wp-image-182998" ></a><figcaption class="wp-element-caption"><em>Even faster to very usable masks on the colour page in Resolve 20 with the Magic Mask v2</em></figcaption></figure>
</figure>



<p class="wp-block-paragraph"><br /><strong>Intellitracker</strong></p>



<p class="wp-block-paragraph">Another well-functioning machine-learning tool is the Intellitracker, which copes well with even the most jagged movements such as that of this flower in the wind – as can be seen from the movement path aka the green wild line. The Intellitracker is the new default tracker and is automatically selected as soon as the tracking node is called up. </p>



<p class="wp-block-paragraph">It is usually not necessary to do more than move the tracker to the desired area and press “Track Forward then Reverse”. The tracker automatically selects the most appropriate colour channel, in this case the red channel (see bar chart below the tracker list). In this case, the text was not attached directly to the tracker. A downstream transform node, whose coordinates are linked to the tracker position, offers the flexibility to position the text anywhere in the image. The tracking path can be adjusted directly in the viewport frame by frame like a normal spline or in the Spline(Curve) Editor.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-23 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/ml4.png?quality=72&ssl=1"><img data-recalc-dims="1" height="666" width="1200"  decoding="async"  data-id="183003"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/ml4.png?resize=1200%2C666&quality=72&ssl=1"  alt=""  class="wp-image-183003" ></a><figcaption class="wp-element-caption"><em>Fusion inside Resolve.</em><em>The Intellitracker is of course also available in the standalone version</em><strong>. </strong><em>Footage from </em><a href="https://pixabay.com/de/users/kimdaejeung-7703165/"><em>KIMDAEJEUNG</em></a><em> / pixabay</em></figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/ml5.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="840"  height="408"  data-id="183002"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/ml5.png?resize=840%2C408&quality=72&ssl=1"  alt=""  class="wp-image-183002" ></a><figcaption class="wp-element-caption"><em></em><em>Tools to customise the track</em></figcaption></figure>
</figure>



<p class="wp-block-paragraph"><br />Let’s continue tracking, even without ML tools – with the <strong>Surface Tracker</strong>. This practical node is able to track intrinsically deforming objects such as clothing, newspapers or flower petals in the wind with a kind of fine grid and transfer the movement of the individual points to any graphics or text so that they follow the complex deformation. In this example, the text was only positioned on a reference frame using classic gridwarp; all other deformations are handled by the surface tracker.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e64ecc1&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e64ecc1" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="633" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/track1.png?resize=1200%2C633&quality=72&ssl=1"  alt=""  class="wp-image-183006" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption">The surface tracker</figcaption></figure>



<p class="wp-block-paragraph">For the sake of completeness, the <strong>planar tracker</strong> should also be mentioned – neither new nor ML, but tried and tested and easy to use: draw a spline around the area to be tracked, set the operation to e.g. Cornerpin, adjust to the area and define the new insert as the tracker foreground.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e64f2dc&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e64f2dc" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="527" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/track2.png?resize=1200%2C527&quality=72&ssl=1"  alt=""  class="wp-image-183008" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Solar-powered sheep thanks to planar tracking. Footage: Dog Ear Films</em></figcaption></figure>



<h2 class="wp-block-heading" id="h-multitext"><span id="multitext"><br /><strong>Multitext</strong></span></h2>



<p class="wp-block-paragraph">One node to … surprise them all with beautiful typography. You can think of this innovation a bit like any number of classic text layers, with all the trimmings: transparencies, transitions, extensive typographical settings such as (manual) kerning, modifiers (more on this in a few staggered lines). This was also possible in the past, but a separate node was required for each text element. However, the dynamic frame and circle text familiar from DTP has never been available.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e64f952&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e64f952" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="609" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/text1.png?resize=1200%2C609&quality=72&ssl=1"  alt=""  class="wp-image-183010" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>The new “layer view” in the new multitext node with the new frame and circle text.</em></figcaption></figure>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-24 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://digitalproduction.com/?attachment_id=183011"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="586"  data-id="183011"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/text2.png?resize=1200%2C586&quality=72&ssl=1"  alt=""  class="wp-image-183011" ></a><figcaption class="wp-element-caption"><em>Manual kerning</em>.</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://digitalproduction.com/?attachment_id=183012"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="593"  data-id="183012"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/text3.png?resize=1200%2C593&quality=72&ssl=1"  alt=""  class="wp-image-183012" ></a><figcaption class="wp-element-caption"><em>Free positioning</em>.</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://digitalproduction.com/?attachment_id=183015"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="583"  data-id="183015"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/text4.png?resize=1200%2C583&quality=72&ssl=1"  alt=""  class="wp-image-183015" ></a><figcaption class="wp-element-caption"><em>Styling of the individual characters using the “CharacterlevelStyling” modifier.</em></figcaption></figure>
</figure>



<p class="wp-block-paragraph">To quickly create procedural animations, you can of course write expressions (more on this later) and link parameters, but you can also add a modifier to the respective parameters by right-clicking and thus quickly create procedural effects such as random movement (wiggle sends its regards).</p>



<p class="wp-block-paragraph">The modifiers are not just limited to the text node, but can be applied to almost all parameters in almost all nodes (and also linked to each other). For example, a master random modifier can control the opacity of different merge nodes at the same time.</p>



<p class="wp-block-paragraph">The modifier “Follower”, responsible for “character-by-character” animation, is exciting for moving typographers. This allows you to animate letter by letter in opacity, colour, size, etc. – not only in 2D, but also in 3D, as Fusion has an extensive 3D text node, including bevel and extrude.</p>



<figure data-wp-context="{&quot;galleryId&quot;:&quot;69f766e65046d&quot;}" data-wp-interactive="core/gallery" class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-25 is-layout-flex wp-block-gallery-is-layout-flex">
<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e6507ff&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e6507ff" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="608" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="183016"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/text5.png?resize=1200%2C608&quality=72&ssl=1"  alt=""  class="wp-image-183016" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>The Follower modifier animates blur, colour and opacity character by character.</em></figcaption></figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e650d46&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e650d46" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="583" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="183018"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/text6.png?resize=1200%2C583&quality=72&ssl=1"  alt=""  class="wp-image-183018" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Random “shaking” of the font position and rotation via Follower and Pertube modifier.</em></figcaption></figure>
</figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e6514f4&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e6514f4" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="719" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/text7-1.png?resize=1200%2C719&quality=72&ssl=1"  alt=""  class="wp-image-183020" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>3D text as (mesh) emitter for particles, onto which 3D letters are instantiated.</em></figcaption></figure>



<h2 class="wp-block-heading" id="h-shape-tools"><span id="shape-tools"><br /><strong>Shape Tools</strong></span></h2>



<p class="wp-block-paragraph">Primarily intended for motion graphics, the Shape Tools are characterised by a vector-like workflow. In contrast to the other 2D systems from Fusion, they are basically resolution-independent and are only cast in pixels using a shape render node.</p>



<p class="wp-block-paragraph">With the shape tools, various basic shapes and paths can be drawn, combined, duplicated, created as a grid and, of course, animated. Linking individual parameters with the above-mentioned modifiers offers great possibilities. The jitter node ensures random movements. For even more control (or chaos), the shape can be instantiated directly on a particle system.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e651bf8&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e651bf8" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="626" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/shape1.png?resize=1200%2C626&quality=72&ssl=1"  alt=""  class="wp-image-183023" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>More complex shapes are created by combining simple shape nodes.</em></figcaption></figure>



<figure data-wp-context="{&quot;galleryId&quot;:&quot;69f766e651de1&quot;}" data-wp-interactive="core/gallery" class="wp-block-gallery has-nested-images columns-2 is-cropped wp-block-gallery-26 is-layout-flex wp-block-gallery-is-layout-flex">
<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e652167&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e652167" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="600" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="183028"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/shape2-1.png?resize=1200%2C600&quality=72&ssl=1"  alt=""  class="wp-image-183028" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Controlled chaos by linking the X/Y offset to the position of a 3D cube.</em></figcaption></figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e65274b&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e65274b" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="642"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="183030"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/shape3-1.png?resize=1200%2C642&quality=72&ssl=1"  alt=""  class="wp-image-183030" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Instead of the sGrid node, the shape becomes a (flat) 3D object through the Imageplane3D and can thus be instantiated on a particle system.</em></figcaption></figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e652d70&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e652d70" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="613"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="183029"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/shape4-1.png?resize=1200%2C613&quality=72&ssl=1"  alt=""  class="wp-image-183029" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>The shape can also be transformed directly into a 3D object with depth and bevel using Extrude3D.</em></figcaption></figure>
</figure>



<h2 class="wp-block-heading" id="h-expressions"><span id="expressions"><br /><strong>Expressions</strong></span></h2>



<p class="wp-block-paragraph">Many motion (and VFX) tasks can be significantly accelerated or automated with simple expressions. To access the expression editor, simply right-click on the relevant parameter field > Expression. For example, as the simplest of all possibilities, values can be changed by the pure passage of time<em>(value “Time”)</em> or linked and nested in complex ways. Parameters can be linked interactively using the small “+” icon.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e653806&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e653806" class="wp-block-image size-full wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="736"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/ex1.png?resize=1200%2C736&quality=72&ssl=1"  alt=""  class="wp-image-183035" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Rotation based on time.</em></figcaption></figure>



<figure data-wp-context="{&quot;galleryId&quot;:&quot;69f766e6539a2&quot;}" data-wp-interactive="core/gallery" class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-27 is-layout-flex wp-block-gallery-is-layout-flex">
<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e653c8c&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e653c8c" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="510"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="183036"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/ex2.png?resize=1200%2C510&quality=72&ssl=1"  alt=""  class="wp-image-183036" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>From frame 10, the value of the red channel drops to 0, before that it remains at 1.</em></figcaption></figure>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e65405b&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e65405b" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="598"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  data-id="183037"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/ex3.png?resize=1200%2C598&quality=72&ssl=1"  alt=""  class="wp-image-183037" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Nested expressions: The size doubles as soon as the value of the red channel from the previous node falls below 1.</em></figcaption></figure>
</figure>



<p class="wp-block-paragraph">You can find more examples here: <br /><em><a href="https://www.steakunderwater.com/VFXPedia/96.0.243.189/index4aa9.html?title=Simple_Expressions">https://www.steakunderwater.com/VFXPedia/96.0.243.189/index4aa9.html?title=Simple_Expressions</a></em></p>



<h2 class="wp-block-heading" id="h-of-masks-and-multipoly"><span id="of-masks-and-multipoly"><br /><strong>Of masks and multipoly</strong></span></h2>



<p class="wp-block-paragraph">The aim of the various ways of creating a mask is always the same – to create an alpha channel. Fusion is quite flexible in its use of masks, which are created using rectangles, ellipses, polygon splines or paint nodes. The individual masks can be easily combined, animated and attached to trackers. Individual mask points (if created by path) can be “published” and the parameters of other nodes can be linked to them.  The bitmap node converts individual colour channels or the luminance of footage or graphics into masks (more precisely: into an alpha channel). Thanks to the new layer system, AOVs can now also be selected directly as masks here. Thanks to the node system, a mask can be reused or instantiated <em>(copy>shift-v)</em> as often as required.</p>



<p class="wp-block-paragraph">A few examples:</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e65475c&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e65475c" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="575" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/mask1-1.png?resize=1200%2C575&quality=72&ssl=1"  alt=""  class="wp-image-183042" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">Above: A simple vignette with ellipse mask node and strongly blurred mask edge aka softedge. In the right viewer the alpha channel of the mask.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e654bd5&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e654bd5" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="533" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/mask2.png?resize=1200%2C533&quality=72&ssl=1"  alt=""  class="wp-image-183040" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">Complex shapes are possible by linking individual mask nodes. Alternatively, the newer Multipoly tool can also be used for this, although this is limited to polygon and BSpline masks.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e655026&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e655026" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="593" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/mask3.png?resize=1200%2C593&quality=72&ssl=1"  alt=""  class="wp-image-183043" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">Quick and easy thanks to the new layer system: the blue channel of the AOV glossy transimission as a mask for a colour corrector. Connect the footage loader to the ColorCorrectNode as an input AND as a mask (blue input), set the effect mask layer to the desired AOV under <em>Settings </em>and select a channel under <em>Channel </em>if necessary.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e655455&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e655455" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="609" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/mask4.png?resize=1200%2C609&quality=72&ssl=1"  alt=""  class="wp-image-183045" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">A simple polygon mask in “DoublePoly” mode. The outer outline defines a soft edge gradient, which can be set in addition to the global “soft edge”.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e655984&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e655984" class="wp-block-image size-full wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="654"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/mask5.png?resize=1200%2C654&quality=72&ssl=1"  alt=""  class="wp-image-183046" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">Timesaver: The Multiframe option allows you to change mask points for all keyframes simultaneously – similar to Mocha’s Überkey.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e655db8&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e655db8" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="539" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/mask6.png?resize=1200%2C539&quality=72&ssl=1"  alt=""  class="wp-image-183049" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">Masks can of course also be drawn beautifully and even support graphic tablet pen pressure …</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e65625a&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e65625a" class="wp-block-image size-full wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="585"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/mask7.png?resize=1200%2C585&quality=72&ssl=1"  alt=""  class="wp-image-183050" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">… and brushes such as this useful fish (available as a preset).</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e6566f8&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e6566f8" class="wp-block-image size-full wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="792"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/mask8.png?resize=1200%2C792&quality=72&ssl=1"  alt=""  class="wp-image-183051" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">To track a mask, the mask centre can be linked to a tracker modifier. The actual mask path can then still be adjusted or even animated, as only the centre position of the node is actually attached to the tracker.</p>



<h2 class="wp-block-heading" id="h-particles"><span id="particles"><br /><strong>Particles</strong></span></h2>



<p class="wp-block-paragraph">Fusion comes with a very powerful and intuitive native particle system. The setup is very simple: The basis for every ParticleFX is the pEmitter Node. As a starting point, it can assume various basic shapes, use 3D shapes (see text example above) or an image input (see crypto example above) and the pRenderNode, which displays our particle system either in 3D space or as 2D pixels.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e656c29&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e656c29" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="578" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/p1-1.png?resize=1200%2C578&quality=72&ssl=1"  alt=""  class="wp-image-183056" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Simple particle system that uses a graphic as “style”. Random speeds, scaling over time and particle groups can be set in the emitter. On the left a 2D pRender, on the right 3D.</em></figcaption></figure>



<p class="wp-block-paragraph">The particles created in this way can now be subjected to various forces, e.g. the extremely popular turbulence. The effect strength can be set using a 3D mask (region), probability, particle groups or particle age.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e657088&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e657088" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="601" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/p2.png?resize=1200%2C601&quality=72&ssl=1"  alt=""  class="wp-image-183057" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>A linear particle stream encounters turbulence, which only shows its effect from the green cube onwards.</em></figcaption></figure>



<p class="wp-block-paragraph">Although the particles are not really simulated in comparison to Houdini, they can mimic many effects such as gravity and bouncing of objects</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e6574e5&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e6574e5" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="541" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/p3.png?resize=1200%2C541&quality=72&ssl=1"  alt=""  class="wp-image-183060" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>A bounce node in Sphere mode makes the particles bounce. The directional force creates the effect of gravity.</em></figcaption></figure>



<p class="wp-block-paragraph">One of the most powerful nodes is the “replicate3D”, which can instantiate any 3D objects on the points and vary their size, rotation and position randomly.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e657998&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e657998" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="583" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/p4.png?resize=1200%2C583&quality=72&ssl=1"  alt=""  class="wp-image-183061" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Leaves in the wind thanks to Replicate3D, which instantiates an atlas texture onto the particles via 3 image planes (incl. bend/twist). A pFlock node ensures the clumping of the particles in order to avoid a too even distribution. </em><em>A nice example of this is the commercial with Iggy pop for SCHOCK: </em><a href="https://www.behance.net/gallery/147018671/Iggy-Pop-Sink-Green"><u><em>https://www.behance.net/gallery/147018671/Iggy-Pop-Sink-Green</em></u></a></figcaption></figure>



<h2 class="wp-block-heading" id="h-aces-2-0"><span id="aces-2-0"><br /><strong>ACES 2.0</strong></span></h2>



<p class="wp-block-paragraph">Fusion 20 now supports ACES 2.0 & OCIO 2.4.2. Let’s take a look at what this looks like in practice.<br /></p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e657ecd&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e657ecd" class="wp-block-image size-full wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="830"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/aces1.png?resize=1200%2C830&quality=72&ssl=1"  alt=""  class="wp-image-183064" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">The loaded rendering was created in ACEScg, which can be seen in the metadata<em> (hotkey “V”, right-click and display metadata)</em>. The display is too dark without display transform.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e658372&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e658372" class="wp-block-image size-full wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="643"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/aces2.png?resize=1200%2C643&quality=72&ssl=1"  alt=""  class="wp-image-183065" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">The small raster icon (1) leads to the Display LUT/Transform menu. Here we select ACES Transform (2) and edit (3) the input & output transform (4) depending on the pipeline, here ACEScg in, sRGB Gamma 2.2 out.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e65882a&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e65882a" class="wp-block-image size-full wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="631"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/aces3.png?resize=1200%2C631&quality=72&ssl=1"  alt=""  class="wp-image-183067" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>After ACES Transform, the image looks correct without DisoplayTransform and is also written to an export file. In the viewer on the right, the previously set DisplayTransform is still active, the image has been transformed twice.</em></figcaption></figure>



<p class="wp-block-paragraph">Now we see the image correctly displayed in the viewers (but only displayed, the image itself is not sRGB!) and can continue to perform all operations in ACEScg. <br />For the final output as e.g. ProRes 4444, however, we have to apply these values via ACES Transform Node.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e658ced&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e658ced" class="wp-block-image size-full wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="683"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/aces4.png?resize=1200%2C683&quality=72&ssl=1"  alt=""  class="wp-image-183069" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">If you would like to work with AGX / Filmic and co, proceed as follows: Again via the ViewLut menu (1), this time select OCIO Display (2) and edit with the following settings (4). The conversion for the final output is carried out this time via the OCIO Colourspace or Ocio Display (!) node, with the same values as in the ViewLut. The necessary config comes this time from: <a href="https://github.com/Joegenco/PixelManager"><u>https://github.com/Joegenco/PixelManager</u></a></p>



<p class="wp-block-paragraph">So much for the application in Fusion. If you want to read more about ACES or argue about it, you can do the former here:<a href="https://chrisbrejon.com/cg-cinematography/chapter-1-5-academy-color-encoding-system-aces"> https: //chrisbrejon.com/cg-cinematography/chapter-1-5-academy-color-encoding-system-aces</a></p>



<h2 class="wp-block-heading" id="h-vector-warp"><span id="vector-warp"><br /><strong>Vector Warp</strong></span></h2>



<p class="wp-block-paragraph">The new vector tools are based on analysing the movement of the image pixels. Fusion knows what happens to which pixel and can therefore apply complex deformations or retouching quickly and usefully. Areas of application include digital make-up or the insertion of new objects.</p>



<p class="wp-block-paragraph">The basic prerequisite is motion vectors, which can be supplied externally or generated via an optical flow node (cache without any need!).</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e659393&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e659393" class="wp-block-image size-full wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="472"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/v1.png?resize=1200%2C472&quality=72&ssl=1"  alt=""  class="wp-image-183071" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Motion vectors generated via Optical Flow.</em></figcaption></figure>



<p class="wp-block-paragraph">To simply place new objects on the background, the new VectorWarp node in “Generate Warp Map” mode is sufficient. The deformed result is placed over the background again using the Merge Node.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e65980a&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e65980a" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="632" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/v2.png?resize=1200%2C632&quality=72&ssl=1"  alt=""  class="wp-image-183074" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>Easier bullet holes thanks to Vectorwarp. For performance reasons, the area was previously reduced to the essentials using “Crop”.</em></figcaption></figure>



<p class="wp-block-paragraph">For more complex retouching, the VectorWarp node can be set to “Unwarp” and “freezes” the object in time. In this way, objects can be retouched or new ones added using the Paint Node. The result then flows into a 2nd Vector Warp Node, which brings the image back into motion using “Generate Warp Map”.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e659c9c&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e659c9c" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="655" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/v3.png?resize=1200%2C655&quality=72&ssl=1"  alt=""  class="wp-image-183075" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption">Complex retouching with Unwarp.</figcaption></figure>



<h2 class="wp-block-heading" id="h-curve-warp"><span id="curve-warp"><strong>Curve Warp</strong></span></h2>



<p class="wp-block-paragraph">The warper previously only available in Fusion Reoslve can now also be controlled using curves. Simply draw a line or an outline, set limits if necessary and bring the object into the desired shape.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/curvewarp.png?quality=72&ssl=1"><img data-recalc-dims="1" height="636" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/curvewarp.png?resize=1200%2C636&quality=72&ssl=1"  alt=""  class="wp-image-183078" ></a></figure>



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



<h2 class="wp-block-heading" id="h-node-versioning"><span id="node-versioning"><strong>Node versioning</strong></span></h2>



<p class="wp-block-paragraph">A very small and extremely practical function is the somewhat hidden versioning of a node. Up to 6 different settings can be saved to quickly try out different looks. These are not presets, but can be created as such by right-clicking on the node name and <em>Save Settings</em>.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/versionen.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="420"  height="735"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/versionen.png?resize=420%2C735&quality=72&ssl=1"  alt=""  class="wp-image-183080" ></a></figure>



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



<h2 class="wp-block-heading" id="h-performance-optimisation"><span id="performance-optimisation"><strong>Performance optimisation</strong></span></h2>



<p class="wp-block-paragraph">Fusion offers various optimisation options to keep performance high despite complex effects and comps:</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e65a7bb&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e65a7bb" class="wp-block-image size-large wp-lightbox-container"><img data-recalc-dims="1" height="769" width="1200"  decoding="async"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/performance.png?resize=1200%2C769&quality=72&ssl=1"  alt=""  class="wp-image-183084" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button></figure>



<p class="wp-block-paragraph">1. The <em>render area selection (region of interest)</em> limits the calculation to a selectable part of the image<br />2. <em>Proxy mode </em>reduces the preview resolution (click on the PRX button on the right for further options)<br />3. High Quality Preview and Motionblur can be switched off for faster previews<br />4. <em>Framestep </em>skips every frame and leads to faster previews (right click on the play icon for more options)<br />5. <em>Cache to disc</em> renders and saves the flow up to the selected node (right-click on the desired node)</p>



<h2 class="wp-block-heading" id="h-reactor"><span id="reactor"><br /><strong>Reactor</strong></span></h2>



<p class="wp-block-paragraph">Reactor, which can be downloaded free of charge from the unofficial official Fusion forum, is the counterpart to Nukepedia and lets you install all kinds of macros, scripts and fuses, also commonly known as user-created plug-ins, directly from within Fusion. From exponential glows, edge blur and complete mograph solutions (Krokodove!), everything is included – including the Nuke2Fusion project, which bases shortcuts and settings on Nuke as far as possible.</p>



<figure data-wp-context="{&quot;imageId&quot;:&quot;69f766e65ade3&quot;}" data-wp-interactive="core/image" data-wp-key="69f766e65ade3" class="wp-block-image size-full wp-lightbox-container"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="637"  data-wp-class--hide="state.isContentHidden"  data-wp-class--show="state.isContentVisible"  data-wp-init="callbacks.setButtonStyles"  data-wp-on--click="actions.showLightbox"  data-wp-on--load="callbacks.setButtonStyles"  data-wp-on--pointerdown="actions.preloadImage"  data-wp-on--pointerenter="actions.preloadImageWithDelay"  data-wp-on--pointerleave="actions.cancelPreload"  data-wp-on-window--resize="callbacks.setButtonStyles"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/05/reactor.png?resize=1200%2C637&quality=72&ssl=1"  alt=""  class="wp-image-183086" ><button
			class="lightbox-trigger"
			type="button"
			aria-haspopup="dialog"
			data-wp-bind--aria-label="state.thisImage.triggerButtonAriaLabel"
			data-wp-init="callbacks.initTriggerButton"
			data-wp-on--click="actions.showLightbox"
			data-wp-style--right="state.thisImage.buttonRight"
			data-wp-style--top="state.thisImage.buttonTop"
		>
			<svg xmlns="http://www.w3.org/2000/svg" width="12" height="12" fill="none" viewBox="0 0 12 12">
				<path fill="#fff" d="M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z" />
			</svg>
		</button><figcaption class="wp-element-caption"><em>The reactor core</em>.</figcaption></figure>



<p class="wp-block-paragraph">Installation and instructions: <a href="https://www.steakunderwater.com/wesuckless/viewtopic.php?t=2159"><u>https://www.steakunderwater.com/wesuckless/viewtopic.php?t=2159</u></a></p>



<p class="wp-block-paragraph">Top nodes to try:<br /><strong>X-Glow</strong> for wonderful exponential glow<br /><strong>FTL tools</strong> for modular lens flares<br /><strong>Krokodove</strong> adds many motion graphics nodes to Fusion<br /><strong>OIDN</strong> denoiser to be able to use the Intel Open Image Denoiser directly in Fusion.</p>



<p class="wp-block-paragraph"><strong>Last news but not least news: Fusion inside Resolve only</strong>: The option you have been waiting for since the integration in Resolve: You can now display the grading applied in the colour page in Fusion and set the start frame count independently of the footage. </p>



<h2 class="wp-block-heading" id="h-fusion-resolve-studio-integrated-vs-fusion-studio-standalone"><span id="fusion-resolve-studio-integrated-vs-fusion-studio-standalone"><br /><strong>Fusion Resolve (Studio) integrated vs. Fusion Studio Standalone</strong></span></h2>



<p class="wp-block-paragraph">A quick look at the possible versions and versions of Fusion – the standalone is only (still) available as Studio and therefore costs just  €355. However, for that money you not only get Fusion, but also Resolve Studio. Or vice versa.<br />The free Resolve version has Fusion integrated, but has to do without a few really practical Studio OpenFX such as Lens Blur, Termporal Denoise and the new Neural Engine FX such as Magic Mask II. For this reason, the Studio version is highly recommended, especially because it is a perpetual licence. No subscription. For Resolve Fusion. As you can see, it’s worth it.</p>



<p class="wp-block-paragraph">If you don’t need the other Resolve tools for your current task, it’s better to use the standalone version for performance reasons – it’s simply faster and more flexible as it doesn’t have the Resolve overhead and also offers network rendering (with unlimited render clients). By the way: Before Blackmagic times Fusion alone cost around 2500 $ …</p>



<h2 class="wp-block-heading" id="h-conclusion"><span id="conclusion"><strong>Conclusion</strong></span></h2>



<p class="wp-block-paragraph">Fusion offers a powerful complete package for compositing / visual effects and also a lot of core power for motion graphics, if you can get involved with the NodeSystem and do without direct integration of Adobe Illustrator files. Working with the programme is fun and quick. The price of the programme is unbeatable, and Resolve Free is even free – just give it a try.</p>



<p class="wp-block-paragraph">The beta is available immediately and can be downloaded from the Blackmagic website. A Resolve or Fusion dongle or key is required for operation. This is available as a one-off purchase for 355€ – as a perpetual licence. </p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/05/19/fusion-20-a-deep-look-at-the-core/">Fusion 20: a deep look at the core</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/manuelkotulla/">Manuel Kotulla</a>. </p></div>]]></content:encoded>
					
		
		
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