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		<title>RealBlend brings mesh painting back to Unity</title>
		<link>https://digitalproduction.com/2026/02/18/realblend-brings-mesh-painting-back-to-unity/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 18 Feb 2026 08:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Built in Render Pipeline]]></category>
		<category><![CDATA[editor extension]]></category>
		<category><![CDATA[High Definition Render Pipeline]]></category>
		<category><![CDATA[Level Design]]></category>
		<category><![CDATA[mesh painting]]></category>
		<category><![CDATA[Polybrush]]></category>
		<category><![CDATA[procedural mesh]]></category>
		<category><![CDATA[RealBlend]]></category>
		<category><![CDATA[Realtime]]></category>
		<category><![CDATA[runtime tools]]></category>
		<category><![CDATA[Sculpting]]></category>
		<category><![CDATA[shaders]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[texturing]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[Unity Asset Store]]></category>
		<category><![CDATA[Unity editor tool]]></category>
		<category><![CDATA[Universal Render Pipeline]]></category>
		<category><![CDATA[vertex colour]]></category>
		<category><![CDATA[vertex colour painting]]></category>
		<category><![CDATA[Workflow]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=253814</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/397b1fb2-55a4-44c1-b048-c946417a3baa.webp?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A close-up view of a brick wall divided into two sections; the left side shows a well-preserved brick texture, while the right side features a distressed and weathered appearance with patches of paint and moss." /></div><div><p>New Unity mesh painting tool targets Polybrush users with in editor vertex colour and mesh editing features.</p>
<p>The post <a href="https://digitalproduction.com/2026/02/18/realblend-brings-mesh-painting-back-to-unity/">RealBlend brings mesh painting back to Unity</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/397b1fb2-55a4-44c1-b048-c946417a3baa.webp?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A close-up view of a brick wall divided into two sections; the left side shows a well-preserved brick texture, while the right side features a distressed and weathered appearance with patches of paint and moss." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:13407,&quot;href&quot;:&quot;https:\/\/assetstore.unity.com\/packages\/tools\/painting\/realblend-mesh-painting-creation-352952&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260218080317\/https:\/\/assetstore.unity.com\/packages\/tools\/painting\/realblend-mesh-painting-creation-352952&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-02-18 09:55:46&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-24 15:31:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-27 20:21:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-03 01:47:28&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-07 04:09:33&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-10 11:52:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-21 21:21:12&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-26 22:33:24&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-31 08:37:03&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-16 13:35:03&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-19 15:49:42&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-28 09:40:36&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-28 09:40:36&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13408,&quot;href&quot;:&quot;https:\/\/assetstore.unity.com\/packages\/tools\/painting\/realblend-mesh-painting-creation-352952?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260218080315\/https:\/\/assetstore.unity.com\/packages\/tools\/painting\/realblend-mesh-painting-creation-352952?utm_source=chatgpt.com&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-02-18 09:58:05&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-24 15:50:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-27 20:26:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-03 10:08:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-07 04:09:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-21 21:22:12&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-26 22:33:24&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-31 08:37:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-19 10:37:25&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-28 09:45:24&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-28 09:45:24&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a>Unity</a> is a real time engine used for games, virtual production and interactive content. Polybrush was its in editor mesh and vertex painting tool. The new alternative is designed as a Unity editor extension for painting and modifying meshes directly inside the engine.</em></p>



<p class="wp-block-paragraph"><a href="https://assetstore.unity.com/packages/tools/painting/realblend-mesh-painting-creation-352952" title="">RealBlend Mesh Painting and Creation </a>is an editor extension available via the Unity Asset Store. It is designed to provide mesh editing and painting workflows directly inside the Unity editor, reducing the need to round trip to external DCC applications for certain environment art tasks. RealBlend supports vertex painting, mesh sculpting and procedural geometry creation within Unity.</p>



<figure class="wp-block-embed is-type-rich is-provider-reddit wp-block-embed-reddit"><div class="wp-block-embed__wrapper">
<span class="iTL4FPGfskMqR1ew6Umyh3oVvJNY8xCZEabXg2ADW7QjBIKl"><blockquote class="reddit-embed-bq" style="height:500px" ><a href="https://www.reddit.com/r/Unity3D/comments/1r2v36c/unity_deprecated_polybrush_so_i_made_a_better_one/">Unity deprecated PolyBrush, so I made a better one :) – Realblend</a><br> by<a href="https://www.reddit.com/user/AdamNapper/">u/AdamNapper</a> in<a href="https://www.reddit.com/r/Unity3D/">Unity3D</a></blockquote><script type="wphb-delay-type" async src="https://embed.reddit.com/widgets.js" charset="UTF-8"></script></span>
</div></figure>



<h3 id="vertex-painting-and-layer-blending" class="wp-block-heading">Vertex painting and layer blending</h3>



<p class="wp-block-paragraph">RealBlend enables vertex colour painting on meshes inside the scene view. Vertex colour painting stores colour data per vertex, allowing artists to drive shader blending, material variation or masks without additional texture maps. The tool supports multi layer blending across Unity’s render pipelines. Layer limits differ by pipeline. Up to five layers are supported in HDRP and up to three layers in URP and the Built in pipeline, according to the product description.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assetstorev1-prd-cdn.unity3d.com/package-screenshot/5baec81b-a2db-4e2c-a11d-971a334c0ca2.webp?w=1200&quality=72&ssl=1"  alt="https://assetstorev1-prd-cdn.unity3d.com/package-screenshot/5baec81b-a2db-4e2c-a11d-971a334c0ca2.webp" ></figure>



<h3 id="sculpting-and-mesh-editing" class="wp-block-heading">Sculpting and mesh editing</h3>



<p class="wp-block-paragraph">In addition to painting, RealBlend includes sculpting tools such as move, push and smooth. These tools operate directly on mesh geometry inside the Unity editor, allowing artists to adjust forms without exporting to modelling software.  Because vertex density determines sculpting resolution, practical results will depend on mesh topology. </p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assetstorev1-prd-cdn.unity3d.com/package-screenshot/c4a1e765-114b-4892-96a2-d7e7b902746f.webp?w=1200&quality=72&ssl=1"  alt="https://assetstorev1-prd-cdn.unity3d.com/package-screenshot/c4a1e765-114b-4892-96a2-d7e7b902746f.webp" ></figure>



<h3 id="procedural-mesh-creation" class="wp-block-heading">Procedural mesh creation</h3>



<p class="wp-block-paragraph">RealBlend also includes procedural mesh creation tools to generate planes, curved walls and custom surfaces procedurally. This positions the tool as more than a paint overlay system. It can be used to create base geometry and then modify or paint it in the same environment. The exact parameter controls for procedural generation are not described in detail on the Asset Store page. </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/qQ-P3XAelWU?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="additional-utilities" class="wp-block-heading">Additional utilities</h3>



<p class="wp-block-paragraph">Along are utilities for mesh baking and a mask packer for RGBA maps. Mask packing typically combines multiple greyscale textures into different colour channels of a single texture to optimise memory usage.  Procedural noise functions are also referenced for creating dirt and wear effects. These can be used to introduce variation without external texture authoring. </p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assetstorev1-prd-cdn.unity3d.com/package-screenshot/a3a539f2-b9cd-4329-8b10-c12b18b25772.webp?w=1200&quality=72&ssl=1"  alt="https://assetstorev1-prd-cdn.unity3d.com/package-screenshot/a3a539f2-b9cd-4329-8b10-c12b18b25772.webp" ></figure>



<h3 id="pipeline-compatibility-and-pricing" class="wp-block-heading">Pipeline compatibility and pricing</h3>



<p class="wp-block-paragraph">RealBlend is listed as compatible with the Built in Render Pipeline, URP and HDRP. The product is distributed through the Unity Asset Store. Pricing is 20€, currently discounted to 14.40€ (may vary by region and promotion – I don’t understand those pricing policies at all anymore, so you should consult the Asset Store listing for current pricing and licence terms.  Do that <a href="https://assetstore.unity.com/packages/tools/painting/realblend-mesh-painting-creation-352952" title="">HERE</a>) No subscription requirement is indicated on the product page. </p>



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



<p class="wp-block-paragraph">In editor mesh painting and sculpting can accelerate environment art iteration, particularly for blending materials, adding surface variation or shaping greybox geometry. However, tools that modify mesh data directly inside the engine should be evaluated for asset stability, version control behaviour and compatibility with existing shader setups.</p>



<p class="wp-block-paragraph">As always, new tools and editor extensions should be validated in controlled conditions prior to deployment in active projects.</p>



<p class="wp-block-paragraph"><br />// <a href="https://assetstore.unity.com/packages/tools/painting/realblend-mesh-painting-creation-352952?utm_source=chatgpt.com">https://assetstore.unity.com/packages/tools/painting/realblend-mesh-painting-creation-352952</a></p>



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/02/18/realblend-brings-mesh-painting-back-to-unity/">RealBlend brings mesh painting back to Unity</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">253814</post-id>	</item>
		<item>
		<title>Frank Rueter’s Quest to Stop Nuke Knowledge from Disappearing</title>
		<link>https://digitalproduction.com/2025/07/23/frank-rueters-quest-to-stop-nuke-knowledge-from-disappearing-nubridge/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 23 Jul 2025 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[CactusLab]]></category>
		<category><![CDATA[CGI]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[Frank Rueter]]></category>
		<category><![CDATA[Nuke]]></category>
		<category><![CDATA[Nukepedia]]></category>
		<category><![CDATA[OHUfx]]></category>
		<category><![CDATA[Pipeline]]></category>
		<category><![CDATA[Plug-in]]></category>
		<category><![CDATA[post-production]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[VFX]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=189058</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/04/nukepedia_logo.png?fit=340%2C340&quality=72&ssl=1" width="340" height="340" title="" alt="Logo of Nukepedia with stylized letters N and U" /></div><div><p>Nukepedia’s origin: How Frank Rueter launched the community’s Nuke tool repository and why the relaunch matters in 2025 - and what is coming to nuBridge?</p>
<p>The post <a href="https://digitalproduction.com/2025/07/23/frank-rueters-quest-to-stop-nuke-knowledge-from-disappearing-nubridge/">Frank Rueter’s Quest to Stop Nuke Knowledge from Disappearing</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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20:46:21&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph">When <a href="https://digitalproduction.com/tag/nuke/" title="Nuke">Nuke </a>first began supplanting <a href="https://digitalproduction.com/tag/shake/" title="Shake">Shake </a>in VFX studios, it didn’t just change software, it exposed a gap in how compositors shared tools and solved problems. At the time, digital workflows still leaned heavily on Shake, a node-based compositor developed by Nothing Real (and later Apple) that earned its place as the VFX industry standard. Shake was endlessly flexible, but its strength was also its weakness: most advanced workflows relied on custom scripting, and the lingua franca was PERL.</p>



<p class="wp-block-paragraph">PERL (Practical Extraction and Report Language) was and is a powerful scripting language, beloved by sysadmins and a handful of technical artists for its text-processing prowess and, let’s say, “unique” readability. In practice, most solutions on the Shake mailing list boiled down to: “Just write a bit of PERL script.” The problem: most artists weren’t coders, and the knowledge was always a little out of reach.</p>



<div class="wp-block-media-text is-stacked-on-mobile"><figure class="wp-block-media-text__media"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="314"  height="312"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/07/img_fulldomer_Frank_Rueter_New-Zealand-314x312-1.jpg?resize=314%2C312&quality=80&ssl=1"  alt="A smiling man with short brown hair and a light beard, wearing a dark shirt. The background is softly blurred, highlighting his cheerful expression and friendly demeanor."  class="wp-image-189153 size-full" ></figure><div class="wp-block-media-text__content">
<p class="wp-block-paragraph"><a href="https://www.imdb.com/de/name/nm0754146/" title="">Frank Rueter</a> is a senior digital compositor and Nuke technical director with extensive experience across film and television visual effects. Originally from Germany, Frank has worked on projects including <em>The Lord of the Rings: The Return of the King</em>, <em>I, Robot</em>, and <em>Iron Man 3</em>. </p>



<p class="wp-block-paragraph">Beyond feature films, he is known as the founder of <a href="https://www.nukepedia.com/" title="">Nukepedia </a>– a widely used resource for Nuke scripts, tools, and community-driven workflows. Frank also runs <a href="https://www.ohufx.com/" title="">OHUfx</a> in Wellington, New Zealand, where he supervises VFX and collaborates with other like minded studios. Amongst other R&D projects, OHUfx has developed content for fulldome theater productions and Frank regularly consults customising Nuke & Hiero to provide workflow solutions.</p>
</div></div>



<p class="wp-block-paragraph">Frank, working between Weta and Digital Domain (<a href="https://www.ohufx.com/" title="">now at Ohu VFX</a>) during this transition, saw the problem: Nuke was set to take over, but the workflows, scripts, and knowledge were at risk of, like it’s predecessors, being fragmenting into digital oblivion. The 3DsMax forums – at the time a gold standard for knowledge-sharing and generosity – offered inspiration for how things could work: tools and advice shared without ego or friction. The compositing community, Rueter realised, needed its own central hub before information became scattered for good.</p>



<p class="wp-block-paragraph">When Foundry (then still “The Foundry”) took over Nuke development, Rueter seized the moment. Nukepedia was his answer: a single, global repository for Nuke scripts, gizmos, and solutions. The mission: keep tools accessible, keep knowledge alive, and make sure “just write some PERL” stopped being a barrier.</p>



<figure class="wp-block-image size-full"><img  decoding="async"  width="940"  height="470"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://digitalproduction.com/wp-content/uploads/2025/07/https___cdn.evbuc_.com_images_1049038903_1622933401873_1_original.avif"  alt="A colorful, abstract background featuring swirling patterns and droplets, with a central overlay that says &#039;FOUNDARY SIGGRAPH 2025,&#039; flanked by logos of Lenovo and AMD."  class="wp-image-189151"  srcset="https://digitalproduction.com/wp-content/uploads/2025/07/https___cdn.evbuc_.com_images_1049038903_1622933401873_1_original.avif 940w, https://digitalproduction.com/wp-content/uploads/2025/07/https___cdn.evbuc_.com_images_1049038903_1622933401873_1_original-768x384.avif 768w, https://digitalproduction.com/wp-content/uploads/2025/07/https___cdn.evbuc_.com_images_1049038903_1622933401873_1_original-380x190.avif 380w, https://digitalproduction.com/wp-content/uploads/2025/07/https___cdn.evbuc_.com_images_1049038903_1622933401873_1_original-550x275.avif 550w, https://digitalproduction.com/wp-content/uploads/2025/07/https___cdn.evbuc_.com_images_1049038903_1622933401873_1_original-800x400.avif 800w, https://digitalproduction.com/wp-content/uploads/2025/07/https___cdn.evbuc_.com_images_1049038903_1622933401873_1_original-760x380.avif 760w" ></figure>



<figure class="wp-block-pullquote"><blockquote><p>Ready to level up your VFX editorial and post-production workflows pipeline? Registration is now open for the <strong>SIGGRAPH 2025 “Nuke’s Timeline Tools Masterclass: From Ingest to Delivery”</strong>—your chance to get hands-on with the latest timeline features in Nuke. Whether you’re deep into post or just want to speed up your review workflow, don’t miss out on this practical deep dive with real-world examples from leading artists. <strong>Secure your spot now via <a class="" href="https://www.eventbrite.com/e/siggraph-2025-nukes-timeline-tools-masterclass-from-ingest-to-delivery-tickets-1458535401649">Eventbrite</a>—seats are limited!</strong></p></blockquote></figure>



<p class="wp-block-paragraph"><a href="https://zerply.com/frueter" title="">Frank Rueter</a> gives us the full, unvarnished story of how Nukepedia was built, why it survived, and what comes next for the compositing world’s most vital knowledge bank.</p>



<h6 id="digital-production-before-nukepedia-what-was-it-like-for-artists-hunting-for-tools" class="wp-block-heading"><strong>Digital Production: Before Nukepedia, what was it like for artists hunting for tools?</strong></h6>



<p class="wp-block-paragraph"><strong>Frank Rueter:</strong> When I started out at a small company, none of us could code and we had no budget for customizing workflows. If you asked a question on the old Shake user group, the answer was always “just write a bit of PERL script.” Helpful, unless you didn’t know how to write any PERL. There were brilliant forums, like the old 3DsMax one, where people actually shared knowledge, but everything for compositing was fragmented. There was a risk Nuke would repeat this chaos as it started gaining ground, so I wanted a single place for all things Nuke before the knowledge got lost.</p>



<h6 id="dp-so-how-did-you-get-from-that-concern-to-launching-nukepedia" class="wp-block-heading"><strong>DP: So how did you get from that concern to launching Nukepedia?</strong></h6>



<p class="wp-block-paragraph"><strong>Rueter:</strong> I was working at Weta and Digital Domain during the transition from Shake to Nuke. At Digital Domain, Foundry was taking over Nuke development from D2Software, and there was this key meeting where Matt Plec—Nuke’s Product Designer—said, “I think we need something like Nukepedia, but I don’t know what I mean by that.” I said, “I do!” The name just described exactly the kind of hub I’d been picturing.</p>



<p class="wp-block-paragraph">With some help from Ben Minall in London and Diogo Girondi in Argentina, we started looking at how to build a website. In those days, web choices were basically Joomla or WordPress, so we picked Joomla. I’d also seen how HighEnd2D and HighEnd3D worked—forums with tool-sharing. I asked Will McCullough, who ran those, to set up a Nuke group, and I began posting my own gizmos and TCL scripts to get things going.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="890"  height="400"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/07/nuBridge_photos0005.jpg?resize=890%2C400&quality=80&ssl=1"  alt="A close-up of a computer screen displaying the nuBridge interface. The screen shows a plugin named X_Waveform with version details, author information, and an &#039;Install&#039; button highlighted. The overall design is dark with an emphasis on red text."  class="wp-image-189155" ></figure>



<h6 id="dp-was-foundry-involved-from-the-beginning" class="wp-block-heading"><strong>DP: Was Foundry involved from the beginning?</strong></h6>



<p class="wp-block-paragraph"><strong>Rueter:</strong> I talked to Bill Collis, Foundry’s cofounder and CEO, about making Nukepedia a joint project. He was completely supportive but thought it would be too complicated to do it officially, so he just gave his blessing and promised support where possible.</p>



<h6 id="dp-how-did-the-launch-go" class="wp-block-heading"><strong>DP: How did the launch go?</strong></h6>



<p class="wp-block-paragraph"><strong>Rueter:</strong> We officially launched Nukepedia at the Mayan Theater in LA during Siggraph 2010. My hope was 500 signups in the first months, but we hit that number the first day. Since then, registrations have just kept growing—now almost a million. It’s been a steady climb and, not surprisingly, the old Joomla site was groaning under the load.</p>



<p class="wp-block-paragraph"><strong>DP: Joomla—good choice at the time? Or a digital curse?</strong></p>



<p class="wp-block-paragraph"><strong>Rueter:</strong> For a while, Joomla did what we needed, but it’s open-source, and once the user base exploded, it became a liability. We got hacked twice. Martin Rose and Foundry helped resurrect the site each time, but by 2025, it was clear we needed something more robust.  So Kara (my partner) and I decided that Nukepedia was too important to see compromised so OHUfx engaged <a href="https://cactuslab.com/" title="">CactusLab</a> in Auckland to build it anew from scratch, so hopefully, I can finally sleep again.<br /></p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="890"  height="400"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/07/nuBridge_photos0006-1.jpg?resize=890%2C400&quality=80&ssl=1"  alt="A close-up view of a software interface displaying a dropdown menu with the &#039;Help&#039; options highlighted, including &#039;Keyboard Shortcuts,&#039; &#039;Documentation,&#039; and &#039;nuBridge.&#039; A cursor is pointing at &#039;nuBridge&#039; in the menu."  class="wp-image-189159" ></figure>



<h6 id="dp-why-does-the-nukepedia-relaunch-matter-now-whats-actually-changed" class="wp-block-heading"><strong>DP: Why does the Nukepedia relaunch matter now? What’s actually changed?</strong></h6>



<p class="wp-block-paragraph"><strong>Rueter:</strong> First: stability. The old site was becoming unreliable and stressful to run. The new platform should handle the traffic and prevent downtime. But the real upgrade is we can finally give nuBridge a more stable foundation – a direct interface inside Nuke that loads the full Nukepedia database into your session in seconds.</p>



<p class="wp-block-paragraph">The other big thing is we will now have a link to Github repos, meaning tool authors with repos can expose their tools on Nukepedia, providing a single source and removing any need for double handling . No more bouncing between browser and Nuke, no more manual installs. You can search, filter, and test tools instantly, and save favourites to share with other artists or use across different gigs. It makes the entire process about ten times faster. Uploading new tools still requires the website—mainly to keep documentation up to standard.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="890"  height="400"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/07/nuBridge_photos0011-1.jpg?resize=890%2C400&quality=80&ssl=1"  alt="Close-up of a software interface displaying tools and options, including icons for &#039;nuBridge&#039;, &#039;gizmos&#039;, &#039;python&#039;, and &#039;plugins&#039;, with a dark background and highlighted selected features."  class="wp-image-189156" ></figure>



<h6 id="dp-if-everything-is-free-why-offer-paid-subscriptions" class="wp-block-heading"><strong>DP: If everything is free, why offer paid subscriptions?</strong></h6>



<p class="wp-block-paragraph"><strong>Rueter:</strong> All 2000 tools are, and will remain, free. But server costs and development aren’t. All proUser subscription funds, both past and future, go towards  the rebuild and ongoing improvements. Subscribers also get nuBridge, some partner discounts (Compositing Academy, FX Elements, Das Element, The VFX Shop), and other time-saving features. But the fundamental spirit of Nukepedia is unchanged: open, accessible, and focused on community benefit.</p>



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



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="855" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/07/image-3.png?resize=1200%2C855&quality=72&ssl=1"  alt="Promotional graphic for NukePedia&#039;s SIGGRAPH relaunch offer. It features the NukePedia logo, subscription details, discounts for related services like FX Elements and Das Element, and emphasizes a time-limited pricing of $50 for 5 years."  class="wp-image-190366" ></figure>



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



<h6 id="dp-what-do-you-see-as-the-biggest-impact-for-artists-using-nubridge" class="wp-block-heading"><strong>DP: What do you see as the biggest impact for artists using nuBridge?</strong></h6>



<p class="wp-block-paragraph"><strong>Rueter:</strong> Honestly, speed and accessibility. If you’re on deadline and need a gizmo, the last thing you want is to hunt through broken links or manually install scripts. nuBridge is designed to make it as painless as possible to find, test, and use new tools. For freelancers, favourites lists mean you can move your entire toolbox from studio to studio without hassle. For less technical users, auto-install means (where possible) you don’t need to worry about file paths and dependencies. It’s about making Nuke accessible for both the creative and technical ends of the spectrum.</p>



<h6 id="dp-and-whats-next-for-nukepedia" class="wp-block-heading"><strong>DP: And what’s next for Nukepedia?</strong></h6>



<p class="wp-block-paragraph"><strong>Rueter:</strong> We’re not trying to reinvent support forums—the Foundry forums are still the right place for that. But we might look into Discord or other ways for developers to collaborate. Maybe even a chatbot to help surface knowledge that would otherwise get lost. But the priority remains: keep the tools accessible and the community strong.</p>



<h6 id="dp-any-last-thoughts-for-the-die-hard-pipeline-purists" class="wp-block-heading"><strong>DP: Any last thoughts for the die-hard pipeline purists?</strong></h6>



<p class="wp-block-paragraph"><strong>Rueter:</strong> Test everything before you drop it in your production. Nukepedia is a living database—tools are shared by the community and might not fit every studio’s standards or security needs out of the box. Kick the tyres  and run some shots before you release into your pipelines.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="890"  height="400"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/07/nuBridge_photos0008.jpg?resize=890%2C400&quality=80&ssl=1"  alt="A close-up view of a user interface displaying various software tools, including options for plugins and tools, with a prominent red button labeled &#039;visit website&#039; highlighted."  class="wp-image-189158" ></figure>



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/07/23/frank-rueters-quest-to-stop-nuke-knowledge-from-disappearing-nubridge/">Frank Rueter’s Quest to Stop Nuke Knowledge from Disappearing</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>OpenScatter: Scattering Objects in Blender Just Got Breezier</title>
		<link>https://digitalproduction.com/2025/03/04/openscatter-scattering-objects-in-blender-just-got-breezier/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 04 Mar 2025 06:42:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[environment]]></category>
		<category><![CDATA[environment art]]></category>
		<category><![CDATA[object collision]]></category>
		<category><![CDATA[object scattering]]></category>
		<category><![CDATA[OpenScatter]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[wind animation]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=160829</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/Zwischenablagebild-1.jpg?fit=1200%2C625&quality=80&ssl=1" width="1200" height="625" title="" alt="A 3D modeling software interface displaying a terrain with green vegetation and a rounded surface texture. The viewport shows scattered green objects on a gray background, with a side panel featuring various tool options and settings." /></div><div><p>OpenScatter, a free Blender add-on, offers advanced object scattering with features like texture masks, guide curves, wind animation, and object collision.</p>
<p>The post <a href="https://digitalproduction.com/2025/03/04/openscatter-scattering-objects-in-blender-just-got-breezier/">OpenScatter: Scattering Objects in Blender Just Got Breezier</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/Zwischenablagebild-1.jpg?fit=1200%2C625&quality=80&ssl=1" width="1200" height="625" title="" alt="A 3D modeling software interface displaying a terrain with green vegetation and a rounded surface texture. The viewport shows scattered green objects on a gray background, with a side panel featuring various tool options and settings." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:2076,&quot;href&quot;:&quot;https:\/\/github.com\/GitMay3D\/OpenScatter&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250405220358\/https:\/\/github.com\/GitMay3D\/OpenScatter&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 23:04:25&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2025-12-31 03:44:40&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-05 02:13:38&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-20 19:50:15&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-03 10:19:53&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-07 20:28:20&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-11 12:55:07&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-16 07:52:59&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-02 15:48:08&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-16 19:50:13&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-25 09:09:07&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-03 15:04:28&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-29 09:50:52&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 09:50:52&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:2077,&quot;href&quot;:&quot;https:\/\/may3d.gumroad.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250324203206\/https:\/\/may3d.gumroad.com\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 23:04:26&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2025-12-31 03:44:40&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-05 02:13:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 19:50:18&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-03 10:19:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-07 20:28:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-11 12:55:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-16 07:52:58&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-02 15:48:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-16 19:50:13&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-25 09:09:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-03 15:04:28&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-29 09:50:51&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 09:50:51&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:2078,&quot;href&quot;:&quot;https:\/\/blendermarket.com\/products\/openscatter&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250308141534\/https:\/\/blendermarket.com\/products\/openscatter\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 23:04:27&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2025-12-31 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09:51:01&quot;,&quot;http_code&quot;:403},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:2079,&quot;href&quot;:&quot;https:\/\/openscatter-documentation.neocities.org&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250406065508\/https:\/\/openscatter-documentation.neocities.org\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 23:04:29&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2025-12-31 03:44:49&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-05 02:13:44&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-20 19:50:14&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-03 10:19:58&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-11 12:55:08&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-16 07:53:03&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-02 15:48:15&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-16 19:50:15&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-03 15:04:33&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-29 09:51:00&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 09:51:00&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><a href="https://github.com/GitMay3D/OpenScatter">OpenScatter </a>is a free, open-source add-on for Blender developed by <a href="https://may3d.gumroad.com/">May3D</a>. It enables artists to distribute objects—think plants, rocks, or perhaps the occasional misplaced coffee cup—within a scene based on factors like slope or elevation. The add-on supports wind animation and object collision, making it particularly useful for environment art in motion graphics, animation, or visual effects projects. </p>



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



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/CollisionWindShowcase.gif?w=1200&ssl=1"  alt=""  class="wp-image-160832" ></figure>



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



<p class="wp-block-paragraph"><strong>Non-Destructive, Layer-Based Workflow</strong></p>



<p class="wp-block-paragraph">OpenScatter employs a non-destructive, layer-based workflow, allowing users to create different scatter layers for each object. This means you can tweak your scatter settings without permanently altering your original models—a feature that might just save your bacon when the art director changes their mind for the tenth time.</p>



<p class="wp-block-paragraph"><strong>Advanced Control Features</strong></p>



<p class="wp-block-paragraph">Users can control which parts of a surface instances are scattered on using texture masks, guide curves, or abiotic properties like elevation or slope angle. Different scatter systems can also interact with one another; for example, preventing ground vegetation from growing within a certain radius of tree bases. </p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="625" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/03/Zwischenablagebild-2.jpg?resize=1200%2C625&quality=80&ssl=1"  alt=""  class="wp-image-160835" ></figure>



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



<p class="wp-block-paragraph"><strong>Dynamic Animations and Performance Optimization</strong></p>



<p class="wp-block-paragraph">The add-on supports dynamic object collisions and simple wind animation, adding realism to scenes where objects interact or sway in the breeze. To keep your viewport running smoothly, OpenScatter includes features like viewport mesh optimization, automatic low-poly mesh generation, and camera and render-region culling. </p>



<p class="wp-block-paragraph"><strong>Availability and Support</strong></p>



<p class="wp-block-paragraph">OpenScatter is compatible with Blender 4.2 and above. You can download it for free from <a href="https://github.com/GitMay3D/OpenScatter">GitHub</a>. If you’re feeling generous and want to support future development, you can purchase the add-on from <a href="https://blendermarket.com/products/openscatter">BlenderMarket</a> for $1 or $10—think of it as buying the developer a well-deserved coffee or two.</p>



<p class="wp-block-paragraph"><strong>Final Thoughts</strong></p>



<p class="wp-block-paragraph">OpenScatter offers a user-friendly yet powerful solution for object scattering in Blender. Its non-destructive workflow and advanced features make it a valuable tool for environment artists and VFX professionals. However, as with any new tool, it’s advisable to thoroughly test OpenScatter before integrating it into critical production pipelines.</p>



<p class="wp-block-paragraph">For more information, check out the <a href="https://openscatter-documentation.neocities.org/">official documentation</a>.</p><p>The post <a href="https://digitalproduction.com/2025/03/04/openscatter-scattering-objects-in-blender-just-got-breezier/">OpenScatter: Scattering Objects in Blender Just Got Breezier</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A 3D modeling software interface displaying a terrain with green vegetation and a rounded surface texture. The viewport shows scattered green objects on a gray background, with a side panel featuring various tool options and settings.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">160829</post-id>	</item>
		<item>
		<title>Plasticity 25.1: Slicing Through Models and Streamlining Workflows</title>
		<link>https://digitalproduction.com/2025/02/27/plasticity-25-1-slicing-through-models-and-streamlining-workflows/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 27 Feb 2025 06:45:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[CAD for Artists]]></category>
		<category><![CDATA[CV Sliding]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[Plasticity]]></category>
		<category><![CDATA[Section Analysis]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[surface modeling]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[Update]]></category>
		<category><![CDATA[xNURBS]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=160628</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/20-Plasticity-v2025.1_-Solid-and-surface-modeling-redefined-YouTube-0-0-13.jpeg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A polished 3D sphere with a gradient on its surface, displayed in a dark environment labeled 'NEW UI' and 'FASTER' at the top. A sidebar containing various tools and options is visible on the right side." /></div><div><p>Plasticity 25.1 introduces new commands and a revamped UI to enhance surface modeling workflows.</p>
<p>The post <a href="https://digitalproduction.com/2025/02/27/plasticity-25-1-slicing-through-models-and-streamlining-workflows/">Plasticity 25.1: Slicing Through Models and Streamlining Workflows</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/20-Plasticity-v2025.1_-Solid-and-surface-modeling-redefined-YouTube-0-0-13.jpeg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A polished 3D sphere with a gradient on its surface, displayed in a dark environment labeled 'NEW UI' and 'FASTER' at the top. A sidebar containing various tools and options is visible on the right side." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:2083,&quot;href&quot;:&quot;https:\/\/doc.plasticity.xyz&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251209211432\/https:\/\/doc.plasticity.xyz\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 23:04:43&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-02 11:57:24&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-06 12:00:21&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-26 12:57:05&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-30 10:07:22&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-23 22:32:54&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-19 20:10:10&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-05 21:59:42&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-11 05:56:10&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-15 10:25:59&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-15 10:25:59&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph">The latest release of Plasticity, affectionately dubbed “CAD for Artists” has arrived with version 25.1, bringing a host of features designed to make your modeling experience as smooth as a perfectly beveled edge.</p>



<p class="wp-block-paragraph"><strong>New Commands: CV Sliding and Section Analysis</strong></p>



<p class="wp-block-paragraph">Plasticity 25.1 introduces two new commands to its toolkit. The CV Sliding on Curves and Solids command allows for precise adjustments during modeling, ensuring your creations are as accurate as your morning coffee’s pour. Meanwhile, the Section Analysis feature enables users to slice through their 3D models, revealing internal structures without the mess—think of it as a virtual autopsy for your designs.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/20-Plasticity-v2025.1_-Solid-and-surface-modeling-redefined-YouTube-0-0-47.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-160632" ></figure>



<p class="wp-block-paragraph"><strong>Modeling Enhancements: Square Command and xNURBS Additions</strong></p>



<p class="wp-block-paragraph">The update doesn’t stop there. Enhancements to the Square Command and other features have been implemented, along with two new xNURBS additions. These include the use of adjacent trimmed edges for smoother transitions and the ability to adjust surface curvature tension, akin to tools found in Lofting and Bridging workflows. It’s like giving your model a spa day, smoothing out all those rough edges.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" height="675" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/20-Plasticity-v2025.1_-Solid-and-surface-modeling-redefined-YouTube-0-0-10.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-160631" ></figure>



<p class="wp-block-paragraph"><strong>UI Overhaul: A Modern Makeover</strong></p>



<p class="wp-block-paragraph">In an effort to keep things fresh, Plasticity 25.1 boasts a modern, streamlined user interface. While preserving key functional elements from previous versions, features are now more intuitively organized and come with new icons to improve usability and workflow efficiency. It’s like rearranging your workspace—if your workspace also got a sleek new paint job.</p>



<p class="wp-block-paragraph">For a detailed breakdown of all the changes, you can peruse the release notes <a href="https://doc.plasticity.xyz/">here</a>.</p>



<p class="wp-block-paragraph">As with any new tool or feature, it’s advisable to thoroughly test these innovations before integrating them into your current projects. After all, even the most promising updates can have unexpected quirks.</p>



<p class="wp-block-paragraph">For more information and to download the latest version, visit the official Plasticity website.</p>



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</div></figure><p>The post <a href="https://digitalproduction.com/2025/02/27/plasticity-25-1-slicing-through-models-and-streamlining-workflows/">Plasticity 25.1: Slicing Through Models and Streamlining Workflows</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
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<post-id xmlns="com-wordpress:feed-additions:1">160628</post-id>	</item>
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		<title>Mastering Ink in Substance 3D Painter</title>
		<link>https://digitalproduction.com/2025/02/20/mastering-ink-in-substance-3d-painter/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 20 Feb 2025 17:53:09 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Adobe]]></category>
		<category><![CDATA[digital material creation]]></category>
		<category><![CDATA[Ehsan Kiani]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[realistic skin textures]]></category>
		<category><![CDATA[Substance 3D Painter]]></category>
		<category><![CDATA[tattoo design]]></category>
		<category><![CDATA[Tattoo Master Tool]]></category>
		<category><![CDATA[tattoos]]></category>
		<category><![CDATA[tools]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=160386</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/file.jpg?fit=1080%2C1080&quality=80&ssl=1" width="1080" height="1080" title="" alt="A detailed black ink tattoo featuring a floral design with leaves and swirls, located on a light skin tone. The tattoo displays a central flower surrounded by decorative elements." /></div><div><p>Achieve lifelike tattoos on digital skin with Ehsan Kiani's Tattoo Master Tool for Substance 3D Painter.</p>
<p>The post <a href="https://digitalproduction.com/2025/02/20/mastering-ink-in-substance-3d-painter/">Mastering Ink in Substance 3D Painter</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/02/file.jpg?fit=1080%2C1080&quality=80&ssl=1" width="1080" height="1080" title="" alt="A detailed black ink tattoo featuring a floral design with leaves and swirls, located on a light skin tone. The tattoo displays a central flower surrounded by decorative elements." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:2111,&quot;href&quot;:&quot;https:\/\/www.artstation.com\/marketplace\/p\/j86B6\/tattoo-master-tool-substance-painter&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250824163704\/https:\/\/www.artstation.com\/marketplace\/p\/j86B6\/tattoo-master-tool-substance-painter&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 23:23:40&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2025-12-31 08:51:48&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-09 01:53:05&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-17 12:24:07&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-23 19:44:45&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-27 23:06:46&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-31 04:30:07&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-13 19:45:29&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-26 09:47:09&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-03 13:56:44&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-06 16:52:33&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-12 21:48:58&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-18 14:25:21&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-22 01:24:06&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-25 02:10:47&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-28 06:17:55&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-01 08:29:24&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-05 10:39:20&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-08 14:02:55&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-12 23:05:13&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-20 20:29:50&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-24 14:26:27&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-29 16:10:18&quot;,&quot;http_code&quot;:403}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-29 16:10:18&quot;,&quot;http_code&quot;:403},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph">Material Artist Ehsan Kiani has unveiled the Tattoo Master Tool, a new addition to Substance 3D Painter’s arsenal. This tool streamlines the creation of realistic tattoos on any skin material, offering a range of customizable parameters. Whether you’re aiming for a fresh ink look or the charm of aged body art, the Tattoo Master Tool provides complete control over details and skin interaction. For those eager to see it in action, a tutorial video is available, guiding users through its full potential. Additionally, the product includes a helpful guide for further support. To explore or purchase the Tattoo Master Tool, v<a href="https://www.artstation.com/marketplace/p/j86B6/tattoo-master-tool-substance-painter">isit Ehsan Kiani’s ArtStation </a>page. The price is a VERY reasonable 4,99 for the standard license, 35 Dollars for the Commercial License, and if your whole studio wants to use it, it is 149 Dollars for unlimited users. </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/2025/02/file1.jpg?resize=1200%2C675&quality=80&ssl=1"  alt=""  class="wp-image-160390" ></figure>



<p class="wp-block-paragraph"><strong>A Canvas of Possibilities</strong></p>



<p class="wp-block-paragraph">The Tattoo Master Tool isn’t just about placing ink on virtual skin; it’s about integrating art seamlessly into your 3D models. With its user-friendly interface, artists can adjust tattoo age, saturation, and blending modes to achieve the desired effect. The tool also supports various skin tones and textures, ensuring that the tattoo adapts realistically to different characters. By incorporating this tool into your workflow, you can elevate the authenticity of your digital creations, making them more relatable and lifelike. For more of Ehsan’s work and additional resources, <a href="https://www.artstation.com/marketplace/p/j86B6/tattoo-master-tool-substance-painter">visit his ArtStation page.</a> </p>



<p class="wp-block-paragraph"><em>Note: As with any new tool, it’s advisable to test the Tattoo Master Tool in your specific workflow to ensure compatibility and desired results.</em></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/5g5VG2YGZdk?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>The post <a href="https://digitalproduction.com/2025/02/20/mastering-ink-in-substance-3d-painter/">Mastering Ink in Substance 3D Painter</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A detailed black ink tattoo featuring a floral design with leaves and swirls, located on a light skin tone. The tattoo displays a central flower surrounded by decorative elements.]]></media:description>
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