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		<title>Sony to wind down Pixomondo</title>
		<link>https://digitalproduction.com/2026/03/20/sony-to-wind-down-pixomondo/</link>
					<comments>https://digitalproduction.com/2026/03/20/sony-to-wind-down-pixomondo/#comments</comments>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 20 Mar 2026 16:56:38 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Newsletter]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Amazon]]></category>
		<category><![CDATA[consolidation]]></category>
		<category><![CDATA[contracts]]></category>
		<category><![CDATA[HBO]]></category>
		<category><![CDATA[in-camera VFX]]></category>
		<category><![CDATA[LED volumes]]></category>
		<category><![CDATA[Lionsgate]]></category>
		<category><![CDATA[Pixomondo]]></category>
		<category><![CDATA[Prime Video]]></category>
		<category><![CDATA[Sony Group Corporation]]></category>
		<category><![CDATA[Sony Pictures Entertainment]]></category>
		<category><![CDATA[Sony Pictures Imageworks]]></category>
		<category><![CDATA[Televisual]]></category>
		<category><![CDATA[virtual production]]></category>
		<category><![CDATA[Visual Effects]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=261782</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/06/Scene_Master_4k.jpg?fit=1200%2C634&quality=80&ssl=1" width="1200" height="634" title="#image_title" alt="A large, curved digital display in a high-tech studio environment with the word 'PIXOMONDO' prominently featured in bold, white letters against a colorful grid background." /></div><div><p>Televisual reports Pixomondo will be wound down after contracts finish, with VFX efforts set to refocus on Imageworks.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/20/sony-to-wind-down-pixomondo/">Sony to wind down Pixomondo</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/2025/06/Scene_Master_4k.jpg?fit=1200%2C634&quality=80&ssl=1" width="1200" height="634" title="#image_title" alt="A large, curved digital display in a high-tech studio environment with the word 'PIXOMONDO' prominently featured in bold, white letters against a colorful grid background." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:12,&quot;href&quot;:&quot;https:\/\/www.pixomondo.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251218105434\/https:\/\/www.pixomondo.com\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 11:45:11&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-05 10:56:06&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-09 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18:11:23&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-12 11:29:09&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-12 11:29:09&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13761,&quot;href&quot;:&quot;https:\/\/www.sonypictures.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260320140311\/https:\/\/www.sonypictures.com\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-03-20 16:56:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-23 17:05:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-26 19:07:35&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-30 07:17:56&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-02 08:22:46&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-05 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07:17:56&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-02 08:22:44&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-05 16:35:02&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-08 18:11:26&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-12 11:29:09&quot;,&quot;http_code&quot;:403}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-12 11:29:09&quot;,&quot;http_code&quot;:403},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13763,&quot;href&quot;:&quot;https:\/\/www.imageworks.com\/?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13764,&quot;href&quot;:&quot;https:\/\/www.sonypictures.com\/?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260320170149\/https:\/\/www.sonypictures.com\/?utm_source=chatgpt.com&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-03-20 17:40:22&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-23 17:51:44&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-26 22:50:48&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-30 07:18:46&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-02 08:52:04&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-05 16:36:12&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-09 02:38:48&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-12 11:29:51&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-12 11:29:51&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13765,&quot;href&quot;:&quot;https:\/\/www.mayfairequity.com\/?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260320172357\/https:\/\/www.mayfairequity.com\/?utm_source=chatgpt.com&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-03-20 18:19:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-23 18:20:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-26 22:50:42&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 07:18:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-02 08:51:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-05 16:36:13&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-09 02:38:42&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-12 11:29:52&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-12 11:29:52&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13766,&quot;href&quot;:&quot;https:\/\/www.televisual.com\/news\/sony-pictures-to-wind-down-pixomondo\/?utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><a href="https://www.pixomondo.com/" title="">Pixomondo</a> is set to be wound down, with <a href="https://www.sonypictures.com/" title="">Sony Pictures Entertainment</a> sharing an intent to eventually close the Pixomondo umbrella and integrate some capabilities into other areas of its business. The VFX operation will close after completion of outstanding projects or contracts. After that, internal VFX efforts will be streamlined to focus on <a href="https://www.imageworks.com/" title="">Sony Pictures Imageworks</a>. And this a mere five years after the frantic Covid-Boom. </p>



<p class="wp-block-paragraph">The virtual production division called Clara will also be wound down after outstanding contracts are fulfilled. There is stated potential for some business initiatives associated with <a href="https://www.sony.com/en/">Sony Group Corporation</a> to be transferred over. The specific initiatives and destinations are not detailed. The R&amp;D and innovation segment called PXO Innovation will be absorbed by <a href="https://www.sony.com/en/">Sony Group Corporation</a> R&amp;D. Staff were informed of these moves on March 19, 2026. Official channels are silent so far.</p>



<figure class="wp-block-embed alignright is-type-wp-embed is-provider-digital-production wp-block-embed-digital-production"><div class="wp-block-embed__wrapper">
<span class="rHwuLmRvDscYeiZBJUWTaGj80oAh1N5f7SpnQMxtKl3PO"><blockquote class="wp-embedded-content" data-secret="ERGeAASmHt"><a href="https://digitalproduction.com/2025/06/13/strange-new-virtual-production-worlds/">Strange New Virtual Production Worlds!</a></blockquote><iframe class="wp-embedded-content" sandbox="allow-scripts" security="restricted"  title="&#8220;Strange New Virtual Production Worlds!&#8221; &#8212; DIGITAL PRODUCTION" src="https://digitalproduction.com/2025/06/13/strange-new-virtual-production-worlds/embed/#?secret=B0XSLUHGOM#?secret=ERGeAASmHt" data-secret="ERGeAASmHt" width="600" height="338" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe></span>
</div></figure>



<h3 id="what-the-studio-worked-on" class="wp-block-heading">What the studio worked on</h3>



<p class="wp-block-paragraph">The studio specialized in visualization, virtual production and VFX, with credits listed including Hugo, multiple seasons of Game of Thrones,  The Boys, and John Wick: Chapter 4 and many more.</p>



<p class="wp-block-paragraph">Its LED virtual production work is listed as including  Star Trek: Discovery &amp; Strange New Worlds, Avatar: The Last Airbender, Reacher and Cada Minuto Cuenta &#8211;  seven creative studios and four LED volumes (Vancouver, LA, Toronto and Rhyad)  across the United States, United Kingdom, Germany and Canada. </p>



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



<p class="wp-block-paragraph">The sequencing matters: the closures are framed to happen after outstanding contracts are fulfilled. That implies current deliveries continue before the doors close, but it does not spell out how teams, supervision, or facilities operate during the runout.  On the VFX side, the operational headline is a stated internal consolidation toward <a href="https://www.imageworks.com/?utm_source=chatgpt.com">Sony Pictures Imageworks</a>. The report does not specify whether that means changes to bidding, staffing, toolchains, or how virtual production handoffs interface with final-shot work. </p>



<p class="wp-block-paragraph">On the virtual production side, Clara is slated to wind down as well, with only a high-level note that some initiatives tied to <a href="https://www.sony.com/en/">Sony Group Corporation</a> could be transferred. It does not clarify whether LED volume capacity is repurposed, reassigned, or closed outright. </p>



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



<figure class="wp-block-embed alignleft is-type-wp-embed is-provider-digital-production wp-block-embed-digital-production"><div class="wp-block-embed__wrapper">
<span class="27MJJhmBvi9lly6xp5tN2jdKoqCdDEMGOf4Ctre70QmEprSNa0Avu86xiYXKYf3gRIHT1LVz4RLHbFZewnU3szoBSjQXg9D"><blockquote class="wp-embedded-content" data-secret="57pxXT4K6q"><a href="https://digitalproduction.com/2022/10/26/sony-pictures-entertainment-akquiriert-pixomondo/">Sony Pictures Entertainment akquiriert Pixomondo</a></blockquote><iframe class="wp-embedded-content" sandbox="allow-scripts" security="restricted"  title="&#8220;Sony Pictures Entertainment akquiriert Pixomondo&#8221; &#8212; DIGITAL PRODUCTION" src="https://digitalproduction.com/2022/10/26/sony-pictures-entertainment-akquiriert-pixomondo/embed/#?secret=iRUEjftinr#?secret=57pxXT4K6q" data-secret="57pxXT4K6q" width="600" height="338" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe></span>
</div></figure>



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



<p class="wp-block-paragraph"><a href="https://www.sonypictures.com/?utm_source=chatgpt.com">Sony Pictures Entertainment</a> acquired the business in 2022 from <a href="https://www.mayfairequity.com/?utm_source=chatgpt.com">Mayfair Equity Partners</a>. CEO Jonny Slow first became global chief executive officer in 2019 and announced his exit from the company in February 2026.</p>



<p class="wp-block-paragraph"><br /><a href="https://www.televisual.com/news/sony-pictures-to-wind-down-pixomondo/?utm_source=chatgpt.com">https://www.televisual.com/news/sony-pictures-to-wind-down-pixomondo/</a></p><p>The post <a href="https://digitalproduction.com/2026/03/20/sony-to-wind-down-pixomondo/">Sony to wind down Pixomondo</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>
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	<media:description type="html"><![CDATA[A large, curved digital display in a high-tech studio environment with the word 'PIXOMONDO' prominently featured in bold, white letters against a colorful grid background.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">261782</post-id>	</item>
		<item>
		<title>VES Awards 2026 names winners and honours</title>
		<link>https://digitalproduction.com/2026/02/26/ves-awards-2026-names-winners-and-honours/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 26 Feb 2026 08:33:50 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Jerry Bruckheimer]]></category>
		<category><![CDATA[Sir Richard Taylor]]></category>
		<category><![CDATA[VES Awards]]></category>
		<category><![CDATA[VES Awards winners]]></category>
		<category><![CDATA[VES Lifetime Achievement Award]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[Visual Effects]]></category>
		<category><![CDATA[Visual Effects Society]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=255976</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/screenshot-2026-02-26-091921.png?fit=1200%2C555&quality=72&ssl=1" width="1200" height="555" title="" alt="A graphic featuring a stylized face in yellow against a dark background, with text reading "The 24th Annual VES Awards" in bold white and gold letters." /></div><div><p>VES Awards 2026 winners named across 24 categories, with Bruckheimer and Taylor receiving top honours.</p>
<p>The post <a href="https://digitalproduction.com/2026/02/26/ves-awards-2026-names-winners-and-honours/">VES Awards 2026 names winners and honours</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/screenshot-2026-02-26-091921.png?fit=1200%2C555&quality=72&ssl=1" width="1200" height="555" title="" alt="A graphic featuring a stylized face in yellow against a dark background, with text reading "The 24th Annual VES Awards" in bold white and gold letters." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:13449,&quot;href&quot;:&quot;https:\/\/vesglobal.org&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260214122418\/https:\/\/vesglobal.org\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-02-26 08:36:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-01 21:17:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-07 10:48:46&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-26 07:51:15&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-08 05:18:18&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-08 05:18:18&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13450,&quot;href&quot;:&quot;https:\/\/vesglobal.org\/24th-awards&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260224194048\/https:\/\/vesglobal.org\/24th-awards\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-02-26 08:36:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-01 21:17:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-07 10:48:46&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-26 07:51:17&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-08 05:18:19&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-08 05:18:19&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don&#8217;t know the Event: The <a href="https://vesglobal.org/" title="">Visual Effects Society</a> is the industry’s professional body for VFX artists and supervisors. Its annual <a href="https://vesglobal.org/24th-awards/" title="">VES Awards</a> recognise work across film, episodic, animation, realtime and emerging technology.</em></p>


<div class="wp-block-image">
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</div>


<p class="wp-block-paragraph">The 24th Annual VES Awards took place on 25 February 2026, honouring visual effects work across 24 competitive categories, alongside two special awards. The ceremony recognises artists, supervisors and teams working in film, episodic television, commercials, games, real-time projects and special venue productions. The Society currently represents more than 5,500 members in over 50 countries and now spans 18 regional Sections worldwide . The Awards are presented by the Visual Effects Society, founded in 1997.</p>


<div class="wp-block-image">
<figure class="alignleft is-resized"><img  decoding="async"  width="600"  height="600"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_jerry-bruckheimer-600x600-1jpg.avif"  alt="https://vesglobal.org/wp-content/uploads/2026/01/24th-Annual-Awards_Jerry-Bruckheimer-600x600-1.jpg.avif"  class="wp-image-255978"  style="width:167px;height:auto"  srcset="https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_jerry-bruckheimer-600x600-1jpg.avif 600w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_jerry-bruckheimer-600x600-1jpg-150x150.avif 150w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_jerry-bruckheimer-600x600-1jpg-80x80.avif 80w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_jerry-bruckheimer-600x600-1jpg-400x400.avif 400w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_jerry-bruckheimer-600x600-1jpg-200x200.avif 200w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_jerry-bruckheimer-600x600-1jpg-110x110.avif 110w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_jerry-bruckheimer-600x600-1jpg-380x380.avif 380w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_jerry-bruckheimer-600x600-1jpg-550x550.avif 550w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_jerry-bruckheimer-600x600-1jpg-45x45.avif 45w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_jerry-bruckheimer-600x600-1jpg-160x160.avif 160w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_jerry-bruckheimer-600x600-1jpg-220x220.avif 220w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_jerry-bruckheimer-600x600-1jpg-300x300.avif 300w" ></figure>
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<p class="wp-block-paragraph">This year’s VES Lifetime Achievement Award was presented to producer Jerry Bruckheimer,  “the most successful film and television producer of all time” and a career spanning more than 50 years, with credits including the Pirates of the Caribbean, Top Gun, National Treasure and Bad Boys franchises . His recent productions cited in the programme include F1, Top Gun: Maverick and Bad Boys: Ride or Die.</p>


<div class="wp-block-image">
<figure class="alignright is-resized"><img  decoding="async"  width="600"  height="600"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_richard-taylor-600x600-1jpg.avif"  alt="https://vesglobal.org/wp-content/uploads/2026/01/24th-Annual-Awards_Richard-Taylor-600x600-1.jpg.avif"  class="wp-image-255979"  style="width:185px;height:auto"  srcset="https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_richard-taylor-600x600-1jpg.avif 600w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_richard-taylor-600x600-1jpg-150x150.avif 150w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_richard-taylor-600x600-1jpg-80x80.avif 80w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_richard-taylor-600x600-1jpg-400x400.avif 400w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_richard-taylor-600x600-1jpg-200x200.avif 200w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_richard-taylor-600x600-1jpg-110x110.avif 110w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_richard-taylor-600x600-1jpg-380x380.avif 380w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_richard-taylor-600x600-1jpg-550x550.avif 550w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_richard-taylor-600x600-1jpg-45x45.avif 45w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_richard-taylor-600x600-1jpg-160x160.avif 160w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_richard-taylor-600x600-1jpg-220x220.avif 220w, https://digitalproduction.com/wp-content/uploads/2026/02/24th-annual-awards_richard-taylor-600x600-1jpg-300x300.avif 300w" ></figure>
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<p class="wp-block-paragraph">The VES Visionary Award was presented to Sir Richard Taylor, co-founder of Wētā Workshop in Wellington, New Zealand. TWētā Workshop has provided design and physical effects for more than 160 films, numerous television shows and multiple location-based experiences . Taylor is credited with five Academy Awards across special effects makeup, visual effects and costume design.</p>



<h3 id="full-winners-list" class="wp-block-heading">Full winners list</h3>



<p class="wp-block-paragraph"><em>Outstanding Visual Effects in a Photoreal Feature: </em>Avatar: Fire and Ash; Richard Baneham, Peter Litvack, Eric Saindon, Nicky Muir, Steve Ingram.</p>



<p class="wp-block-paragraph"><em>Outstanding Supporting Visual Effects in a Photoreal Feature</em>: Sinners; Michael Ralla, James Alexander, Nick Marshall, Espen Nordahl, Donnie Dean.</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>



<p class="wp-block-paragraph"><em>Outstanding Animation in an Animated Feature: </em>KPop Demon Hunters; Joshua Beveridge, Jacky Priddle, Benjamin Hendricks, Clara Chan.</p>



<p class="wp-block-paragraph"><em>Outstanding Visual Effects in a Photoreal Episode: </em>Prehistoric Planet: Ice Age; “The Big Freeze”; Russell Dodgson, Tracey Gibbons, François Dumoulin, Gavin McKenzie.</p>



<p class="wp-block-paragraph"><em>Outstanding Supporting Visual Effects in a Photoreal Episode</em>: The Residence; “The Fall of the House of Usher”; Seth Hill, Tesa Kubicek, John Nelson, Gabriel Vargas.</p>



<p class="wp-block-paragraph"><em>Outstanding Visual Arts in a Real-Time Project: </em>Ghost of Yōtei; Jason Connell, Matt Vainio, Joanna Wang, Jasmin Patry.</p>



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</div></figure>



<p class="wp-block-paragraph"><em>Outstanding Visual Effects in a Commercial: BMW; </em>“Heart of Joy | Meet Okto the Octopus”; Tom Raynor, Helen Tang, Jack Harris, Alex Kulikov.</p>



<p class="wp-block-paragraph"><em>Outstanding Visual Effects in a Special Venue Project</em>: The Wizard of Oz at Sphere; Ben Grossmann, Tamara Watts Kent, Dr. Irfan Essa, Matt Dougan, Glenn Derry.</p>



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</div></figure>



<p class="wp-block-paragraph"><em>Outstanding Character in a Photoreal Feature:</em> Avatar: Fire and Ash; Varang: Leader of the Ash Clan; Stephen Clee, Stuart Adcock, Keven Norris, Joseph Kim.</p>



<p class="wp-block-paragraph"><em>Outstanding Character in an Animated Feature:</em> KPop Demon Hunters; Rumi; Sophia (Seung Hee) Lee, Andrea Matamoros, Marc Souliere, Joshua Beveridge.</p>



<p class="wp-block-paragraph"><em>Outstanding Character in an Episodic, Commercial, Game Cinematic, or Real-Time Project</em>: IT: Welcome to Derry; “The Thing in the Dark;” The Pickle Monster; Philip Harris-Genois, Pierric Danjou, Chloé Ostiguy, Jonathan Bourdua.</p>



<p class="wp-block-paragraph"><em>Outstanding Environment in a Photoreal Feature</em>: Avatar: Fire and Ash; Bridgehead Industrial City; Gianluca Pizzaia, Steve Bevins, Dziga Kaiser, Zsolt Máté.</p>



<p class="wp-block-paragraph"><em>Outstanding Environment in an Animated Feature</em>: Zootopia 2; Marsh Market; Limei Z. Hshieh, Alexander Nicholas Whang, Joshua Fry, Ryan DeYoung.</p>



<p class="wp-block-paragraph"><em>Outstanding Environment in an Episodic, Commercial, Game Cinematic, or Real-Time Project</em>: Andor; “Welcome to the Rebellion;” The Senate District; John O’Connell, Falk Boje, Hasan Ilhan, Kevin George.</p>



<p class="wp-block-paragraph"><em>Outstanding CG Cinematography</em>: Avatar: Fire and Ash; Steve Deane, A.J. Briones, Zachary Brake, Andrew Moffett.</p>



<p class="wp-block-paragraph"><em>Outstanding Model in a Photoreal or Animated Project:</em> Avatar: Fire and Ash; The Windtraders’ Gondola; Michael Smale, Sam Sharplin, Joe W. Churchill, Jacqi Dillon.</p>



<p class="wp-block-paragraph"><em>Outstanding Effects Simulations in a Photoreal Feature:</em> Avatar: Fire and Ash; Simulating Pandora; Nicholas James Illingworth, Sarah C. Farmer, James Robinson, Ryan Bowden.</p>



<p class="wp-block-paragraph"><em>Outstanding Effects Simulations in an Animated Feature:</em> KPop Demon Hunters; Filippo Maccari, Nikolaos Finizio, Daniel La Chapelle, Srdjan Milosevic.</p>



<p class="wp-block-paragraph"><em>Outstanding Effects Simulations in an Episode, Commercial, Game Cinematic, or Real-Time Project: </em>Prehistoric Planet: Ice Age; The Big Freeze; Edward Ferrysienanda, Kevin Christensen, Guy Schuleman, Kevin Tarpinian.</p>



<p class="wp-block-paragraph"><em>Outstanding Compositing and Lighting in a Feature</em>: F1: The Movie; Modern Race and POV Footage; Hugo Gauvreau, Chris Davies, Raushan Raj, Amaury Rospars.</p>



<p class="wp-block-paragraph"><em>Outstanding Compositing and Lighting in an Episode: </em>The Last of Us; “Through the Valley;” A Storm of Ice, Fire and Flesh; Tobias Wiesner, Mark Julien, Owen Longstaff, Brendan Naylor.</p>



<p class="wp-block-paragraph"><em>Outstanding Compositing and Lighting in a Commercial</em>: BMW; “Heart of Joy | Meet Okto the Octopus”; Alex Kulikov, Jack Harris, Adam Chabane, Nicola Borsari.</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/t4tO5htFvpc?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;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"><em>Outstanding Special (Practical) Effects in a Photoreal Project: </em>Andor; “Who Are You?”; Luke Murphy, Dean Ford, Jody Eltham, Darrell Guyon.</p>



<p class="wp-block-paragraph"><em>Emerging Technology Award:</em> Avatar: Fire and Ash; Kora Fire Toolset; Alexey Dmitrievich Stomakhin, John Edholm, Murali Ramachari, Aleksandr Isakov.</p>



<p class="wp-block-paragraph"><em>Outstanding Visual Effects in a Student Project:</em> Azimuth; Thomas Teisseire, Cassandre Cinier, Martin Bluy, Mathis Giraudeau.</p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/02/26/ves-awards-2026-names-winners-and-honours/">VES Awards 2026 names winners and honours</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>Infinity Hotel: Endless Rooms, Endless Renders</title>
		<link>https://digitalproduction.com/2026/02/02/infinity-hotel-endless-rooms-endless-renders/</link>
		
		<dc:creator><![CDATA[HFF Hochschule für Fernsehen und Film München]]></dc:creator>
		<pubDate>Mon, 02 Feb 2026 07:00:00 +0000</pubDate>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/filmstill_finales_grading_06.jpg?fit=1200%2C512&quality=80&ssl=1" width="1200" height="512" title="" alt="An expansive, dimly lit room with high ceilings, adorned with chandeliers. A large, bulbous object is positioned in the center, while a figure stands before it, surrounded by ornate decor and flowing curtains." /></div><div><p>HFF Munich’s VFX students built Infinity Hotel, a hybrid short film merging live action with CGI, LiDAR scans, and Dolby Atmos sound.</p>
<p>The post <a href="https://digitalproduction.com/2026/02/02/infinity-hotel-endless-rooms-endless-renders/">Infinity Hotel: Endless Rooms, Endless Renders</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/hff_author/">HFF Hochschule für Fernsehen und Film München</a>. </p></div>]]></description>
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09:45:54&quot;,&quot;http_code&quot;:202}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-10 09:45:54&quot;,&quot;http_code&quot;:202},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>The <a href="https://www.hff-muenchen.de/" title="">Hochschule für Fernsehen und Film München</a> (HFF Munich) is one of Germany’s leading film schools, offering specialised programmes in directing, production, cinematography, screenwriting, and visual effects. Infinity Hotel is a surrealist short film produced by the school’s VFX students, <a href="https://www.linkedin.com/in/vanessa-chu-590035256/?originalSubdomain=de" title="">Vanessa Chu</a>, <a href="https://www.linkedin.com/in/vanessa-ramovic-1a7759286/" title="">Vanessa Ramovic</a>, <a href="https://www.linkedin.com/in/jim-obmann-a882ab332/?originalSubdomain=de" title="">Jim Obmann</a>, <a href="https://emilpogolski.artstation.com/" title="">Emil Pogolski</a>, <a href="https://www.linkedin.com/in/sonja-latussek-a662b1332/?originalSubdomain=de" title="">Sonja Latussek</a>, and <a href="https://www.linkedin.com/in/elena-rid-5116a9274/?originalSubdomain=de" title="">Elena Rid</a>, in collaboration with the departments of Screenwriting and Production. Directed by Professor <a href="https://www.velvet.de/category/velvet-directors/matthias-zentner/" title="">Matthias Zentner</a>, and supported by <a href="https://www.linkedin.com/in/prof-jürgen-schopper-631b76b/" title="">Prof. Jürgen Schopper</a>, <a href="https://www.linkedin.com/in/sinjegebauer/" title="">Prof. Sinje Gebauer</a> and <a href="https://www.linkedin.com/in/rodolfo-anes-silveira/?originalSubdomain=de">Dr. Rodolfo Anes Silveira</a>, the project combines live-action cinematography, 3D scanning, and digital environments.</em></p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/filmstill_finales_grading_02.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="505"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/filmstill_finales_grading_02.jpg?resize=1200%2C505&#038;quality=80&#038;ssl=1"  alt="A disheveled man in a light-colored shirt and tie stands with his head down, while a young hotel staff member in a red and black uniform watches him silently. The background features rich red patterned wallpaper."  class="wp-image-245426" ></a></figure>



<h3 id="a-production-report-by-the-students" class="wp-block-heading">A production report by the Students</h3>



<p class="has-text-align-right wp-block-paragraph"><em>Written by <a href="https://www.linkedin.com/in/vanessa-ramovic-1a7759286/" title="">Vanessa Ramovic</a>, <a href="https://www.linkedin.com/in/jim-obmann-a882ab332/?originalSubdomain=de" title="">Jim Obmann</a>,<br /><a href="https://www.linkedin.com/in/sonja-latussek-a662b1332/?originalSubdomain=de" title="">Sonja Latussek</a>, <a href="https://www.linkedin.com/in/elena-rid-5116a9274/?originalSubdomain=de" title="">Elena Rid</a>, <a href="https://www.linkedin.com/in/emil-pogolski-914b33269/?originalSubdomain=de" title="">Emil Pogolski</a> and <a href="https://www.linkedin.com/in/vanessa-chu-590035256/?originalSubdomain=de" title="">Vanessa Chu.</a></em></p>



<p class="wp-block-paragraph">After completing our first animated short films as visual effects students at the University of Television and Film Munich, we selected our next joint film project. The basic idea of INFINITY HOTEL, written by students Michael Schwärzler and Jakob Smolinski, immediately suggested weaving reality and surrealism together. Themes such as inner fears and memories accompany our protagonist, Clarence, an insurance salesman travelling from hotel to hotel. He enters a strange hotel room and quickly realises that something about this Infinity Hotel cannot be right. He not only wanders through twisting corridors and distorted staircases, but also through fragments of his own memories, confronting them.</p>


<div class="wp-block-image">
<figure class="alignleft size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/infinityhotel_poster_test_04-1.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="1693"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/infinityhotel_poster_test_04-1.jpg?resize=1200%2C1693&#038;quality=80&#038;ssl=1"  alt="A stylized poster of &#039;Infinity Hotel&#039; featuring an abstract figure with a spiral design for a head, set against a dark background. The title is displayed prominently at the bottom, accompanied by smaller text providing details about the film."  class="wp-image-247717" ></a></figure>
</div>


<p class="wp-block-paragraph">INFINITY HOTEL is a collaborative film project between the VFX students and the screenwriting and production departments at HFF Munich. Directed by Professor Matthias Zentner, the film gave us the opportunity to contribute to many parts of the production process and to realise a story that would hardly exist without visual effects. </p>



<p class="wp-block-paragraph">Our experiences from the animated short films <a href="https://digitalproduction.com/tag/woodland-vfx/" title="Woodland VFX">WOODLAND </a>and <a href="https://digitalproduction.com/2024/11/28/hffs-little-star/" title="Hff’s Little Star">LITTLE STAR</a>, created in the first year of study, helped us build on existing knowledge while acquiring new expertise. Unlike full CGI animated short films, the main challenge this time was producing photorealistic assets and shots for a live-action film. The following article reflects on our experiences during production and outlines how the visual effects of INFINITY HOTEL were created.</p>



<figure class="wp-block-gallery has-nested-images columns-4 is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/concept_art_der_szene_mit_gemaelden_von_vanessa_ramovic.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="754"  height="1080"  data-id="245366"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/concept_art_der_szene_mit_gemaelden_von_vanessa_ramovic.jpg?resize=754%2C1080&#038;quality=80&#038;ssl=1"  alt="A person standing in an art gallery, gazing at a painting of a woman seated with a child offering her a gift. The scene is rendered in soft, muted tones, creating a thoughtful and reflective atmosphere."  class="wp-image-245366"  style="aspect-ratio:1" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/concept_art_des_schreis_von_elena_rid.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="245364"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/concept_art_des_schreis_von_elena_rid.jpg?resize=1200%2C675&#038;quality=80&#038;ssl=1"  alt="A dramatic black and white illustration of a man extending his hand outward with a distressed expression, set in a dimly lit corridor. The atmosphere conveys urgency and emotion, with shadows enhancing the tension in the scene."  class="wp-image-245364"  style="aspect-ratio:1" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/concept_art_des_sich_verzerrenden_flurs_von_vanessa_ramovic.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="838"  data-id="245365"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/concept_art_des_sich_verzerrenden_flurs_von_vanessa_ramovic.jpg?resize=1200%2C838&#038;quality=80&#038;ssl=1"  alt="A young man in formal attire crouches in a dimly lit corridor, peering cautiously around a corner. The hallway features several closed doors and overhead lights, creating a tense atmosphere."  class="wp-image-245365"  style="aspect-ratio:1" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/concept_art_schnecke_von_elena_rid_02.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="245367"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/concept_art_schnecke_von_elena_rid_02.jpg?resize=1200%2C675&#038;quality=80&#038;ssl=1"  alt="A stylized black and white illustration of a man in a suit reaching towards a large, dark, abstract figure. The man&#039;s expression is focused and determined, while the figure looms closely, suggesting an intense moment of interaction."  class="wp-image-245367"  style="aspect-ratio:1" ></a></figure>
</figure>



<h3 id="concept-painting" class="wp-block-heading">Concept &amp; Painting! </h3>



<p class="wp-block-paragraph">In the early stages of script development, we explored the visual identity of the mysterious Infinity Hotel. The VFX students designed the protagonist’s childhood living room, the hotel corridors and colour palettes, and created initial storyboard elements for planned VFX sequences. A concept art seminar with <a href="https://www.linkedin.com/in/luis-guggenberger-01507644/" title="">Luis Guggenberger </a>encouraged us to give free rein to our imagination and broaden our creative horizons.</p>



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



<figure class="wp-block-gallery has-nested-images columns-default 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/2026/01/geemaelde_version_02_ohne_mutter_von_vanessa_ramovic.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="862"  height="1080"  data-id="245371"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/geemaelde_version_02_ohne_mutter_von_vanessa_ramovic.jpg?resize=862%2C1080&#038;quality=80&#038;ssl=1"  alt="A young child with brown hair stands in a dimly lit room, holding an orange toy. The child looks down, with their back facing a wooden chair near a window draped with dark curtains."  class="wp-image-245371" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/gemaelde_version_01_mit_mutter_von_vanessa_ramovic.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="862"  height="1080"  data-id="245370"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/gemaelde_version_01_mit_mutter_von_vanessa_ramovic.jpg?resize=862%2C1080&#038;quality=80&#038;ssl=1"  alt="A boy extending his hands toward a woman seated in a chair, who holds a red toy in her lap. The scene is set by a window with a small plant, surrounded by soft lighting and a cozy atmosphere."  class="wp-image-245370" ></a></figure>
</figure>



<p class="wp-block-paragraph">Paintings play a central role in the film. Early in production, we gained valuable insight into the work of the production design department through collaboration with <a href="https://www.crew-united.com/de/Eva-Maria-Stiebler_49100.html" title="">Eva Maria Stiebler</a>, who printed our digitally designed paintings onto canvas and brought them to life. Vanessa Ramovic, Vanessa Chu and Emil Pogolski created the paintings that Clarence observes before entering the ominous hotel room.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-3 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/2026/01/clarence_blaettert_durch_die_comics.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="491"  data-id="245375"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/clarence_blaettert_durch_die_comics.jpg?resize=1200%2C491&#038;quality=80&#038;ssl=1"  alt="A man sitting on a chair in a cozy, softly lit living room, playing guitar. The scene features vintage decor, including a patterned couch, a wooden coffee table, and warm curtains, creating a nostalgic atmosphere."  class="wp-image-245375" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/clarence_sieht_sich_den_catoon_im_fernsehen_an.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="498"  data-id="245376"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/clarence_sieht_sich_den_catoon_im_fernsehen_an.jpg?resize=1200%2C498&#038;quality=80&#038;ssl=1"  alt="A young man wearing a tie sits in a room, gazing thoughtfully at an old television set displaying a glowing figure. The background features a wooden dresser and soft sunlight filtering through curtains."  class="wp-image-245376" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/clarence_sieht_sich_die_gemaeldde_an.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="488"  data-id="245377"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/clarence_sieht_sich_die_gemaeldde_an.jpg?resize=1200%2C488&#038;quality=80&#038;ssl=1"  alt="A man in a light-colored suit stands contemplatively near two paintings in a dimly lit gallery. One painting depicts a woman in a pink dress, while the other features abstract figures. A shadowy figure is partially visible in the background."  class="wp-image-245377" ></a></figure>
</figure>



<p class="wp-block-paragraph">Each painting exists in two versions, each representing a fragmented glimpse into his memories or dreams. One version might show young Clarence playing with a toy rocket or receiving his stuffed snail from his mother. The second versions depict distorted pasts and desires, such as the boy as a real astronaut, abstracted with a snail shell instead of a head, or alone and silent in his childhood living room without his mother. The paintings act as clues to the character’s past.  Four works were digitally painted in Procreate and printed on large canvases by Eva Maria Stiebler, framed in wood for the set. Two additional paintings were created as charcoal drawings on paper. </p>



<figure class="wp-block-gallery has-nested-images columns-default 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/2026/01/comic_rueckseite_von_vanessa_ramovic.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="763"  height="1080"  data-id="245374"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/comic_rueckseite_von_vanessa_ramovic.jpg?resize=763%2C1080&#038;quality=80&#038;ssl=1"  alt="A colorful retro-style advertisement promoting a contest to win a trip to NASA Headquarters. The text emphasizes fun and easy participation, featuring playful graphics, including a UFO, a dog, and drawings of a cosmic knight."  class="wp-image-245374" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/jonathan_tittel_blaettert_durch_die_comics.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245372"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/jonathan_tittel_blaettert_durch_die_comics.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A young man sitting in a vintage armchair, engrossed in a magazine. He wears a white shirt, with the room featuring warm brown curtains and retro decor, a wooden table with magazines and a cozy atmosphere."  class="wp-image-245372" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/comic_vorderseite_von_vanessa_ramovic.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="763"  height="1080"  data-id="245373"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/comic_vorderseite_von_vanessa_ramovic.jpg?resize=763%2C1080&#038;quality=80&#038;ssl=1"  alt="A comic book cover featuring a space hero in a red and white suit, punching a green alien. Bold text reads &#039;COSMIC KNIGHT&#039; at the top, with dialogue below stating, &#039;A small step for him and a heroic deed for the Earth!&#039; The background depicts a colorful alien landscape."  class="wp-image-245373" ></a></figure>
</figure>



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



<p class="wp-block-paragraph">The comic books lying on the hotel room table were illustrated by Vanessa Ramovic and depict the adventurous &#8220;Cosmic Knight&#8221;  Clarence’s childhood hero and career role model. Sonja Latussek animated the Cosmic cartoon shown on the small CRT television behind Clarence using the drawing and animation software <a href="https://digitalproduction.com/tag/krita/" title="Krita">Krita</a>. She aligned the hero’s origin story with the comic books and portrayed his journey into space. Each frame was drawn individually, giving the cartoon its distinctive two-dimensional charm. In collaboration with production design, the animation was played back on the television on set.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/die_treppe_mit_vfx.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="509"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/die_treppe_mit_vfx.jpg?resize=1200%2C509&#038;quality=80&#038;ssl=1"  alt="A person with curly hair dressed in a light-colored outfit descends a spiral staircase. The staircase features wooden steps and is illuminated by soft lighting along the walls, creating a warm atmosphere."  class="wp-image-245378" ></a></figure>



<h3 id="the-endless-spiral" class="wp-block-heading">The Endless Spiral </h3>



<p class="wp-block-paragraph">From the start of pre-production, we aimed to visualise Clarence’s inner emotional state. The red spiral staircase at our second Munich location provided an ideal opportunity to depict his descent into memory. Since the physical set could not accommodate infinite depth, Vanessa and Jim digitally extended the staircase. They captured a 360-degree FARO LiDAR scan of the stairwell, converting the spatial data into a 3D environment. </p>



<figure class="wp-block-gallery has-nested-images columns-default 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/2026/01/fotogrammetrie_der_wendeltreppe.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245380"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/fotogrammetrie_der_wendeltreppe.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="Two individuals working together in a narrow space, one adjusting equipment while the other supports the effort. The person in front wears a black t-shirt with text, while the background features a decorative railing and a wall with an arch."  class="wp-image-245380" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/lidar_scan_der_wendeltreppe.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245379"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/lidar_scan_der_wendeltreppe.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="Two individuals on a staircase, one adjusting a camera placed on a tripod while the other is standing close by, helping. The scene is softly lit by wall-mounted light fixtures, creating a warm ambiance."  class="wp-image-245379" ></a></figure>
</figure>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-6 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/2026/01/die_treppe_ohne_vfx_2.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245437"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/die_treppe_ohne_vfx_2.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A close-up view of a spiral staircase with rich red carpet and a simple metal handrail. The perspective is from above, showing the steps curving downward against a plain white wall."  class="wp-image-245437" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/die_treppe_ohne_vfx_1.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245438"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/die_treppe_ohne_vfx_1.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A winding staircase with a rich red carpet, leading downward. The walls are plain white with metal handrails curving alongside the steps, creating a warm and inviting atmosphere."  class="wp-image-245438" ></a></figure>
</figure>



<p class="wp-block-paragraph">It was striking to see how precisely the point clouds generated by Faro Scene replicated the physical world. The resulting model was adjusted and extracted in <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender</a>, where Vanessa and Jim animated the structure. The deformation of the staircase was particularly complex and was achieved using a geometry node system in Blender. Vanessa recreated the staircase texture in <a href="https://digitalproduction.com/tag/substance-painter/" title="Substance Painter">Substance Painter</a>, based on reference photos taken on location by the entire VFX team.</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/2026/02/erfolgreiches-treppenmodell_aufsicht.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="640"  data-id="250021"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/erfolgreiches-treppenmodell_aufsicht.png?resize=1200%2C640&#038;quality=72&#038;ssl=1"  alt="A 3D model of a spiral staircase with wide, flat steps arranged in a circular pattern against a dark grid background, showcasing a modern design with an intricate, twisting form."  class="wp-image-250021" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/erfolgreiches_treppenmodell_totale.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="593"  data-id="250020"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/erfolgreiches_treppenmodell_totale.png?resize=1200%2C593&#038;quality=72&#038;ssl=1"  alt="A 3D model of a twisting staircase made of rectangular steps, ascending in a spiral fashion against a dark gray background with a grid pattern."  class="wp-image-250020" ></a></figure>
</figure>



<p class="wp-block-paragraph">The final compositing step involved integrating the digital staircase into the original footage. With guidance from lecturer <a href="https://www.linkedin.com/in/martin-tallosy/" title="">Martin Tallosy</a>, Vanessa learned how to use rotoscoping in Nuke to create nearly invisible transitions between plate and CG elements. Martin supported the integration of CG footage into all VFX shots and helped with initial colour adjustments. Lecturer <a href="https://www.linkedin.com/in/andoavila/" title="">Ando Avila</a> taught us to track handheld camera movement using 3D Equalizer, enabling Vanessa and Jim to transfer the motion to the digital 3D model. Working closely with our instructors allowed us to explore new tools and combine traditional sets with digital visual effects.</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/2026/02/schraeger_aufbau_der_cg_wendeltreppe.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="621"  data-id="250023"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/schraeger_aufbau_der_cg_wendeltreppe.png?resize=1200%2C621&#038;quality=72&#038;ssl=1"  alt="A 3D model of a structure resembling a staircase with zigzag patterns, extending downward. The top displays a rounded, architectural element, while the base features stairs in a series of linear steps, set against a dark, grid-patterned background."  class="wp-image-250023" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/versuche_einer_kurvigen_treppenform.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="785"  data-id="250022"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/versuche_einer_kurvigen_treppenform.png?resize=1200%2C785&#038;quality=72&#038;ssl=1"  alt="A digital 3D model showcasing various abstract staircase designs in a wireframe format, set against a dark gray grid background. The models include curved and spiral shapes, with geometric bases and varying heights, emphasizing their intricate structures."  class="wp-image-250022" ></a></figure>
</figure>



<p class="wp-block-paragraph">The particular challenge with the spiral staircase was that the real staircase on set did not have a perfect circular shape. This required us to develop a believable transition from the set staircase into our circular CG spiral staircase that extends into depth. It was also meant to feel less steep and cramped than the real-world reference. Another challenge lay in the angles of the steps. On the real staircase, the steps were not perpendicular to the circle’s tangent at their respective positions, but instead met the circular form at a slightly offset angle. For the set extension, however, we wanted an aesthetic solution that would integrate more harmoniously into the staircase. Our goal was therefore to build a transition in which the skewed angles of the set staircase would gradually evolve into the perfect roundness of the digital staircase. We opted for a smooth progression: the closer one gets to the real staircase, the more angled the steps become, while further down they eventually align perfectly perpendicular to the respective circle tangent. This created a flowing transition between the physical and the digital staircase.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/nodetree_aufbau_der_wendeltreppe.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="770"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/nodetree_aufbau_der_wendeltreppe.png?resize=1200%2C770&#038;quality=72&#038;ssl=1"  alt="An interface from a 3D modeling software showing a long, textured object at the top and a complex node setup at the bottom. The nodes are connected with colorful lines, representing various parameters and functions."  class="wp-image-250024" ></a></figure>



<p class="wp-block-paragraph">Vanessa Chu found it particularly challenging to implement the staircase in perspective in a way that felt believable while simultaneously conveying an endless depth. Normally, depth is not perceived very clearly in spiral staircases. However, in order to tell the story that this staircase extends infinitely, we had to work with tilted CG spiral staircases. Vanessa Chu and Jim Obmann therefore searched for a method to display the 3D model at an angle and stretch it in depth without introducing errors in the geometry.</p>



<p class="wp-block-paragraph">By the time the iterations and feedback from Jürgen and Matthias were incorporated, the basic animation workflow had already been established. The professors’ feedback therefore focused primarily on lighting conditions and the intensity of the animation. Jim developed a workaround using a geometry node system and found a solution that allowed the staircase to be stretched in depth. Physically, this staircase is not correct, but for our visual storytelling this approach worked very well. At this point, physics was deliberately bent a little in order to convey the desired impression of infinite depth.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/finales_compositing_fuer_den_aufzug_2.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="824"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/finales_compositing_fuer_den_aufzug_2.jpg?resize=1200%2C824&#038;quality=80&#038;ssl=1"  alt="A close-up, aerial view of a structure with glowing lights, surrounded by dark space. The design features vertical supports and a warm, inviting illumination emanating from the edges, contrasting against the deep shadows."  class="wp-image-245390" ></a></figure>



<h3 id="an-elevator-ride-into-the-psyche" class="wp-block-heading">An Elevator Ride into the Psyche</h3>



<p class="wp-block-paragraph">The elevator was symbolically conceived in the script as a vehicle transporting Clarence through different layers of memory. In winter 2024, Emil previsualised the first elevator scenes, experimenting with lighting and composition to send the elevator into a threatening depth populated by oversized snails.</p>



<figure class="wp-block-gallery has-nested-images columns-2 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/2026/01/schauspieler_im_gebauten_aufzug.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245392"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/schauspieler_im_gebauten_aufzug.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A man in a beige suit stands in a partially enclosed studio space, with a patterned backdrop and filming equipment nearby. A person in shorts is adjusting the setup behind him."  class="wp-image-245392" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/concept_art_elevator.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="945"  data-id="245393"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/concept_art_elevator.jpg?resize=1200%2C945&#038;quality=80&#038;ssl=1"  alt="Concept design of a vintage elevator showcasing front, side, and back views. The elevator features ornate details, decorative carvings, and a domed top. Below are smaller images of interior designs and a person examining the elevator."  class="wp-image-245393" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/finales_compositing_fuer_den_aufzug_1.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="824"  data-id="245391"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/finales_compositing_fuer_den_aufzug_1.jpg?resize=1200%2C824&#038;quality=80&#038;ssl=1"  alt="A dimly lit scene featuring large, textured snail shells scattered across the foreground. A faint light illuminates one shell, creating an atmosphere of mystery and depth in the shadowy environment."  class="wp-image-245391" ></a></figure>
</figure>



<p class="wp-block-paragraph">After Vanessa developed the elevator design through multiple concept drawings, collaboration with production designer Eva Maria Stiebler became essential. While the elevator appeared as a 3D object in full CG shots, it was also built physically in the HFF film studio. Digital concepts and real-world patination informed each other, as Vanessa’s designs guided the construction, which in turn defined the dimensions for Emil’s 3D model.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/nuke_setup_fuer_den_augzug.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="323"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/nuke_setup_fuer_den_augzug.jpg?resize=1200%2C323&#038;quality=80&#038;ssl=1"  alt="A split screen image showing a software interface on the left with various nodes and color palettes, and an artistic scene on the right featuring soft lighting that illuminates a blurred figure and a lamp casting a warm glow."  class="wp-image-245389" ></a></figure>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/nuke_setup_fuer_den_augzug.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="360"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/nuke_setup_fuer_den_augzug.png?resize=1200%2C360&#038;quality=72&#038;ssl=1"  alt="A detailed flowchart displayed on a dark background, featuring various interconnected blocks and nodes. Key labels indicate &#039;Max Export&#039; and &#039;Final Export&#039;, with a range of color-coded elements and arrows showing the progression of data or processes."  class="wp-image-245434" ></a></figure>



<p class="wp-block-paragraph">Sonja Latussek supported the team with detailed textures, giving the elevator a realistic appearance. She also carefully textured small debris objects placed on the elevator roof. Once models were finalised, Emil and Vanessa developed the layout for three full CG shots, stacking snail shells in front of a dark background. Elevator chain swings and dangerous pendulum movements were animated by Vanessa. In consultation with director Matthias Zentner and Professor Jürgen Schopper, Emil built the lighting setup, handled compositing, and fine-tuned lighting digitally.</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/2026/02/fruehe_previz_desaufzugs.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="679"  data-id="250025"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/fruehe_previz_desaufzugs.png?resize=1200%2C679&#038;quality=72&#038;ssl=1"  alt="A view looking down into a dimly lit shaft, showcasing a wooden platform at the bottom with several metal cables extending upwards along the walls, surrounded by rough-textured surfaces."  class="wp-image-250025" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/konzept_einer_moeglichen_aufzugtuer.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="873"  data-id="250026"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/konzept_einer_moeglichen_aufzugtuer.png?resize=1200%2C873&#038;quality=72&#038;ssl=1"  alt="Two lifelike mannequins stand inside a dimly lit elevator, surrounded by metal grilles. The elevator has warm lighting with an atmospheric backdrop, enhancing the mysterious ambiance."  class="wp-image-250026" ></a></figure>
</figure>



<p class="wp-block-paragraph">A central task was the transfer of Vanessa Ramovic’s concept drawings into a precise 3D model. A key aspect of this work was creating a coherent connection between the set construction and the digital elevator. To ensure this, particular attention was paid to a dimensionally accurate approach. In retrospect, Emil Pogolski and Vanessa Ramovic would primarily invest more time in texturing and look development. They would also carry out tests under the actual lighting conditions of the shots at an earlier stage, in order to better align materiality and mood.<br /></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/2026/02/aufzug_previz_neutrales_licht.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="682"  data-id="250027"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/aufzug_previz_neutrales_licht.png?resize=1200%2C682&#038;quality=72&#038;ssl=1"  alt="A dimly lit scene featuring a single light bulb suspended from a wire, surrounded by large, spiraling shells in shadow. The dark background emphasizes the mysterious atmosphere."  class="wp-image-250027" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/aufzug_previz_rotes_licht.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="649"  data-id="250028"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/aufzug_previz_rotes_licht.png?resize=1200%2C649&#038;quality=72&#038;ssl=1"  alt="A dark, abstract image featuring large spiral shapes in varying shades of red. A faint glow emanates from a central point, enhancing the shadowy, mysterious atmosphere of the artwork."  class="wp-image-250028" ></a></figure>
</figure>



<p class="wp-block-paragraph">To integrate the realistic elevator into the surreal environment, Jim inserted real footage of the actors inside the physical elevator into the digital model opening. Emil added digital dust particles to intensify the ominous abyss and blend live-action and CGI seamlessly.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/making_of_des_flurs.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="498"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/making_of_des_flurs.jpg?resize=1200%2C498&#038;quality=80&#038;ssl=1"  alt="A long, dimly lit tunnel with a smooth floor and arching architecture, illuminated by soft lights along the walls, creating a sense of depth and perspective."  class="wp-image-245394" ></a></figure>



<h3 id="the-distoring-corridor" class="wp-block-heading">The Distoring Corridor</h3>



<p class="wp-block-paragraph">Another highlight was the hotel corridor that begins to warp and distort. After Vanessa Chu and Elena Rid created initial concepts, Jim modelled the corridor based on a long basement room at the location, captured via FARO LiDAR scanning and photogrammetry. Since the corridor needed to deform dynamically, Jim tested various geometry node systems to allow distortion at arbitrary points.</p>



<figure class="wp-block-gallery has-nested-images columns-2 is-cropped wp-block-gallery-12 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/2026/01/flur_still_3.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="245395"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/flur_still_3.jpg?resize=1200%2C675&#038;quality=80&#038;ssl=1"  alt="A blurred image of a person running through a dimly lit tunnel, with a focused expression. The motion creates a sense of urgency, highlighting the elongated walls and low light fixtures within the tunnel."  class="wp-image-245395" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/flur_still_2.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="245397"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/flur_still_2.jpg?resize=1200%2C675&#038;quality=80&#038;ssl=1"  alt="A man in a disheveled shirt and tie appears to be running down a spiral staircase in a dimly lit corridor, with a distressed expression on his face and his hair tousled."  class="wp-image-245397" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/flur_still_1.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  data-id="245398"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/flur_still_1.jpg?resize=1200%2C675&#038;quality=80&#038;ssl=1"  alt="A man dressed in a light-colored suit runs through a dimly lit, curved tunnel with textured walls. The scene captures a sense of urgency and motion, with the figure slightly blurred as he speeds past."  class="wp-image-245398" ></a></figure>
</figure>



<p class="wp-block-paragraph">Simulating an infinite corridor directly would overwhelm most computers, so Jim devised a trick by scaling the corridor into depth. Viewed through Blender’s camera, the corridor appears endless. He developed a setup allowing control over both roll axis and depth movement. This resulted in a 50-metre corridor segment that, when scaled, created the illusion of infinity. Within this segment, movement allowed the corridor to emerge and disappear into depth.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/making_of_des_flurs.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="136"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/making_of_des_flurs.png?resize=1200%2C136&#038;quality=72&#038;ssl=1"  alt="A long, metallic spike or drill bit extends across a dark corridor, flanked by textured walls. The wooden floor stretches ahead, illuminated by soft overhead lighting, creating a contrasting shadow effect."  class="wp-image-245433" ></a></figure>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/original_und_referenzlocation_des_flurs.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/original_und_referenzlocation_des_flurs.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A dimly lit corridor with arched ceilings, showing a group of people. One person is positioned at the far end, illuminated by soft lighting, while another person holds a camera on a tripod. Portraits adorn the walls."  class="wp-image-245399" ></a></figure>



<p class="wp-block-paragraph">Each light element within the segment could be controlled individually, enabling transitions from white light to threatening red flames that visually pursued Clarence. It was essential to integrate these light sources with the original plate. </p>



<p class="wp-block-paragraph">Lighting movement on set had to be transferred to the 3D world and synchronised with the treadmill speed on which the protagonist ran. Once physical conditions were translated into Blender, the composite could function correctly. Jim also handled greenscreen keying and camera tracking, removing the original background and inserting Clarence into the rendered 3D corridor.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/schneckenshot_final_mit_vfx-1.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="502"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/schneckenshot_final_mit_vfx-1.jpg?resize=1200%2C502&#038;quality=80&#038;ssl=1"  alt="A person reaching out toward a large, textured sculpture resembling a creature, set against a softly lit interior with patterned curtains. The scene conveys a sense of wonder and curiosity."  class="wp-image-245401" ></a></figure>



<h3 id="the-snail-and-why-it-should-be-feared" class="wp-block-heading">The Snail and why it should be feared</h3>



<p class="wp-block-paragraph">The gigantic snail shell threatening to pull Clarence into his dark past was a central element of the film. Elena Rid began sketching snail concepts before the story was fully defined. Inspired by horror films such as <a href="https://www.imdb.com/de/title/tt15574270/" title="">I Saw the TV Glow</a>, the snail was designed to feel out of place, like a relic from another world. It represented a mutated version of Clarence’s childhood plush snail, distorted by grief.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-13 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/2026/02/schnecke_im_grayscale_mit_leichten_details.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="791"  data-id="250029"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/schnecke_im_grayscale_mit_leichten_details.png?resize=1200%2C791&#038;quality=72&#038;ssl=1"  alt="A 3D model of a spiral seashell rendered in a light gray color, showcasing a smooth, rounded surface with detailed contours and ridges, set against a dark gray background."  class="wp-image-250029" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/schnecke_mit_finalen_texturen.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="853"  data-id="250030"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/schnecke_mit_finalen_texturen.png?resize=1200%2C853&#038;quality=72&#038;ssl=1"  alt="A close-up view of a large, light brown fossilized snail shell with a distinct spiral shape, displaying a textured surface and slight imperfections."  class="wp-image-250030" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/sculpting_an_der_oberflaeche.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="1090"  data-id="250031"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/sculpting_an_der_oberflaeche.png?resize=1200%2C1090&#038;quality=72&#038;ssl=1"  alt="A detailed 3D rendering of a smooth, round object with textured surface features. The light highlights the contours, emphasizing its shape, on a dark gray background. The perspective shows it from an elevated angle, suggesting depth."  class="wp-image-250031" ></a></figure>
</figure>



<p class="wp-block-paragraph">At the beginning, a more classic texture was planned for the snail. As the planning progressed, however, the idea emerged to give it a subtle resemblance to a skull. Elena Rid then stretched the 3D model of the snail so that the spiral at its center would recall the hairstyle of Clarence’s mother. During sculpting, the student worked in fine cracks. Elena mainly used the cloth brush to add further small, swirling details and folds to the surface. Small indentations and a pore-covered structure were also incorporated into the sculpt. Elena primarily based this work on the previously created concept art and additional reference photos of old bones.</p>



<p class="wp-block-paragraph">To achieve the prehistoric, fossil-like look, Elena engaged intensively with the main character. The snail thus served as a symbol for a very old, deeply buried trauma of Clarence. As references, the student mainly used an ammonite fossil from a museum.</p>



<figure 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 class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/szene_ohne_vfx-2.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245411"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/szene_ohne_vfx-2.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A person dressed in a beige outfit gestures while holding a sword in a spacious, brightly lit room with large windows and red walls. Another individual is seen holding a camera to the left."  class="wp-image-245411" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/szene_mit_greyscale_animation-1.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="822"  data-id="245410"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/szene_mit_greyscale_animation-1.jpg?resize=1200%2C822&#038;quality=80&#038;ssl=1"  alt="A 3D rendering of a brain overlaying a scene of a person reaching out towards a window in a softly lit room, with sheer curtains and a portrait hanging on the wall."  class="wp-image-245410" ></a></figure>
</figure>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/concept_art_schnecke_von_elena_rid_01.jpg?quality=80&#038;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/2026/01/concept_art_schnecke_von_elena_rid_01.jpg?resize=1200%2C675&#038;quality=80&#038;ssl=1"  alt="A dark, atmospheric corridor with a round, shadowy form floating at the center, illuminated by two overhead lights. The surroundings are textured, suggesting a sense of depth and mystery."  class="wp-image-245402" ></a></figure>



<p class="wp-block-paragraph">Elena later modelled and textured the snail during the VFX phase. It was not intended as a static prop, but as a manifestation of Clarence’s fears and inner conflict, visually referencing the stuffed snail in his hand. Elena sculpted the primary snail in Blender. Additional snails with varied surfaces and shapes were created with Vanessa Chu. Texturing in Substance Painter, supported by lecturer <a href="https://www.imdb.com/de/name/nm16005347/?ref_=fn_t_1" title="">Birgit Hämmerle</a>, resulted in a photorealistic surface with a fossilised yet &#8220;moist&#8221; quality.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-15 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/2026/01/model_der_schnecke.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="499"  data-id="245404"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/model_der_schnecke.jpg?resize=1200%2C499&#038;quality=80&#038;ssl=1"  alt="A close-up view of a textured, dark shell resembling a nautilus shell, positioned against a checkered gray and black background. The shell features intricate patterns and a hollow opening, highlighting its natural curves and form."  class="wp-image-245404" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/elena_rid_arbeitet_an_der_schnecke.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="499"  data-id="245408"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/elena_rid_arbeitet_an_der_schnecke.jpg?resize=1200%2C499&#038;quality=80&#038;ssl=1"  alt="A person seated at a desk, focused on a computer screen displaying intricate 3D modeling software. Various tools and a glass of water are placed on the desk beside a keyboard."  class="wp-image-245408" ></a></figure>
</figure>



<p class="wp-block-paragraph">Elena adjusted lighting intensity and temperature, rendered the snail shell, tracked scenes with Ando Avila in <a href="https://digitalproduction.com/tag/3d-equalizer/" title="3D Equalizer">3D Equalizer</a>, and refined them in a complex Nuke setup. </p>



<p class="wp-block-paragraph">In several iterations, the exact shape of the “eye” was defined: how strongly it should protrude, in which direction the folds should run, and how the desired effect could best be achieved. In addition to a fold that functioned like the snail’s eye, the inner hole of the snail was also intended to resemble a screaming mouth in a face. In this area, Elena Rid and Jim Obmann worked together on the interior of the snail. Jim created a soft mask in Blender that fades toward the edge of the hole. External light sources were not supposed to influence the interior. In the end, it was meant to appear like a black hole that almost sucks Clarence in.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/vergleich_des_dunklen_schneckenlochs.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="756"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/vergleich_des_dunklen_schneckenlochs.png?resize=1200%2C756&#038;quality=72&#038;ssl=1"  alt="A 3D modeling workspace in Blender displaying a cylindrical object textured to resemble a cave. A humanoid figure stands beside it, highlighting the scale. Various node interface elements and settings are visible on the screen."  class="wp-image-250032" ></a></figure>



<p class="wp-block-paragraph">Texturing in Substance Painter was Elena Rid’s first experience with the software, which initially made it a challenge. We wanted to achieve a moldy look, which the student built up using many layers of moss brushes in different whitish and greenish tones on the base texture. Most of the fine grooves in the snail texture were therefore created in Substance Painter, as the details would otherwise have become too small during modeling. The focus was placed more strongly on a bony, fossilized surface.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/lidar_render_wird_gematched.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="824"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/lidar_render_wird_gematched.jpg?resize=1200%2C824&#038;quality=80&#038;ssl=1"  alt="Interior of a dimly lit room featuring intricate wood paneling and soft lighting. A figure walks across the wooden floor, creating a sense of depth as contrasting yellow lines overlay the scene, emphasizing geometric shapes."  class="wp-image-245442" ></a></figure>



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



<p class="wp-block-paragraph">Since no greenscreen was used, Martin Tallosy assisted with rotoscoping. Colours, contrasts, and brightness were adjusted to integrate the snail seamlessly into live-action footage. Vanessa Chu, Vanessa Ramovic, and Sonja Latussek assisted with camera tracking. Accurate match moves were essential for positioning the digital camera correctly within the large hall.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/sfx_die_schnecke_wurde_am_set_angezuendet.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/sfx_die_schnecke_wurde_am_set_angezuendet.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A person holds a creatively designed snail figurine made of textured materials, with flames rising from its shell. In the background, camera equipment and crew members are partially visible in a dimly lit setting."  class="wp-image-245421" ></a></figure>



<h3 id="learnigns-from-set-supervision" class="wp-block-heading">Learnigns from Set Supervision</h3>



<p class="wp-block-paragraph">After working on animated films in the first year, we eagerly anticipated shooting on a real film set. Preparation involved understanding the responsibilities of VFX supervision on set, ensuring VFX shots were filmed and documented correctly to avoid post-production issues. Asynchronous supervision courses at <a href="https://caveacademy.com/" title="">CAVE Academy </a>helped us learn LiDAR scanning, photogrammetry, and reference photography.</p>



<figure 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 class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/vfxlerin_sonja_latussek_mit_regie_matthias_zentner.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245412"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/vfxlerin_sonja_latussek_mit_regie_matthias_zentner.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A man with long hair wearing a pink shirt and glasses stands beside a woman in an orange hoodie, both appearing engaged in conversation. Behind them, a small group of people is present in a softly lit room with camera equipment."  class="wp-image-245412" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/jan_stolz_erklaert_uns_den_lidar_scan.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245413"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/jan_stolz_erklaert_uns_den_lidar_scan.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A group of six people is gathered on stage in a theater, discussing among themselves. The stage features a wooden floor and ornate backdrop, while a musician can be seen in the background preparing equipment."  class="wp-image-245413" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/jan_stolz_beraet_studierende_ueber_den_lidar_scanner.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245416"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/jan_stolz_beraet_studierende_ueber_den_lidar_scanner.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="Two individuals discuss a camera setup in a dimly lit room. One person, wearing a black jacket, stands beside a camera on a tripod, while the other, dressed in a green hoodie, attentively listens."  class="wp-image-245416" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/jan_stolz_als_set_supervisor_und_mentor.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245415"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/jan_stolz_als_set_supervisor_und_mentor.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A group of four people, including a man and three youths, engage in conversation while holding a camera in a large room with wooden flooring and tall windows dressed in white curtains."  class="wp-image-245415" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/bts_szene_mit_gemaelden.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245420"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/bts_szene_mit_gemaelden.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A group of filmmakers gathered around a monitor in a dimly lit room, reviewing footage. A person stands focused on the monitor, while others sit attentively, showcasing a creative environment."  class="wp-image-245420" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/bts_laufband_greenscreen.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245419"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/bts_laufband_greenscreen.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A film set featuring a green screen backdrop, with a crew preparing for shooting. A man in a light-colored suit stands on a treadmill, while crew members adjust equipment and cameras, creating a busy production environment."  class="wp-image-245419" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/bts_filmteam_am_set.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245418"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/bts_filmteam_am_set.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A group of filmmakers and crew members working in a stately room with marble flooring and classical architecture. One person is gesturing while others observe, surrounded by lighting equipment and a vintage lamp."  class="wp-image-245418" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/bts_absprache_am_set.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245414"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/bts_absprache_am_set.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="Three individuals gathered around a laptop in a dimly lit space, smiling and engaged. A pair of bananas is placed on the table alongside technical equipment, creating a casual atmosphere during their collaboration."  class="wp-image-245414" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/016a8887.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  data-id="245417"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/016a8887.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A film set inside a lavish room featuring high ceilings, ornate details, and a chandelier. Crew members prepare around a green screen, with decorative plants and furniture in view, as cameras are positioned for filming."  class="wp-image-245417" ></a></figure>
</figure>



<p class="wp-block-paragraph">Once preparations and pre-produced props were complete, the four-day shoot began. Supervisory duties rotated among the team, giving everyone insight into all aspects of the role. Tasks included logging VFX shots, recording focal lengths and camera data, capturing shadows using grey balls, and placing tracking points on greenscreens. Colour checkers ensured colour accuracy and white balance. Two shoot days took place at the Munich location for corridors and reception scenes. The remaining days were spent at the HFF film studio for elevator and living room scenes.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/einblick_in_die_szene_mit_sophie_melbinger.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/einblick_in_die_szene_mit_sophie_melbinger.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A close-up shot of a woman with a distressed expression, captured on a film monitor. She is wearing a light-colored coat and appears to be mid-sentence, set against a backdrop of dimly lit curtains."  class="wp-image-245422" ></a></figure>



<p class="wp-block-paragraph">Mentor <a href="https://www.linkedin.com/in/janvfx/" title="">Jan Stolz</a> provided invaluable support as set supervisor. Cinematographer <a href="https://www.linkedin.com/in/torsten-lippstock-a563a096/" title="">Torsten Lippstock</a> shot the film on an ARRI Alexa 35. <a href="https://www.linkedin.com/in/simon-burger-dop/" title="">Simon Burger</a> introduced us to the role of the Digital Imaging Technician. <a href="https://www.linkedin.com/in/mdervenski/" title="">Mihail Dervenski</a> guided data management and later edited the film, aligning technical expertise with the director’s vision.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/set_bts_lichtstimmung_01.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/set_bts_lichtstimmung_01.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A dramatic scene featuring a woman in a white and blue dress leaning against a door frame, smoking. Two other women appear engaged in conversation nearby, while a man is partially visible in the background. The scene is lit with moody, soft lighting, creating an atmospheric vibe."  class="wp-image-245386" ></a></figure>



<h3 id="sound-mixing-and-grading" class="wp-block-heading">Sound Mixing and Grading</h3>



<p class="wp-block-paragraph">Creating a dark atmosphere was essential. Composer Lukas Stipar, previously involved in WOODLAND, delivered a soundtrack that added weight and intensified tension. <a href="https://www.linkedin.com/in/rodolfo-anes-silveira/?originalSubdomain=de" title="">Dr. Rodolfo Anes Silveira </a>supervised post-production sound, enhancing clarity and authenticity. A Dolby Atmos mix was created at <a href="https://digitalproduction.com/2022/02/28/die-arri-media-heisst-jetzt-pharos-the-post-group/" title="Arri Media is now called Pharos – The Post Group">PHAROS </a>Studio 1, where <a href="https://www.crew-united.com/de/Tschangis-Charokh_13211.html" title="">Tschangis Charokh</a> demonstrated object-based audio placement. <a href="https://www.imdb.com/de/name/nm1221135/" title="">Andreas Lautil</a> handled colour grading, giving the film a consistent dark-warm palette.</p>



<figure class="wp-block-gallery has-nested-images columns-3 is-cropped wp-block-gallery-17 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/2026/01/tonmischung_infinity_02.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="900"  data-id="245381"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/tonmischung_infinity_02.jpg?resize=1200%2C900&#038;quality=80&#038;ssl=1"  alt="A sound mixing studio displaying various digital audio equipment and mixing consoles, with a film scene shown on a large screen in the background featuring a man in a hat, sitting and looking at something."  class="wp-image-245381" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/tonmischung_infinity_01.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="900"  data-id="245384"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/tonmischung_infinity_01.jpg?resize=1200%2C900&#038;quality=80&#038;ssl=1"  alt="A modern sound studio showcasing an intricate mixing console with numerous dials and screens displaying audio waveforms. In the background, a large screen features a scene from a film, highlighting the creative environment."  class="wp-image-245384" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/tonmischung_infinity__05.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="900"  data-id="245383"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/tonmischung_infinity__05.jpg?resize=1200%2C900&#038;quality=80&#038;ssl=1"  alt="A close-up view of a sound mixing console with various colorful faders and buttons, accompanied by a computer screen displaying audio software. In the background, two men appear on a large screen, engaged in a serious conversation."  class="wp-image-245383" ></a></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/tonmischung_infinity__04.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="900"  data-id="245382"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/tonmischung_infinity__04.jpg?resize=1200%2C900&#038;quality=80&#038;ssl=1"  alt="A sound engineer adjusting audio settings at a mixing console in a dark studio. In the background, a large screen displays an atmospheric scene of a dimly lit hallway with ornate chandeliers and a large spherical object."  class="wp-image-245382" ></a></figure>
</figure>



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



<p class="wp-block-paragraph">In retrospect, INFINITY HOTEL was an exciting project for us, from which we drew important personal and professional insights.</p>



<p class="wp-block-paragraph">For Sonja Latussek, it became clear above all that it is important to define clear areas of responsibility at an early stage. In hindsight, she feels she should have paid closer attention from the outset to the fixed tasks that remained under her responsibility and were primarily related to the film&#8217;s visual look, such as the textures of the snail or the elevator. An unexpected challenge for her was greenscreen compositing in Nuke, which proved significantly more complex in some scenes than initially anticipated. Camera tracking, on the other hand, went very well. Sonja learned how tracking works in principle, which points in space are suitable for tracking, when they do not work, and at what point a track becomes truly precise. Although she found all areas of on-set production particularly exciting, she would like to focus more strongly on 2D work in the future. She found the 2D animation of COSMIC KNIGHT very pleasant, as it integrated coherently with the CRT television.</p>



<p class="wp-block-paragraph">Vanessa Chu mainly emphasises the importance of critically questioning technical statements and not blindly relying on hypothetical possibilities. It became apparent that an ISO setting that was too high on the Alexa camera led to heavy image noise, which meant that tracking points in <a href="https://digitalproduction.com/tag/3dequalizer/" title="3DEqualizer">3D Equalizer</a> had to be painstakingly corrected by hand. She therefore advocates handling technical parameters such as ISO more sensitively in the future. She also emphasizes the importance of collecting as much data as possible on set and communicating early to the production that time must be scheduled between VFX shots to gather data such as references, measurements, and scans.</p>



<p class="wp-block-paragraph">Emil Pogolski summarizes his conclusion with a simple but fitting guiding principle: “Make it good, kid.” From his perspective, the production of INFINITY HOTEL proceeded overall without major complications. Planned ideas could be implemented, and post-production was structured, even if it took longer than originally planned.</p>



<p class="wp-block-paragraph">For Elena Rid, it became particularly clear in retrospect how valuable an even longer and freer concept phase would have been. Elena would have liked to work with more concepts and, above all, to experiment more with the snail. Due to time constraints, this was only possible to a limited extent within the project scope. For future work, the student wants to consciously allow more room for experimentation. At the same time, Elena looks back very positively on the rest of the production process. The team made it through the intensive phase well, and in her view, the scheduling in particular proved to be a major strength of the project.</p>



<p class="wp-block-paragraph">Vanessa Ramovic believes that most aspects of the production worked very well. Towards the end, she and Emil invested a great deal of time in post-production because the elevator compositing iterations required significant effort. She would also like to develop more concepts in the future and test different lighting moods more intensively. Her personal conclusion is less about technology and more about personal attitude: not losing the joy of the work. For her, making films means expressing something and perhaps even putting a smile on someone’s face. This inner light should not be allowed to fade.</p>



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



<p class="wp-block-paragraph">What was special about our second year of studies at the University of Television and Film Munich was that our entire cohort worked together on a single project. Without question, this was a true team effort in which all six students contributed their existing knowledge to the film while continuing to develop their skills.</p>



<p class="wp-block-paragraph">Our special thanks go to our professor <a href="https://www.linkedin.com/in/prof-jürgen-schopper-631b76b/">Jürgen Schopper</a>, who provided us with strong support in VFX supervision. His vision and creative input helped us, during the weekly classes known as “weeklies”, to push the VFX shots to their final form. <a href="https://www.linkedin.com/in/sinjegebauer/">Prof. Sinje Gebauer</a>, <a href="https://www.linkedin.com/in/rodolfo-anes-silveira/?originalSubdomain=de">Dr. Rodolfo Anes Silveira</a>, <a href="https://www.imdb.com/de/name/nm3523808/" title="">Berter Orpak</a>, <a href="https://www.linkedin.com/in/jonas-kluger-b0013964/?originalSubdomain=de" title="">Jonas Kluger</a>, <a href="https://www.linkedin.com/in/martin-tallosy/?originalSubdomain=de" title="">Martin Tallosy </a>and <a href="https://www.linkedin.com/in/petra-hereth-88533bb6/?originalSubdomain=de">Petra Hereth</a>, who together with Professor Schopper form the chair of the VFX degree programme, supported us throughout the entire year with their expertise across various areas of the VFX pipeline.</p>



<p class="wp-block-paragraph">Together with <a href="https://www.linkedin.com/in/sinjegebauer/" title="">Prof. Sinje Gebauer</a>, we ensured that all assets and shots were realised and integrated into the overall flow. INFINITY HOTEL introduced us to working with new VFX tools and to closer collaboration with the screenwriting and production departments at the university. Our screenwriters <a href="https://www.crew-united.com/de/Michael-Schwaerzler_845766.html" title="">Michael Schwärzler</a> and <a href="https://www.instagram.com/j.smolle/" title="">Jakob Smolinski</a> inspired us early on with precise story ideas, which we were already able to incorporate creatively into our concept drawings in November 2024. Nevertheless, the further development of the material was a collective exchange, in which we, along with our director and professor Matthias Zentner, contributed ideas and gained insight into the authors’ working processes.</p>



<p class="wp-block-paragraph">Our producers <a href="https://www.linkedin.com/in/sonja-hopf-8903351b6/?original_referer=https%3A%2F%2Fwww%2Egoogle%2Ecom%2F&amp;originalSubdomain=de" title="">Sonja Hopf</a> and <a href="https://www.linkedin.com/in/konstantin-holzner-46b8542b4/?originalSubdomain=de" title="">Konstantin Holzner</a> supported us from the very beginning and guided the production with their extensive expertise. While we, as VFX students, largely operated like a small VFX studio during post-production, we were involved in the film from the outset and gained deep insights into various departments, such as production design and casting.</p>



<p class="wp-block-paragraph">We would also like to thank our actors <a href="https://www.filmmakers.eu/de/actors/till-raskopf">Till Raskopf</a>, <a href="https://www.crew-united.com/de/Jonathan-Tittel_540006.html">Jonathan Tittel</a>, <a href="http://www.nickwoodland.de/">Nick Woodland</a>, and <a href="https://www.imdb.com/de/name/nm3360278/" title="">Sophie Melbinger</a>, as well as the entire film team, for bringing the fictional characters to life and for creating a strong short film together. After the successful completion of the hotel, we were finally able to present the film to a broad audience and guests from the VFX industry at our premiere as part of the VFX Reels 2025 on 27 November 2025 at the HFF. The film premiered at the VFX-Reels 2025 on 27 November 2025 at HFF Munich.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/vorstellung_beim_vfx_reel.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/vorstellung_beim_vfx_reel.jpg?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A group of students stands on stage during a visual effects showcase event. They are smiling and applauding in front of a large screen displaying event details. The background has a dark setting with bright lighting directed at the stage."  class="wp-image-245369" ></a></figure>



<h3 id="the-producers-view" class="wp-block-heading">The Producers&#8217; view</h3>



<p class="has-text-align-right wp-block-paragraph"><em>WRITTEN BY SONJA HOPF AND KONSTANTIN HOLZNER</em></p>



<p class="wp-block-paragraph">As student producers, our task was to realise a live-action narrative film with a high proportion of visual effects, from development through to festival distribution. Working closely with the VFX and screenwriting students, we entered an entirely new production terrain. One of our key learnings was the necessity of considering VFX shots and technical requirements from the very beginning.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/schauspieler_nick_woodland_am_set.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/schauspieler_nick_woodland_am_set.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A musician wearing sunglasses and a black hat, seated on a red velvet chair, playing an acoustic guitar in a warmly lit room. Several people are visible in the background, engaged in various activities."  class="wp-image-245424" ></a></figure>



<p class="wp-block-paragraph">We developed a solid understanding of how previs is created and how it functions, as well as what is required on the production side to make a set truly “VFX-ready”. This included scheduling time buffers for tracking markers and scans and actively coordinating between creative departments and the VFX supervisor. It became clear early on that every shot requires detailed, early planning. Learning to realistically assess how many shots can be achieved in a shooting day, and how VFX-heavy shoot days must be calculated and structured, proved to be a particularly valuable challenge.</p>



<p class="wp-block-paragraph">The project could only succeed as a collective effort. Coming together early in development allowed us to contribute as creative producers and gain a deeper understanding of both the material and the production challenges. Continuous communication across departments was essential, especially as locations changed, the set expanded, and creative ambitions had to be balanced against available resources. Working with professional heads of department set a high bar and challenged us to meet professional standards, a goal we ultimately achieved, resulting in work we are proud of.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/filmteam_foto.JPG?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="800"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/filmteam_foto.JPG?resize=1200%2C800&#038;quality=80&#038;ssl=1"  alt="A large group of diverse individuals gathered together in a dimly lit studio, smiling and posing for a photo, with soft lighting from above highlighting their faces. The atmosphere is informal and joyful."  class="wp-image-245423" ></a></figure>



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



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/02/02/infinity-hotel-endless-rooms-endless-renders/">Infinity Hotel: Endless Rooms, Endless Renders</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/hff_author/">HFF Hochschule für Fernsehen und Film München</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">245199</post-id>	</item>
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		<title>HFF Munich seeks new mentor for 3D animation</title>
		<link>https://digitalproduction.com/2026/01/22/hff-munich-seeks-new-mentor-for-3d-animation/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 22 Jan 2026 09:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D animation]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[computer animation]]></category>
		<category><![CDATA[film school]]></category>
		<category><![CDATA[germany]]></category>
		<category><![CDATA[HFF Munich]]></category>
		<category><![CDATA[Hochschule für Fernsehen und Film München]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[Jürgen Schopper]]></category>
		<category><![CDATA[Sinje Gebauer]]></category>
		<category><![CDATA[teaching]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[Visual Effects]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=248178</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/8a233dc1085e8ece0bb685370970da21a6566324.jpeg?fit=1200%2C657&quality=80&ssl=1" width="1200" height="657" title="binary comment" alt="A modern glass and concrete building with a sleek facade, surrounded by a lawn and small trees. The structure appears to be a university or school, featuring large windows that reflect the blue sky." /></div><div><p>HFF Munich is hiring a part-time 3D animation mentor for its VFX programme under Prof. Jürgen Schopper, starting 1 May 2026.</p>
<p>The post <a href="https://digitalproduction.com/2026/01/22/hff-munich-seeks-new-mentor-for-3d-animation/">HFF Munich seeks new mentor for 3D animation</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/2026/01/8a233dc1085e8ece0bb685370970da21a6566324.jpeg?fit=1200%2C657&quality=80&ssl=1" width="1200" height="657" title="binary comment" alt="A modern glass and concrete building with a sleek facade, surrounded by a lawn and small trees. The structure appears to be a university or school, featuring large windows that reflect the blue sky." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:13064,&quot;href&quot;:&quot;https:\/\/hff-muc.de&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260105220100\/https:\/\/www.hff-muc.de\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-23 07:40:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-27 08:09:17&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-08 22:05:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-12 10:20:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-16 18:00:36&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-22 13:25:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-10 12:48:00&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-10 12:48:00&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13065,&quot;href&quot;:&quot;https:\/\/oeffentlicher-dienst.info\/c\/t\/rechner\/tv-l\/allg?id=tv-l-2025&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251212232526\/https:\/\/oeffentlicher-dienst.info\/c\/t\/rechner\/tv-l\/allg?id=tv-l-2025&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-23 07:40:11&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-27 08:09:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-08 22:06:05&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-12 10:21:06&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-16 18:00:43&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-22 13:25:46&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-10 12:48:06&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-10 12:48:06&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13066,&quot;href&quot;:&quot;https:\/\/karriere.hff-muc.de&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;https:\/\/hff-muc.de\/de_DE\/jobs&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13067,&quot;href&quot;:&quot;https:\/\/karriere.hff-muc.de\/jobposting\/bd4471285cbe481df72bf38ee7b515ca6215b8650&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260123074028\/https:\/\/karriere.hff-muc.de\/jobposting\/bd4471285cbe481df72bf38ee7b515ca6215b8650&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-23 08:46:37&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-01-27 08:09:57&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-09 10:59:04&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-12 12:22:04&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-17 15:41:03&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-22 13:25:50&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-02-22 13:25:50&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>The <a href="https://hff-muc.de/" title="">Hochschule für Fernsehen und Film München</a> trains filmmakers in directing, cinematography, screenwriting, and production. Its VFX department, led by Prof. Jürgen Schopper, covers digital image creation and visual storytelling.</em></p>



<h3 id="new-mentor-for-vfx-students" class="wp-block-heading">New mentor for VFX students</h3>



<p class="wp-block-paragraph">The <a>Hochschule für Fernsehen und Film München (HFF)</a> is seeking a mentor in 3D computer animation to support students in its Visual Effects (VFX) focus area. The position begins on 1 May 2026 and is permanent at 50 percent of regular working hours (20 hours per week). Under the leadership of Professor Jürgen Schopper, the role involves mentoring students through all stages of 3D production, from modelling to rendering. Tasks include project support, workflow planning, and teaching practical skills in 3D computer animation and related software and hardware.</p>



<h3 id="skills-and-experience" class="wp-block-heading">Skills and experience</h3>



<p class="wp-block-paragraph">Applicants should hold a relevant degree, such as in media design, media informatics, or creative technologies, or have equivalent professional experience. The position requires strong communication skills, independent work habits, and fluent German. Experience in higher education environments is preferred, as is interest in machine learning, volumetric capture, and their application in creative-technical contexts. Practical knowledge of <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender</a> and/or <a href="https://digitalproduction.com/tag/sidefx/" title="SideFX">Houdini</a> is expected.</p>



<h3 id="conditions-and-benefits" class="wp-block-heading">Conditions and benefits</h3>



<p class="wp-block-paragraph">The post offers a modern workplace within Munich’s Kunstareal district and access to a creative academic environment. Flexible working hours and partial home office options are available by agreement. Benefits include a staff canteen, good public transport connections, free parking in the underground garage, and the possibility of using the JobBike Bayern programme. The employment is permanent, part-time (50%), and compensated in accordance with pay group 10 of the German public service scale (TV-L). Salary estimates can be checked via the <a href="https://oeffentlicher-dienst.info/c/t/rechner/tv-l/allg?id=tv-l-2025">TV-L calculator</a>.</p>



<h3 id="application-and-contact" class="wp-block-heading">Application and contact</h3>



<p class="wp-block-paragraph">Applications are open until 28 February 2026 via the <a href="https://karriere.hff-muc.de" title="">HFF job portal</a>. Content-related questions can be directed to Prof. Sinje Gebauer (<a href="mailto:vfx@hff-muc.de" title="">vfx@hff-muc.de</a>), while procedural inquiries should go to Juliane Kretschmer (<a href="mailto:j.kretschmer@hff-muc.de" title="">j.kretschmer@hff-muc.de</a>). HFF Munich explicitly values diversity and inclusion. Applicants with disabilities will be given preference when equally qualified.</p>



<p class="wp-block-paragraph">As with all new positions and roles, candidates should assess the practical working conditions and institutional support before accepting an offer to ensure a sustainable match between teaching, production and artistic goals.</p>



<p class="wp-block-paragraph">Original job posting at Hochschule für Fernsehen und Film München careers portal<br /><a href="https://karriere.hff-muc.de/jobposting/bd4471285cbe481df72bf38ee7b515ca6215b8650">https://karriere.hff-muc.de/jobposting/bd4471285cbe481df72bf38ee7b515ca6215b8650</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/01/22/hff-munich-seeks-new-mentor-for-3d-animation/">HFF Munich seeks new mentor for 3D animation</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">248178</post-id>	</item>
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		<title>Rendering the Inferno at RiseFX: The Lost Bus</title>
		<link>https://digitalproduction.com/2025/12/02/rendering-the-inferno-at-risefx-the-lost-bus/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 02 Dec 2025 07:00:00 +0000</pubDate>
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		<category><![CDATA[rigging]]></category>
		<category><![CDATA[Rise FX Riseflow]]></category>
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		<guid isPermaLink="false">https://digitalproduction.com/?p=231486</guid>

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



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


<div class="wp-block-image">
<figure class="alignleft size-full is-resized"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/1563919958126-1.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="800"  height="800"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/1563919958126-1.jpg?resize=800%2C800&#038;quality=80&#038;ssl=1"  alt="A man with tousled hair and a beard smiling softly at the camera, wearing a dark sweater against a light gray background."  class="wp-image-231514"  style="width:251px;height:auto" ></a></figure>
</div>


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



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



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



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



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



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1200%2C675&#038;quality=72&#038;ssl=1"  alt="A red vehicle driving towards a set of blue climbing walls in an outdoor area, with trees and a building in the background under a partly cloudy sky."  class="wp-image-231556"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?w=1920&amp;quality=72&amp;ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=238%2C134&amp;quality=72&amp;ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=768%2C432&amp;quality=72&amp;ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1536%2C864&amp;quality=72&amp;ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1200%2C675&amp;quality=72&amp;ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=380%2C214&amp;quality=72&amp;ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=550%2C309&amp;quality=72&amp;ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=800%2C450&amp;quality=72&amp;ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1160%2C653&amp;quality=72&amp;ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=80%2C46&amp;quality=72&amp;ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=760%2C428&amp;quality=72&amp;ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1100%2C619&amp;quality=72&amp;ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=1600%2C900&amp;quality=72&amp;ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01b.webp?resize=476%2C268&amp;quality=72&amp;ssl=1 476w" ></a></figure>



<p class="wp-block-paragraph"><strong>DP: The antagonist of the movie is the geography of a very particular area, and the fact that it is on fire &#8211; how did you make sure that it was recognizably that specific part of the world?&nbsp;</strong></p>



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> We started with real world data derived from elevation models. That gave us a pretty good grounding in reality. We got lidar scans for very specific locations like the Pulga Bridges for example which was invaluable as this is usually something one doesn&#8217;t get from any publicly available sources. We spent quite a bit of time to get us a very good foundation of all key locations, which meant that everything had a geometrical base until the very last mountain you see on the horizon.</p>



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



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1200%2C675&#038;quality=72&#038;ssl=1"  alt="Two vintage cars driving on a bridge surrounded by rocky cliffs under a clear sky. Dust rises behind the vehicles, suggesting a remote, adventurous setting."  class="wp-image-231554"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?w=1920&amp;quality=72&amp;ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=238%2C134&amp;quality=72&amp;ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=768%2C432&amp;quality=72&amp;ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1536%2C864&amp;quality=72&amp;ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1200%2C675&amp;quality=72&amp;ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=380%2C214&amp;quality=72&amp;ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=550%2C309&amp;quality=72&amp;ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=800%2C450&amp;quality=72&amp;ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1160%2C653&amp;quality=72&amp;ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=80%2C46&amp;quality=72&amp;ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=760%2C428&amp;quality=72&amp;ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1100%2C619&amp;quality=72&amp;ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=1600%2C900&amp;quality=72&amp;ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01a.webp?resize=476%2C268&amp;quality=72&amp;ssl=1 476w" ></a></figure>



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



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> As production did not have access or in case of some very sketchy roads didn&#8217;t shoot at the original location for safety reasons, they did some scouting through the US and chose some New Mexico locations as stand ins for some of our sequences. The most prominent was the Pulga road for sure. In the film, the first responding firefighters trying to get to the origin of the camp fire first get sight when they are on top of the Pulga Highway bridge crossing the Feather River Canyon. </p>



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



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



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



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1200%2C675&#038;quality=72&#038;ssl=1"  alt="A panoramic view of a snow-covered bridge spanning a deep canyon, surrounded by rocky cliffs and frosted trees under a clear sky."  class="wp-image-231557"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?w=1920&amp;quality=72&amp;ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=238%2C134&amp;quality=72&amp;ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=768%2C432&amp;quality=72&amp;ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1536%2C864&amp;quality=72&amp;ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1200%2C675&amp;quality=72&amp;ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=380%2C214&amp;quality=72&amp;ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=550%2C309&amp;quality=72&amp;ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=800%2C450&amp;quality=72&amp;ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1160%2C653&amp;quality=72&amp;ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=80%2C46&amp;quality=72&amp;ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=760%2C428&amp;quality=72&amp;ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1100%2C619&amp;quality=72&amp;ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=1600%2C900&amp;quality=72&amp;ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_01c.webp?resize=476%2C268&amp;quality=72&amp;ssl=1 476w" ></a></figure>



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



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



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



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



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



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



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1200%2C675&#038;quality=72&#038;ssl=1"  alt="Two trucks driving along a dusty, winding road surrounded by dense shrubs and trees in a rugged outdoor landscape."  class="wp-image-231560"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?w=1920&amp;quality=72&amp;ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=238%2C134&amp;quality=72&amp;ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=768%2C432&amp;quality=72&amp;ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1536%2C864&amp;quality=72&amp;ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1200%2C675&amp;quality=72&amp;ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=380%2C214&amp;quality=72&amp;ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=550%2C309&amp;quality=72&amp;ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=800%2C450&amp;quality=72&amp;ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1160%2C653&amp;quality=72&amp;ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=80%2C46&amp;quality=72&amp;ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=760%2C428&amp;quality=72&amp;ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1100%2C619&amp;quality=72&amp;ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=1600%2C900&amp;quality=72&amp;ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02b.webp?resize=476%2C268&amp;quality=72&amp;ssl=1 476w" ></a></figure>



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



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



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



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1200%2C675&#038;quality=72&#038;ssl=1"  alt="A winding dirt road hugs the side of a mountain, surrounded by dense coniferous trees in grayscale. A river can be seen below, snaking through the forested valley under a clear sky."  class="wp-image-231561"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?w=1920&amp;quality=72&amp;ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=238%2C134&amp;quality=72&amp;ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=768%2C432&amp;quality=72&amp;ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1536%2C864&amp;quality=72&amp;ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1200%2C675&amp;quality=72&amp;ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=380%2C214&amp;quality=72&amp;ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=550%2C309&amp;quality=72&amp;ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=800%2C450&amp;quality=72&amp;ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1160%2C653&amp;quality=72&amp;ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=80%2C46&amp;quality=72&amp;ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=760%2C428&amp;quality=72&amp;ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1100%2C619&amp;quality=72&amp;ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=1600%2C900&amp;quality=72&amp;ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02c.webp?resize=476%2C268&amp;quality=72&amp;ssl=1 476w" ></a></figure>



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



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



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



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



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



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



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



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1200%2C675&#038;quality=72&#038;ssl=1"  alt="An aerial view of a fire truck on a dirt road, surrounded by tall evergreen trees, with dust swirling up in the air, indicating a challenging landscape. Smoke can be faintly seen in the background."  class="wp-image-231562"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?w=1920&amp;quality=72&amp;ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=238%2C134&amp;quality=72&amp;ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=768%2C432&amp;quality=72&amp;ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1536%2C864&amp;quality=72&amp;ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1200%2C675&amp;quality=72&amp;ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=380%2C214&amp;quality=72&amp;ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=550%2C309&amp;quality=72&amp;ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=800%2C450&amp;quality=72&amp;ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1160%2C653&amp;quality=72&amp;ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=80%2C46&amp;quality=72&amp;ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=760%2C428&amp;quality=72&amp;ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1100%2C619&amp;quality=72&amp;ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=1600%2C900&amp;quality=72&amp;ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_02a.webp?resize=476%2C268&amp;quality=72&amp;ssl=1 476w" ></a></figure>



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



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



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



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



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



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



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



<p class="wp-block-paragraph">We would match greyballs and reference macbeth charts in order to make sure scene lighting was correct in terms of lightbalancing. Then from there we developed shaders for all aspects.One of the most common issues I see is that volume and surface renders aren&#8217;t lookdeved in conjunction. What you end up having to do is to grade surface and volume render differently. This leads to very unrealistic renders very fast because there is no ground truth you can come back to. </p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1200%2C675&#038;quality=72&#038;ssl=1"  alt="A tranquil snowy landscape illuminated by warm orange light, with silhouettes of trees in the background. The snow-covered ground reflects the warm tones, creating a serene and inviting atmosphere."  class="wp-image-231563"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?w=1920&amp;quality=72&amp;ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=238%2C134&amp;quality=72&amp;ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=768%2C432&amp;quality=72&amp;ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1536%2C864&amp;quality=72&amp;ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1200%2C675&amp;quality=72&amp;ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=380%2C214&amp;quality=72&amp;ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=550%2C309&amp;quality=72&amp;ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=800%2C450&amp;quality=72&amp;ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1160%2C653&amp;quality=72&amp;ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=80%2C46&amp;quality=72&amp;ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=760%2C428&amp;quality=72&amp;ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1100%2C619&amp;quality=72&amp;ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=1600%2C900&amp;quality=72&amp;ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03b.webp?resize=476%2C268&amp;quality=72&amp;ssl=1 476w" ></a></figure>



<p class="wp-block-paragraph">We tried to make sure all our shaders worked with each other to have exactly this common base. Also when dealing with dozens of light sources and those issues on top that&#8217;s definitely a position you don&#8217;t want to be in when time is running…. All volumetrics do have very different properties to them where one of the biggest is how they scatter light. Back to front scattering can take a volume from being ultrabright to consuming all lighting energy and being pitchblack. So once you matched the real thing, use those tools wisely to deviate from there and support the story.&nbsp;</p>



<p class="wp-block-paragraph">We tried to always start with a balancing pass usually done still in lighting. This goes to comp as the foundation to do all the finetuning with. Still there was a lot of tuning left for comp and also we needed to break reality more than once to make sure that what you wanted to read in a frame remained readable when tons of smoke and fire went in front. Sometimes we needed to go as far as use the deep data to pull things in and out of the smoke to make them visible. Still the most valuable tool you have is the artist&#8217;s eye to determine the sweet spot of good vs real.</p>



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



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> Haha yes that was one of the issues that came when switching to full deep with our renders. That means you have each component of each lightgroup rendered with deep data to put it back together in comp. That resulted in a lot of channels that apparently were too much for OIIO to handle. Thank god that was fixed otherwise I wouldn&#8217;t write this story now ;)</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1200%2C675&#038;quality=72&#038;ssl=1"  alt="A dramatic scene with thick smoke and sparks in the air, creating an intense atmosphere. The landscape appears obscured, with indistinct shapes suggesting activity in the background amidst a fiery glow."  class="wp-image-231564"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?w=1920&amp;quality=72&amp;ssl=1 1920w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=238%2C134&amp;quality=72&amp;ssl=1 238w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=768%2C432&amp;quality=72&amp;ssl=1 768w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1536%2C864&amp;quality=72&amp;ssl=1 1536w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1200%2C675&amp;quality=72&amp;ssl=1 1200w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=380%2C214&amp;quality=72&amp;ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=550%2C309&amp;quality=72&amp;ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=800%2C450&amp;quality=72&amp;ssl=1 800w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1160%2C653&amp;quality=72&amp;ssl=1 1160w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=80%2C46&amp;quality=72&amp;ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=760%2C428&amp;quality=72&amp;ssl=1 760w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1100%2C619&amp;quality=72&amp;ssl=1 1100w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=1600%2C900&amp;quality=72&amp;ssl=1 1600w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/thelostbus_rise_itw_03a.webp?resize=476%2C268&amp;quality=72&amp;ssl=1 476w" ></a></figure>



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



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



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



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



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



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



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



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



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



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



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> Depth popping or lost shapes were the most common ones. But as none of these passes were used without correction in comp I&#8217;m sure I haven&#8217;t seen all of them!</p>



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



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



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



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> That is very true.. Luckily production tried to shoot everything with a practical fire which provided a good level of references in camera. If you than try to render as physically plausible as possible and have something in frame that you can match exposure to you are already halfway there. We didn&#8217;t use any spectral rendering here and rendered everything through Houdinis Karma in RGB.</p>



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



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> Oh that was worth every minute of rendertime.. Real Motionblur for an element which is mainly visible in motionblur is a good investment. Plus the rendertimes weren&#8217;t actually that bad and took only a couple of minutes as you are not dealing with an expensive shading as well. The biggest benefit is getting nice curved and very interesting blurs especially with collisions.&nbsp; The trick actually is to only invest time where its needed and render other elements with less costly settings. Deep compositing allows for it as you are not bound to any holdouts and you can combine differently rendered motion blur without any problems.</p>



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



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



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



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



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



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



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



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



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



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



<p class="wp-block-paragraph">Render optimization as much as possible and then relying on everything that was set up in the beginning is key to not have to think about accuracy anymore when you are trying to finish the shots. We did this and it really paid off, though having a couple of long shots with lots of elements to render we never ran into the issue of having to fear a render didn&#8217;t get finished in time.</p>



<p class="wp-block-paragraph">There were some challenging shots for all departments involved but again the prep phase paid off and we managed to deliver everything in time. It&#8217;s really a Situation in which the Production team led by <a href="https://www.imdb.com/de/name/nm4415506/?ref_=nv_sr_srsg_0_tt_0_nm_8_in_0_q_Michelle%2520Cullen">Michelle Cullen</a> and Production Manager <a href="https://www.imdb.com/de/name/nm11280111/?ref_=fn_t_1" title="">Androniki Nikolaou</a> outdid themselves by planning and scheduling every milestone in production to make sure we had what we needed to finish shots in time. Of course that also means adjusting and revising this schedule each and every day based on client comments and changes.. It&#8217;s a tough job to make sure the whole production runs like a well oiled machine!</p>



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



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> The good thing about deep is that it&#8217;s pretty accurate as long as the sampling increments in depth are small enough for certain elements. It&#8217;s a game of keeping error thresholds low enough so you don&#8217;t pick them up actually. The balancing is precision versus filesize. Surface renders aren&#8217;t an issue really as you are dealing with front and backsides of hard surface objects really. </p>



<p class="wp-block-paragraph">The fun starts with volumetric elements and this is where you need to tweak the settings a bit to make sure you don&#8217;t end up having 5GB per frame in volumetric renders. Still frames could grow to well over 1GB on bigger shots with all elements included, so we needed to do some rough calculations beforehand to make sure we weren&#8217;t running out of allocated serverspace.</p>



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



<p class="wp-block-paragraph"><strong>Oliver Schulz:</strong> One of the big topics obviously here as the quality of the fire not only needed to remain consistent but also serve the story in how it behaves. When you look at fires in reality they all have very different qualities to them depending on a ton of external factors like what is burning, where it burns, what is the actual heat it produces and what is the influence of the wind and so on. So yes it&#8217;s crucial to pick a reference and not try to incorporate them all. The initial tactic we used was to create asset based fires with all components. </p>



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



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



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



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



<p class="wp-block-paragraph">Using this technique we had a very solid foundation of very similar looking and behaving fires. Of course for hero shots we would need to resim those, but with setups in place and our template system it was mostly straightforward. Of course there are shots that need to tell a certain story like a fire coming right at you towards camera. Solving a problem like reading a perspective of a selfilluminating matter coming right towards camera is a different beast though you can&#8217;t prep for! This just takes a lot of creativity and trial and error to get right…</p>



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



<p class="wp-block-paragraph"><strong>Oliver Schulz:&nbsp;</strong> Don&#8217;t try to put out all the fires at once….</p>



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



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



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



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/12/02/rendering-the-inferno-at-risefx-the-lost-bus/">Rendering the Inferno at RiseFX: The Lost Bus</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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