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	<title>VR - DIGITAL PRODUCTION</title>
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		<title>XR Day 2026 brings XR to Ludwigsburg</title>
		<link>https://digitalproduction.com/2026/03/30/xr-day-2026-brings-xr-to-ludwigsburg/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 30 Mar 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Animationsinstitut]]></category>
		<category><![CDATA[AR]]></category>
		<category><![CDATA[CyberLÄND]]></category>
		<category><![CDATA[GaussianSplatting]]></category>
		<category><![CDATA[MAIA]]></category>
		<category><![CDATA[MR]]></category>
		<category><![CDATA[TREMENS]]></category>
		<category><![CDATA[VirtualProduction]]></category>
		<category><![CDATA[VR]]></category>
		<category><![CDATA[XR]]></category>
		<category><![CDATA[XR Day]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=263388</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/ledwall_adkworkshop2026_cjonastrottnow1-0c580c78.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A dancer performs in front of a vibrant digital backdrop featuring glowing pink and blue waves, with an audience silhouetted in shadow, engaging with the lively performance." /></div><div><p>Talks in the morning, headsets in the afternoon. XR Day tours fox vision, AI avatars, and a Minotaur choice with real pipeline flavor.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/30/xr-day-2026-brings-xr-to-ludwigsburg/">XR Day 2026 brings XR to Ludwigsburg</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/2026/03/ledwall_adkworkshop2026_cjonastrottnow1-0c580c78.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A dancer performs in front of a vibrant digital backdrop featuring glowing pink and blue waves, with an audience silhouetted in shadow, engaging with the lively performance." /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":13862,"href":"https:\/\/www.filmakademie.de\/?utm_source=chatgpt.com","archived_href":"","redirect_href":"https:\/\/www.filmakademie.de\/en\/","checks":[],"broken":false,"last_checked":null,"process":"done"},{"id":13863,"href":"https:\/\/www.adk-bw.de","archived_href":"http:\/\/web-wp.archive.org\/web\/20260307190106\/https:\/\/www.adk-bw.de\/","redirect_href":"","checks":[{"date":"2026-03-30 06:03:36","http_code":200},{"date":"2026-04-08 17:27:08","http_code":200},{"date":"2026-04-13 14:36:15","http_code":200},{"date":"2026-04-17 09:12:22","http_code":200},{"date":"2026-04-28 13:58:57","http_code":200}],"broken":false,"last_checked":{"date":"2026-04-28 13:58:57","http_code":200},"process":"done"},{"id":13864,"href":"https:\/\/cyberlaend.eu","archived_href":"http:\/\/web-wp.archive.org\/web\/20250216073033\/https:\/\/www.cyberlaend.eu\/","redirect_href":"https:\/\/cyberlaend.eu\/willkommen","checks":[{"date":"2026-03-30 07:38:00","http_code":200},{"date":"2026-04-08 17:27:20","http_code":200},{"date":"2026-04-13 14:36:19","http_code":200},{"date":"2026-04-17 09:12:23","http_code":200},{"date":"2026-04-28 13:59:07","http_code":200}],"broken":false,"last_checked":{"date":"2026-04-28 13:59:07","http_code":200},"process":"done"},{"id":13865,"href":"https:\/\/www.acameo.de","archived_href":"http:\/\/web-wp.archive.org\/web\/20260212210400\/https:\/\/www.acameo.de\/","redirect_href":"","checks":[{"date":"2026-03-30 06:04:35","http_code":200},{"date":"2026-04-08 17:27:17","http_code":200},{"date":"2026-04-13 14:36:17","http_code":200},{"date":"2026-04-17 09:12:22","http_code":200},{"date":"2026-04-28 13:59:06","http_code":200}],"broken":false,"last_checked":{"date":"2026-04-28 13:59:06","http_code":200},"process":"done"},{"id":13866,"href":"https:\/\/www.b-rex.de","archived_href":"","redirect_href":"","checks":[],"broken":false,"last_checked":null,"process":"done"},{"id":13867,"href":"https:\/\/www.residenztheater.de","archived_href":"","redirect_href":"","checks":[],"broken":false,"last_checked":null,"process":"done"},{"id":13868,"href":"https:\/\/crew.brussels\/en\/about","archived_href":"http:\/\/web-wp.archive.org\/web\/20260218182611\/https:\/\/crew.brussels\/en\/about","redirect_href":"","checks":[{"date":"2026-03-30 06:04:50","http_code":200},{"date":"2026-04-08 17:27:50","http_code":503},{"date":"2026-04-13 14:36:24","http_code":503}],"broken":false,"last_checked":{"date":"2026-04-13 14:36:24","http_code":503},"process":"done"},{"id":13869,"href":"https:\/\/www.filmakademie.de\/de\/news-aktuelles\/article\/xr-day-2026-immersion-kunst-performance","archived_href":"http:\/\/web-wp.archive.org\/web\/20260330062333\/https:\/\/www.filmakademie.de\/de\/news-aktuelles\/article\/xr-day-2026-immersion-kunst-performance","redirect_href":"","checks":[{"date":"2026-03-30 07:41:37","http_code":200},{"date":"2026-04-08 17:27:52","http_code":503},{"date":"2026-04-13 14:36:20","http_code":200}],"broken":false,"last_checked":{"date":"2026-04-13 14:36:20","http_code":200},"process":"done"},{"id":13870,"href":"https:\/\/www.filmakademie.de\/de\/ueber-die-fabw\/organisation-abteilungen\/carl-laemmle-institut","archived_href":"","redirect_href":"","checks":[],"broken":false,"last_checked":null,"process":"done"},{"id":13871,"href":"https:\/\/animationsinstitut.de\/de","archived_href":"http:\/\/web-wp.archive.org\/web\/20251207104357\/https:\/\/animationsinstitut.de\/de\/","redirect_href":"","checks":[{"date":"2026-03-30 06:05:34","http_code":200},{"date":"2026-04-08 17:27:58","http_code":200},{"date":"2026-04-13 14:36:21","http_code":200}],"broken":false,"last_checked":{"date":"2026-04-13 14:36:21","http_code":200},"process":"done"},{"id":4596,"href":"https:\/\/www.filmakademie.de","archived_href":"http:\/\/web-wp.archive.org\/web\/20240913012200\/https:\/\/www.filmakademie.de\/","redirect_href":"","checks":[{"date":"2025-12-28 16:36:12","http_code":404},{"date":"2026-01-30 22:50:02","http_code":404},{"date":"2026-02-18 22:38:51","http_code":503},{"date":"2026-03-13 15:12:00","http_code":404},{"date":"2026-03-30 08:08:35","http_code":404},{"date":"2026-04-08 17:28:04","http_code":404},{"date":"2026-04-13 14:36:25","http_code":404}],"broken":true,"last_checked":{"date":"2026-04-13 14:36:25","http_code":404},"process":"done"}]</script>
<p class="wp-block-paragraph">XR Day 2026 runs Friday, April 10, from 9:00 to 18:00 on the shared campus of <a href="https://www.filmakademie.de/?utm_source=chatgpt.com">Filmakademie Baden-Württemberg</a> and <a href="https://www.adk-bw.de/">Akademie für Darstellende Kunst Baden-Württemberg</a>. The day focuses on eXtended Reality as non-linear, user-controlled technology across film, theater, media, art, and industry. The format mixes impulse talks with hands-on experiences for VR, AR, and MR, with an explicit focus on where new application fields emerge.</p>



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



<h3 id="morning-talks" class="wp-block-heading">Morning talks</h3>



<p class="wp-block-paragraph">A welcome at 9:00 sets the day with Volker Helzle, Ludger Engels, and Ilja Mirsky.</p>



<p class="wp-block-paragraph">At 9:10, WHAT THE FOX puts participants into a nighttime city from the perspective of a red fox. The talk features Gaussian Splatting, with Alex Herrmann and Alec Barth from jyotifilm as speakers, focusing on interdisciplinary teamwork across art, science, and technology.</p>



<p class="wp-block-paragraph">At 9:30, MAIA presents a 3D avatar linked to <a href="https://cyberlaend.eu/" title="">CyberLÄND</a>. Frank Dürr from <a href="https://www.acameo.de/" title="">acameo</a> and CyberLÄND plus Max Schmierer from <a href="https://www.b-rex.de/" title="">b.ReX</a> present how AI supported figures connect immersive experiences, community interaction, and digital business models.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/www.filmakademie.de/files/public/14%20Events%20Indoor/ReverseTuring2%281%29.jpg?w=1200&quality=80&ssl=1"  alt="https://www.filmakademie.de/files/public/14%20Events%20Indoor/ReverseTuring2%281%29.jpg" ></figure>



<p class="wp-block-paragraph">At 9:50, REVERSE TURING TEST sets five ticket holders in a train compartment, billed as a group ticket for artificial intelligences, with one human hidden among them. The twist is that AI systems identify the human. </p>



<p class="wp-block-paragraph">At 10:10, Kameraarbeit für Virtual Production frames virtual production as a broadened form of cinematic thinking, where composition, lighting design, scenography, performance, and real time visualization merge. <a href="https://digitalproduction.com/2025/01/05/hdr-without-headaches-dolby-vision-training-by-matthias-bolliger/" title="HDR Without Headaches: Dolby Vision Training by Matthias Bolliger">Matthias Bolliger</a> is the speaker. </p>



<p class="wp-block-paragraph">At 10:30, Breakfall focuses on capturing spontaneous moments. Frederik Stapf and Raphael Tonn explain how improvised movement becomes an animated dance film.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/www.filmakademie.de/files/public/14%20Events%20Indoor/schiele.jpg?w=1200&quality=80&ssl=1"  alt="https://www.filmakademie.de/files/public/14%20Events%20Indoor/schiele.jpg" ></figure>



<p class="wp-block-paragraph">At 11:00, EGON SCHIELE. Eine persönliche Begegnung is a realistic VR experience by Gerda Leopold, framed as a journey through Vienna around 1900. The artist looks back on life, speaks with participants, and asks questions.</p>



<p class="wp-block-paragraph">At 11:20, TREMENS combines live performance and virtual reality, inspired by Timon von Athen by William Shakespeare. The XR experience was developed at <a href="https://www.residenztheater.de/" title="">Residenztheater München</a>. An excerpt is presented by the Belgian media art collective <a href="https://crew.brussels/en/about" title="">CREW</a>. The piece  places the audience in flowing architectures and interactive avatars, with the boundary between stage presence and virtual experience described as blurring.</p>



<p class="wp-block-paragraph">At 11:40, <a href="https://www.filmakademie.de/de/news-aktuelles/article/xr-day-2026-immersion-kunst-performance">AniTrailer</a> and <a href="https://www.filmakademie.de/de/news-aktuelles/article/xr-day-2026-immersion-kunst-performance">AniPlay</a> cover student team production over four months, resulting in either an animated trailer or an interactive experience. The speakers listed are Diana Arellano, Clara Deitmar, Sam Matsa, and Lennart Haak, with insight into collaborative workflows, XR technologies, and virtual production approaches.</p>



<p class="wp-block-paragraph">At 12:00, XR in Baden-Württemberg introduces the <a href="https://www.filmakademie.de/de/ueber-die-fabw/organisation-abteilungen/carl-laemmle-institut" title="">Carl Laemmle Institut</a> and with two funded research projects named VISTA and IMRL, both focused on extended reality at the interface between the creative industries and other industrial sectors. </p>



<h3 id="hands-on-experiences" class="wp-block-heading">Hands on experiences</h3>



<p class="wp-block-paragraph">From 14:00 onward, the program switches to XR experiences on site.</p>



<p class="wp-block-paragraph">TREMENS appears as a live performance and VR hybrid with continuously transforming spaces, interactive avatars, and architecture.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/www.filmakademie.de/files/public/14%20Events%20Indoor/FateOfTheMinotaur_PromoWithLogo_v02_16by9_1920x1080.jpg?w=1200&quality=80&ssl=1"  alt="https://www.filmakademie.de/files/public/14%20Events%20Indoor/FateOfTheMinotaur_PromoWithLogo_v02_16by9_1920x1080.jpg" ></figure>



<p class="wp-block-paragraph">FATE OF THE MINOTAUR is a location based VR experience developed at <a href="https://animationsinstitut.de/de/" title="">Animationsinstitut</a>. Players take the role of human sacrifices from Athens sent into the labyrinth by Minos, King of Crete, and face a choice: kill the Minotaur or spare the tormented creature. The story supports different immersive levels depending on technical and spatial conditions on site.</p>



<p class="wp-block-paragraph">LICHTUNG invites visitors into a sleeping world that wakes up gradually through interaction.</p>



<p class="wp-block-paragraph">LIMBO is an interactive installation where visitors explore their most beautiful memories through a conversation with an artificial intelligence, while reflecting on how memories shape personal convictions and influence society.</p>



<h3 id="the-takeaway-for-post-vfx-and-realtime-folks" class="wp-block-heading">The takeaway for post, VFX, and realtime folks</h3>



<p class="wp-block-paragraph">This program stitches viewpoint experiments, realtime visualization language, stage driven XR, and interactive installations into one schedule, and it keeps practical constraints visible, like immersion levels adapting to venue and gear for FATE OF THE MINOTAUR.</p>



<p class="wp-block-paragraph"><br /><a href="https://www.filmakademie.de/de/news-aktuelles/article/xr-day-2026-immersion-kunst-performance">https://www.filmakademie.de/de/news-aktuelles/article/xr-day-2026-immersion-kunst-performance</a><br /></p>



<p class="wp-block-paragraph"><br /><a href="https://www.filmakademie.de/">https://www.filmakademie.de/</a></p>



<p class="wp-block-paragraph"><br /><a href="https://www.adk-bw.de/">https://www.adk-bw.de/</a></p>



<p class="wp-block-paragraph"><br /><a href="https://animationsinstitut.de/de/">https://animationsinstitut.de/de/</a><br /><br /><br /><br /><br /><br /><br /><br /><br /></p>



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



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



<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/2026/03/30/xr-day-2026-brings-xr-to-ludwigsburg/">XR Day 2026 brings XR to Ludwigsburg</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 dancer performs in front of a vibrant digital backdrop featuring glowing pink and blue waves, with an audience silhouetted in shadow, engaging with the lively performance.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">263388</post-id>	</item>
		<item>
		<title>InstaLOD 2026 Targets VR and Animation Pipelines</title>
		<link>https://digitalproduction.com/2026/02/16/instalod-2026-targets-vr-and-animation-pipelines/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 16 Feb 2026 08:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[Abstract]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Bevel Normals baker]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[CAD]]></category>
		<category><![CDATA[Disk Sampling curvature]]></category>
		<category><![CDATA[glTF]]></category>
		<category><![CDATA[InstaLOD]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[mesh smoothing]]></category>
		<category><![CDATA[Polyverse]]></category>
		<category><![CDATA[Polyverse integration]]></category>
		<category><![CDATA[real-time]]></category>
		<category><![CDATA[texture baking]]></category>
		<category><![CDATA[Unreal Engine]]></category>
		<category><![CDATA[USD skeletal meshes]]></category>
		<category><![CDATA[UV primitive projection]]></category>
		<category><![CDATA[VR]]></category>
		<category><![CDATA[VR optimization]]></category>
		<category><![CDATA[VRED]]></category>
		<category><![CDATA[winding order correction]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=253002</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2026_instalod_car-lod-generation.png?fit=1200%2C679&quality=72&ssl=1" width="1200" height="679" title="" alt="A digital 3D model of a sleek black sports car displayed in a 3D modeling application interface. The workspace shows various panel settings and options for model optimization and adjustments." /></div><div><p>InstaLOD 2026 adds VR delivery targets, raytraced shadows and full GLTF USD animation support for real-time pipelines.</p>
<p>The post <a href="https://digitalproduction.com/2026/02/16/instalod-2026-targets-vr-and-animation-pipelines/">InstaLOD 2026 Targets VR and Animation Pipelines</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/pr2026_instalod_car-lod-generation.png?fit=1200%2C679&quality=72&ssl=1" width="1200" height="679" title="" alt="A digital 3D model of a sleek black sports car displayed in a 3D modeling application interface. The workspace shows various panel settings and options for model optimization and adjustments." /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":13350,"href":"https:\/\/www.abstract3d.com","archived_href":"http:\/\/web-wp.archive.org\/web\/20260210143953\/https:\/\/abstract3d.com\/","redirect_href":"","checks":[{"date":"2026-02-12 08:50:00","http_code":200},{"date":"2026-02-16 09:57:19","http_code":200},{"date":"2026-02-20 04:06:49","http_code":200},{"date":"2026-02-23 06:23:29","http_code":200},{"date":"2026-03-04 22:50:56","http_code":200},{"date":"2026-03-11 22:04:29","http_code":200},{"date":"2026-03-25 05:17:46","http_code":200},{"date":"2026-03-29 08:08:14","http_code":200},{"date":"2026-04-21 04:32:02","http_code":200},{"date":"2026-04-27 12:18:22","http_code":200},{"date":"2026-05-02 05:51:25","http_code":200}],"broken":false,"last_checked":{"date":"2026-05-02 05:51:25","http_code":200},"process":"done"}]</script>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://digitalproduction.com/tag/instalod/" title="InstaLOD">InstaLOD </a>from <a href="https://www.abstract3d.com" title="">Abstract</a> is a geometry optimisation layer sitting between DCC tools such as <a>Blender</a> and engines like <a>Unreal Engine</a>. It turns CAD, scans and DCC exports into predictable, well-behaving real-time assets without asking you to babysit every mesh.</em></p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
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<h3 id="vr-as-a-first-class-citizen" class="wp-block-heading">VR as a first class citizen</h3>



<p class="wp-block-paragraph">With InstaLOD 2026, <a>Abstract</a> adds a dedicated VR target inside Delivery Optimization. Instead of nudging triangle counts and texture sizes mesh by mesh, users can now choose VR as the destination and let the system evaluate scene-wide constraints. InstaLOD accounts for triangle density, material complexity, texture resolution and runtime constraints when preparing assets for immersive devices or web deployment. Delivery Optimization can still run interactively, as reusable profiles or as rule based batch operations.</p>



<p class="wp-block-paragraph">The difference is philosophical as much as technical. Rather than tweaking assets one at a time, teams define a policy and apply it everywhere. For large libraries sourced from CAD, scans and assorted DCC exports, that shift is more than cosmetic. It is also a reminder that XR performance budgets do not care how lovingly a mesh was modelled.</p>



<h3 id="raytraced-shadows-fewer-surprises" class="wp-block-heading">Raytraced shadows, fewer surprises</h3>



<p class="wp-block-paragraph">InstaLOD Studio’s physically accurate viewport now renders raytraced shadows using its deferred renderer, enabled by default. Raytracing can be toggled in Viewport Settings under Raytraced Effects. This is not pitched as a final render solution, but a sanity check. Evaluating silhouettes, normal fidelity and shading response under raytraced lighting during optimisation reduces the need to bounce assets back and forth to an external renderer. Translucency, bloom and transparency handling have also been improved.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.instalod.io/changelog/raytracing_on_and_off.gif?w=1200&ssl=1"  alt="https://docs.instalod.io/changelog/raytracing_on_and_off.gif" ></figure>



<p class="wp-block-paragraph">Full scene wireframe rendering, adjustable opacity for filtered selections, corrected bloom and depth behaviour, and updated gizmo controls push the viewport closer to a diagnostic tool than a passive preview. The deferred renderer stays on by default, raytrcaing is optional. Less guesswork, fewer late night re-exports.</p>



<h3 id="uvs-without-the-ritual" class="wp-block-heading">UVs without the ritual</h3>



<p class="wp-block-paragraph">UV Unwrap gains primitive based projection. Users can project from planes, cylinders, spheres in several variants, or boxes. Projection can be fitted to selected geometry via Adjust To Selection or aligned to bounding volumes using Fit To Bounding Box.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.instalod.io/instalod_studio/instalod_2026_primitive_uv_projection.png?w=1200&quality=72&ssl=1"  alt="https://docs.instalod.io/instalod_studio/instalod_2026_primitive_uv_projection.png" ></figure>



<p class="wp-block-paragraph">The feature is available from the Mesh menu, as a dedicated window or embedded in scene rules. When executed as a mesh operation, the projection adapts per mesh without manual parameter tweaks.</p>



<p class="wp-block-paragraph">For large CAD imports or scan datasets, this means repeatable UV layouts without a custom setup per object. It will not replace hero asset unwrapping but works greatly for primitive geometry so you don’t have to unwrap the same bolt for the fiftieth time. For more complex geometries, InstaLOD’s already-existing UV algorithms can be applied.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2026_instalod_mesh-smoothing-scaled.png?quality=72&ssl=1"><img data-recalc-dims="1" height="688" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2026_instalod_mesh-smoothing.png?resize=1200%2C688&quality=72&ssl=1"  alt="A comparison of two 3D models of a bust. The left side shows a detailed, textured version with rough surfaces, while the right side presents a smoothed version with a polished finish. Text reads &quot;Mesh Smoothing&quot; with an arrow indicating the transition."  class="wp-image-253113" ></a></figure>



<h3 id="fixing-geometry-before-it-bites" class="wp-block-heading">Fixing geometry before it bites</h3>



<p class="wp-block-paragraph">Abstract states that the tool can fully reconstruct face orientation rather than simply flipping detected backfaces. For anyone who has chased blank faces through a pipeline at 2am, that promise alone will be appealing. Whether it resolves every pathological import case still depends on asset testing. So, now the Mesh Toolkit expands with Mesh Smoothing and a reworked Fix Winding Order. MMesh Smoothing is most useful for fixing messy scan data, not so much for CAD. </p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.instalod.io/changelog/fix_winding_order_before_after.png?w=1200&quality=72&ssl=1"  alt="https://docs.instalod.io/changelog/fix_winding_order_before_after.png" ></figure>



<p class="wp-block-paragraph">Fix Winding Order is the most helpful one for fixing broken CAD data. Fix Winding Order introduces a new algorithm that recomputes polygon orientation when normals are inconsistent or flipped. It is accessible in the Mesh Toolkit, Mesh menu, CAD import dialogue and CAD Live Link panel.</p>



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



<h3 id="bakers-that-trade-triangles-for-pixels" class="wp-block-heading">Bakers that trade triangles for pixels</h3>



<p class="wp-block-paragraph">Two new texture bakers extend surface detail workflows. Disk Sampling Curvature replaces previous curvature sampling approaches. The vendor states that it provides more stable and accurate curvature maps across varying art styles and geometric densities. It is enabled by selecting the Curvature baker and choosing Disk Sampling in the Texture Output panel.</p>



<p class="wp-block-paragraph">The Bevel Normals baker generates rounded edge information directly into a normal map. Instead of adding subdivisions, it simulates bevelled edges in shading space. For low poly assets heading into real-time engines, this allows visually softer edges without increasing triangle counts.</p>



<p class="wp-block-paragraph">The principle is familiar. If detail can live in a map instead of the mesh, the GPU will usually thank you. The art director may also stop asking why everything looks razor sharp.</p>



<h3 id="animation-stays-intact" class="wp-block-heading">Animation stays intact</h3>



<p class="wp-block-paragraph">InstaLOD 2026 extends animation support across <a href="https://digitalproduction.com/tag/gltf/" title="glTF">GLTF</a>, USD and FBX. GLTF and <a href="https://digitalproduction.com/tag/usd/" title="USD">USD </a>now support skeletal meshes, blend shapes and both skeletal and object based animations.  FBX export introduces more granular control over skeletons, animations and blend shapes, with improved compatibility across DCC tools. The headline here is preservation. Optimisation does not automatically mean animation loss. InstaLOD positions itself as a geometry processing layer that respects rigs and deformation data rather than flattening them into static meshes. That is a meaningful distinction in pipelines where animation is not optional.</p>



<h3 id="usd" class="wp-block-heading">USD</h3>



<p class="wp-block-paragraph">USD workflows support polygonal meshes without forced triangulation, improved handling of stage metadata such as metersPerUnit, and removal of the default USDRoot node in exports. Material handling has been corrected for cases involving emissive colours or naming conflicts.</p>



<h3 id="polyverse-inside-the-tool" class="wp-block-heading">Polyverse inside the tool</h3>



<p class="wp-block-paragraph">Deeper Polyverse integration brings a built in asset browser into InstaLOD Studio. Users can download and import original meshes and automatically generated LODs directly inside the application. Authentication tokens are stored to reduce repeated logins. Assets can be previewed or opened in a web browser from within the interface.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2025_instamat_polyverseintegration.png?quality=72&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2025_instamat_polyverseintegration.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital interface showcasing a material called &#039;Pond Lily Pads Covered&#039;, featuring a circular preview of lily pad textures. The layout includes settings for material properties displayed on the right side and a thumbnail of the texture in the upper left corner."  class="wp-image-253005" ></a></figure>



<p class="wp-block-paragraph">The practical effect is fewer open tabs and less manual file shuffling. Asset discovery, LOD retrieval and optimisation now sit in a contiguous workflow. It is not glamorous, but it is the kind of friction reduction that accumulates over long productions.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.instalod.io/changelog/instalod_polyverse_asset_browser.png?w=1200&quality=72&ssl=1"  alt="https://docs.instalod.io/changelog/instalod_polyverse_asset_browser.png" ></figure>



<h3 id="formats-and-host-apps-covered" class="wp-block-heading">Formats and host apps covered</h3>



<p class="wp-block-paragraph">CAD support now includes DWG and DGN. SolidWorks configurations are supported with optimised retessellation. Winding order correction is available during import. OBJ import and export have been reworked. GLTF vertex colour support has been extended. USDZ embedded texture path sanitisation is included.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2026_instalod_car-lod-generation-1.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="679"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pr2026_instalod_car-lod-generation-1.png?resize=1200%2C679&quality=72&ssl=1"  alt=""  class="wp-image-253115" ></a></figure>



<p class="wp-block-paragraph">Plugin compatibility extends to <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender </a>up to 5.0, <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal Engine</a> up to 5.7 with improved Nanite fallback LOD quality, Autodesk <a href="https://digitalproduction.com/tag/maya/" title="Maya">Maya </a>2026, Autodesk <a href="https://digitalproduction.com/tag/3ds-max/" title="3ds Max">3ds Max</a> 2026 and Autodesk <a href="https://digitalproduction.com/tag/vred/" title="VRED">VRED </a>2026.1.</p>



<p class="wp-block-paragraph">In 3ds Max, Abstract reports execution time reductions by several orders of magnitude, bringing performance closer to InstaLOD Pipeline. This claim is vendor stated and not independently verified at press time. Unreal integration removes deprecated API calls and addresses previous instability around Skeletal Mesh editors and hardware ray tracing. On macOS, the Pipeline build ships as a notarised DMG. The compatibility list reads like a checklist of common production pain points. If your DCC of choice is on it, that is one fewer integration hurdle to clear.</p>



<h3 id="small-updates-fewer-surprises" class="wp-block-heading">Small updates, fewer surprises</h3>



<p class="wp-block-paragraph">The release also adds machine translated UI localisation, an automatic update system, improved selection performance on high poly meshes, new export settings for animation data, improved material name preservation in Delivery Optimization and warning systems for unsupported DCC versions. Individually, these are incremental. Collectively, they aim to make the tool less likely to annoy you at inconvenient moments. In production, predictability often beats novelty.</p>



<p class="wp-block-paragraph">For teams working across games, XR, enterprise visualisation and virtual production, that middle layer is frequently a patchwork of scripts and manual cleanup. Abstract is consolidating it into a unified environment.</p>



<p class="wp-block-paragraph">InstaLOD 2026 is available now from Abstract. As always, new pipeline components should be tested on real production assets before being rolled into active shows. Even the tidiest mesh can hide a suprise if you do not look closely.</p>



<p class="wp-block-paragraph"><br /><a href="https://www.abstract3d.com">https://www.abstract3d.com</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/02/16/instalod-2026-targets-vr-and-animation-pipelines/">InstaLOD 2026 Targets VR and Animation Pipelines</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
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<post-id xmlns="com-wordpress:feed-additions:1">253002</post-id>	</item>
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		<title>TD Meetup 21: VR, Quill &#038; the Renaissance of Real-Time Storytelling</title>
		<link>https://digitalproduction.com/2025/10/14/td-meetup-21-vr-quill-the-renaissance-of-real-time-storytelling/</link>
		
		<dc:creator><![CDATA[Alexander Richter]]></dc:creator>
		<pubDate>Tue, 14 Oct 2025 10:00:23 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Podcast & more]]></category>
		<category><![CDATA[21 Artist Show]]></category>
		<category><![CDATA[Alexander Richter]]></category>
		<category><![CDATA[Alexander Richter TD]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Animationsinstitut]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Dan Franke]]></category>
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		<category><![CDATA[Meta Quest]]></category>
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		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[Quill]]></category>
		<category><![CDATA[Quill VR]]></category>
		<category><![CDATA[real-time previsualization]]></category>
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		<category><![CDATA[TD Meetup]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/YTDown.com_YouTube_How-VR-Supercharges-Animation-Previz-T_Media_uP15LA_zZ2w_001_1080p.mp4_000017.634.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A detailed butterfly with vibrant blue wings perched on a flower in a lush green environment. On the screen, software tools and timelines for digital animation are displayed, with a person wearing a VR headset visible as they work on the project." /></div><div><p>At TD Meetup #21, Dan Franke showed how Quill VR lets you literally paint, animate, and pivot scenes in real time—no rig, just hand and headset.</p>
<p>The post <a href="https://digitalproduction.com/2025/10/14/td-meetup-21-vr-quill-the-renaissance-of-real-time-storytelling/">TD Meetup 21: VR, Quill & the Renaissance of Real-Time Storytelling</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/alexanderrrichter/">Alexander Richter</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/YTDown.com_YouTube_How-VR-Supercharges-Animation-Previz-T_Media_uP15LA_zZ2w_001_1080p.mp4_000017.634.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A detailed butterfly with vibrant blue wings perched on a flower in a lush green environment. 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<p class="wp-block-paragraph">When I opened the <a title="" href="https://www.youtube.com/watch?v=uP15LA_zZ2w">TD Meetup 21</a>, I asked a simple question: “<em>Why talk about virtual reality again?</em>” </p>



<p class="wp-block-paragraph">A few years ago VR was everywhere – headsets, conferences, demos, hype – but it quietly faded into the background when projects stalled and the novelty wore off. At the same time, I’ve seen steady progress: VR now serves as a practical, cost-saving tool for architecture, design, visualisation and increasingly for our industry of VFX and animation.</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/uP15LA_zZ2w?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">I recall first meeting <a title="" href="https://danfranke.com/">Dan Franke</a> (<a title="" href="https://www.instagram.com/d.animator/?hl=en">Instagram</a>) at the FMX 2025, where his VR artworks reignited my interest. His work in <a href="https://quill.art/">Quill VR</a> showed that virtual reality can be more than a viewing device; it can be a creative environment. For previsualisation, VR allows directors and supervisors to plan set extensions and camera movement directly inside a 3D world. For artists, it allows sculpting and painting in a space that feels natural, intuitive, and immediate and for audiences, it redefines immersion, especially in documentary or experiential content such as the Fukushima 360° recordings. My goal for the evening was to let Dan demonstrate that potential in action and to remind our technical community that VR is not gone – it has simply grown up.</p>



<h2 id="who-is-dan-franke-from-student-to-vr-pioneer" class="wp-block-heading">Who Is Dan Franke – From Student to VR Pioneer</h2>



<p class="wp-block-paragraph">Dan traced his path from his days as a CG generalist sculpting aliens in <a href="https://www.maxon.net/en/zbrush">ZBrush</a>, to discovering his passion for direction and storytelling. During his studies at the <a href="https://animationsinstitut.de/en/">Animationsinstitut</a>, he created a 2D short film that confirmed his interest in animation. Later, as a co-director on the children’s series <em><a href="http://www.studiosoi.com/blog/petzi-about-to-enter-the-sea/">Petzi</a></em> at <a href="https://www.studiosoi.de/">Studio Soi</a>, he learned the realities of production management and communication. Dan described that time with a laugh: “<em>I was a student with imposter syndrome, surrounded by world-class animators, suddenly telling them what to do.</em>”</p>



<p class="wp-block-paragraph">That experience taught him not only humility but also efficiency. Big projects require coordination, teams, and budgets – luxuries students rarely have. So he began searching for tools that could give him independence, something that let a small team or even a single artist, produce complex animation on their own terms.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/How-VR-Supercharges-Animation-Previz-_-TD-Meetup-21-YouTube-0-11-55.jpeg?resize=1200%2C675&quality=80&ssl=1"  alt="A vibrant digital artwork of a lush green landscape featuring a waterfall surrounded by colorful foliage and twisted tree roots. In the foreground, a person is holding a drink, interacting with the artwork."  class="wp-image-208844" ></figure>



<h2 id="the-moment-dan-discovered-quill" class="wp-block-heading">The Moment Dan Discovered Quill</h2>



<p class="wp-block-paragraph">Dan’s turning point came when he discovered Quill, then being developed at Oculus Story Studio by <a href="https://www.goro.art/" title="">Goro Fujita</a> and <a href="https://iquilezles.org/" title="">Inigo Quilez</a>. The tool allowed painting and animating directly in 3D space inside VR. When he saw early demos of artists sketching in volumetric space, he realised he needed to try it.</p>



<p class="wp-block-paragraph">By coincidence, only a week later Goro came to Dan’s university for the first public Quill workshop. Within two days Dan had learned the basics. One day later he produced his first 3D painting entirely in Quill. He described the revelation: Quill is essentially <em>Photoshop in three dimensions</em>, where you can paint brush strokes that exist in space and then animate them in real time.</p>



<p class="wp-block-paragraph">Because the Quill community was small at the time, Dan’s early experiments quickly gained attention on Facebook groups and later on Discord. That visibility led to collaborations on major VR projects, connecting him to studios and other artists pushing the same frontier.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/YTDown.com_YouTube_How-VR-Supercharges-Animation-Previz-T_Media_uP15LA_zZ2w_001_1080p.mp4_001353.101.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital art collage featuring four imaginative scenes of creative spaces. The top left has an artistic tree surrounded by sketches, the top right shows a cozy workspace with portraits, the bottom left depicts a person drawing at a cluttered desk, and the bottom right features a whimsical structure resembling a machine."  class="wp-image-208843" ></figure>



<h2 id="early-projects-namoo-tales-from-soda-island-and-studio-syro" class="wp-block-heading">Early Projects: <em>Namoo</em>, <em>Tales from Soda Island</em> and Studio Syro</h2>



<p class="wp-block-paragraph">One of Dan’s first significant productions was <em><a href="https://youtu.be/F_hnGGig46g?si=AMg2w2VkBC3f1yeW">Namoo</a></em>, directed by Oscar-nominated filmmaker Eric O. The piece, both a VR experience and a 2D short, was built by a small team that included former Pixar and Disney artists. Dan’s contribution was painting and animating the environments entirely in Quill. Every tree, branch, and memory sequence in <em>Namoo</em> was handcrafted in volumetric brush strokes rather than traditional geometry.</p>



<p class="wp-block-paragraph">After <em>Namoo</em>, Dan and a collective of Quill artists pitched an experimental concept to Meta: a world built of music, colour, and tiny creatures, inspired by the label Soda Island. Meta funded the idea, and <em>Tales from Soda Island</em> became the first full VR series created entirely in VR. The group formed <strong><a href="https://studiosyro.com/" title="">Studio Syro</a></strong> (<a href="https://www.instagram.com/studiosyro/?hl=en" title="">Instagram</a>), a distributed studio that operated remotely during the pandemic and didn’t meet physically until years later.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/YTDown.com_YouTube_How-VR-Supercharges-Animation-Previz-T_Media_uP15LA_zZ2w_001_1080p.mp4_001632.916.png?resize=1200%2C675&quality=72&ssl=1"  alt="A vibrant, animated scene of Soda Island with whimsical creatures, trees, and colorful islands, set against a pastel sky. The title &quot;Tales From Soda Island&quot; is prominently displayed in pink. A man in a headset is visible in a small corner, engaging with the scene."  class="wp-image-208834" ></figure>



<p class="wp-block-paragraph">Dan directed the first three of seven episodes, each more technically ambitious than the last. In the beginning, he still thought in 2D, using storyboards and fixed “cameras.” By the second episode, moving through full 360° space, he realised that traditional storyboarding didn’t fit VR storytelling. He had to adapt.</p>



<p class="wp-block-paragraph">He recalled following Einstein’s quote: <em>“Everyone knew it was impossible until a fool who didn’t know came along and just did it.”</em> Dan chose to ignore established VR conventions and invented his own film language by borrowing timing and rhythm from 2D cinema but applying them in a 3D world.</p>



<p class="wp-block-paragraph">As production evolved, Studio Syro discovered that Quill could replace much of the previsualisation pipeline. They began creating layouts, camera moves, and storyboards directly in VR. The approach combined storyboarding, animatic, and previs in a single tool, accelerating iteration and improving communication across the team.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/YTDown.com_YouTube_How-VR-Supercharges-Animation-Previz-T_Media_uP15LA_zZ2w_001_1080p.mp4_000017.634-1.png?resize=1200%2C675&quality=72&ssl=1"  alt="A colorful blue butterfly with large wings perched on a pink flower surrounded by greenery. In the foreground, a digital interface displays animation tools, while a person wearing a virtual reality headset is shown in a small frame."  class="wp-image-208838" ></figure>



<h2 id="quill-techniques-in-practice" class="wp-block-heading">Quill Techniques in Practice</h2>



<p class="wp-block-paragraph">When Dan switched to live demonstration mode during the meetup, the chat went silent. We all watched a butterfly appear in front of him – a cloud of brush strokes grouped into parts. He grabbed one wing by its pivot, moved it in real time and Quill recorded the motion. There was no rig, no keyframes, no constraints. Just his hand and the headset tracking every nuance.</p>



<p class="wp-block-paragraph">He explained that the technique relies on simple grouping and pivot placement: Once you define the hinge point, you can record your hand motions as animation data. The result looks organic because it <em>is</em> organic. Human motion captured directly as a brush movement.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/YTDown.com_YouTube_How-VR-Supercharges-Animation-Previz-T_Media_uP15LA_zZ2w_001_1080p.mp4_000042.025.png?resize=1200%2C675&quality=72&ssl=1"  alt="A vibrant blue butterfly perched on a pink flower, surrounded by green foliage. In the background, various digital editing tools are displayed on a screen, while a person wearing a VR headset is visible in a window, interacting with the software."  class="wp-image-208837" ></figure>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow">
<p class="wp-block-paragraph"><em>“I animate the wing by grabbing it and rotating it in real time. No rig involved – just grouping and recording my hand motion.”</em></p>
</blockquote>



<p class="wp-block-paragraph">In another scene, he built a stylised water effect: Creating an empty layer, looping frames, painting fluid motion stroke by stroke and using the grab tool to distort the surface. He described how easy it was to “make it rain” in Quill by simply painting downward strokes and looping them.</p>



<p class="wp-block-paragraph">Later, he opened visuals from a project for music artist <a href="https://www.instagram.com/badbunnypr">Bad Bunny</a>, showing psychedelic stage graphics created entirely with painted animations in Quill. Clouds, waves, and surreal textures moved fluidly, achieved by layering and distorting rotating spheres and painted strokes. Watching him deform shapes live felt closer to sculpting clay than editing polygons.</p>



<p class="wp-block-paragraph">Dan emphasised that Quill rewards improvisation. You paint one small detail, duplicate it, rearrange it and soon the space fills into a world. It’s procedural, but handmade. An artist’s version of Houdini logic.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/YTDown.com_YouTube_How-VR-Supercharges-Animation-Previz-T_Media_uP15LA_zZ2w_001_1080p.mp4_003847.721.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital painting showcasing various shades of green grass, rocks, and small wildflowers on a gray background. In the corner, a small window reveals a person wearing a headset, engaged in a creative activity."  class="wp-image-208839" ></figure>



<h2 id="quill-as-previsualisation-tool" class="wp-block-heading">Quill as Previsualisation Tool</h2>



<p class="wp-block-paragraph">To show how Quill functions as a previs system, Dan built a miniature tunnel scene from scratch. He painted simple grey strokes to form walls and ceiling, duplicated them for depth, then added colour and placed a camera. A rough character shape followed; a black silhouette with a stick weapon.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/YTDown.com_YouTube_How-VR-Supercharges-Animation-Previz-T_Media_uP15LA_zZ2w_001_1080p.mp4_004021.287.png?resize=1200%2C675&quality=72&ssl=1"  alt="A person wearing a virtual reality headset interacts with software tools displayed in the air, alongside colorful visual elements of a lush forest environment. The interface includes project management features and timelines."  class="wp-image-208840" ></figure>



<p class="wp-block-paragraph">He then activated record mode, grabbed the character, and moved it through the space while looking through the camera view. The animation was recorded instantly. Within seconds, he had a readable scene: The character walks forward, pauses, then reacts to falling rocks that he painted in next. The result looked crude yet expressive enough to read the motion, staging and timing.</p>



<p class="wp-block-paragraph">Dan pointed out that such iterations would normally require drawing, editing, compositing, and re-timing across several programs. In Quill, it happens in one continuous creative act. That immediacy, he argued, shortens iteration loops and encourages experimentation.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/YTDown.com_YouTube_How-VR-Supercharges-Animation-Previz-T_Media_uP15LA_zZ2w_001_1080p.mp4_010644.370.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital artist demonstrating a 3D model of a stylized skull with glowing orange eyes in Blender. The artist appears engaged, sitting at a computer with dual monitors and design tools visible on the desk."  class="wp-image-208841" ></figure>



<h2 id="integrating-quill-into-the-pipeline" class="wp-block-heading">Integrating Quill into the Pipeline</h2>



<p class="wp-block-paragraph">After the demos, Dan addressed a question many TDs were waiting for: How does this fit into existing pipelines? Quill, he explained, can export geometry and animation as FBX, OBJ, or Alembic files. Those can be imported into Maya, Blender or Houdini. Because Quill’s geometry is built from individual brush strokes, the surfaces are not watertight meshes; lighting them directly reveals visible edges. For that reason, Quill output is best used for stylised effects, abstract backgrounds, or reference geometry rather than production models.</p>



<p class="wp-block-paragraph">Nevertheless, it can serve as an excellent art-direction tool. Effects departments can import Quill volumes as timing and motion references or even as collision shapes for simulations. Dan also mentioned upcoming work on integrating Quill-like tools into Blender via the new <strong>Grease Pencil VR</strong> prototype. Such integration could make these workflows accessible to more artists and, importantly, open to scripting and extensions.</p>



<p class="wp-block-paragraph">I added that this is precisely where technical directors come in. New tools often lack the surrounding infrastructure: exporters, optimisers, render bridges. A TD’s role is to evaluate these technologies, write the missing connectors, and make them usable for the rest of the team.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/YTDown.com_YouTube_How-VR-Supercharges-Animation-Previz-T_Media_uP15LA_zZ2w_001_1080p.mp4_002845.591.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital artwork display featuring three panels: the left shows a futuristic tower on a desert landscape under a blue sky, the center depicts a serene waterfall surrounded by lush greenery, and the right illustrates an imaginative scene with a figure in a flowing gown amidst swirling colors."  class="wp-image-208842" ></figure>



<h2 id="audience-qa-highlights" class="wp-block-heading">Audience Q&A Highlights</h2>



<p class="wp-block-paragraph">When the Q&A opened, the questions came quickly. One attendee asked how long he can work in VR before fatigue sets in. Dan said it varies widely between people. During his workshops, newcomers sometimes need a day to adjust, but he personally can work ten to twelve hours in Quill without issue. Early in his career he trained himself by playing VR flight games, performing barrel rolls to eliminate motion sickness. Then he laughed and admitted he once fell asleep wearing the headset and woke up still inside the virtual space – a surreal experience he does not recommend.</p>



<p class="wp-block-paragraph">Another participant asked whether Quill supports painting over live video. Dan explained that you can import footage as layers, remove alpha channels, and paint directly over them. His <em>Arcane</em> reel used this method: He filmed his hands on green screen, composited the footage inside Quill and drew the environment around it.</p>



<p class="wp-block-paragraph">A third question concerned hardware. Dan recommended Meta Quest headsets, specifically the Quest 2, 3, or lightweight 3S, as ideal for Quill. Even older Oculus Rifts still function, though with poorer optics. He added that Quill runs smoothly on mid-range PCs or even laptops; high-end GPUs are not mandatory.</p>



<p class="wp-block-paragraph">Finally, someone asked how technical Quill is to operate. Dan described it as “the least technical software I’ve ever used.” With only a few controller buttons to memorise, the barrier to entry is low. Within two days of workshops, most students forget the buttons entirely and focus on creation. But integrating Quill into a production pipeline is another story: Depending on project complexity, a studio may need an import/export script, shaders or performance tools. He recommended that TDs interested in supporting Quill learn basic Python scripting to build these bridges.</p>



<h2 id="quill-in-production-contexts" class="wp-block-heading">Quill in Production Contexts</h2>



<p class="wp-block-paragraph">At that point I asked Dan to imagine returning to <em>Petzi</em> and directing a new season. Would he use Quill purely for previs or even for final output? He replied that for <em>Petsy</em>, Quill would excel in the early stages like storyboarding, layout, animatic, and camera blocking. The advantage lies in speed: Directors can test ideas directly without waiting for new drawings.</p>



<p class="wp-block-paragraph">For final production, Quill could contribute stylised effects like smoke, rain, splashes, painterly transitions but likely not main characters. The stroke-based meshes show seams under realistic lighting. However, he added that exporting animated Quill volumes as Alembic can serve as perfect guides for effects artists, giving them a timed and shaped reference for further simulation.</p>



<p class="wp-block-paragraph">I agreed. Productions often struggle to communicate <em>tone</em> and <em>feeling</em> from 2D concept to 3D execution. VR sketching bridges that gap by letting everyone see and feel scale, movement and atmosphere directly. A line drawing leaves room for interpretation; a spatial sketch shows intent.</p>



<h2 id="reflections-and-takeaways" class="wp-block-heading">Reflections and Takeaways</h2>



<p class="wp-block-paragraph">After nearly two hours of live painting, animation, and discussion, I took a step back. Watching Dan work made it clear that Quill sits at a fascinating intersection of art and technology. It reintroduces immediacy to digital production: The artist’s gesture becomes motion, not data entry.</p>



<p class="wp-block-paragraph">The implications for production are tangible. In early design and previs, VR tools can compress the time between idea and validation. A director or TD can sketch in space, test pacing, iterate on blocking and hand off to layout or animation without traditional bottlenecks.</p>



<p class="wp-block-paragraph">Equally important, these tools demand new types of collaboration. Technical artists need to connect them to render pipelines, while creatives need to understand what they can ask from them. Quill proves that the two roles of artist and technologist are no longer separate worlds but overlapping disciplines.</p>



<h2 id="whats-next-and-how-to-join" class="wp-block-heading">What’s Next and How to Join</h2>



<p class="wp-block-paragraph"><a href="https://www.alexanderrichtertd.com/td-meetup">TD Meetup</a> continues monthly. The next session will tackle <strong><a href="https://youtu.be/OGE-tD6KdmE?si=WMgeF6xqlRcB979b">Python Challenges</a></strong>, focusing on automation and problem-solving for real production pipelines. If you would like to join future events, visit <a title="" href="https://www.alexanderrichtertd.com/td-meetup">td-meetup</a> and register. Recordings of previous sessions, including Dan’s full Quill demo, are available on the <a title="" href="https://www.youtube.com/playlist?list=PL-w9PpezTv9uaAFpcA-Q8kC5_VmF6u2S4">TD Meetup YouTube playlist</a>.</p>



<p class="wp-block-paragraph">Dan’s <strong>VR Painting Foundations Course</strong> is available at <a href="https://vrpaintingcourse.com">vrpaintingcourse.com</a>, where he teaches Quill basics and advanced VR animation techniques. For those wanting to experiment, Quill itself can be found at <a href="https://quill.art" title="">quill.art</a>, and <a href="https://www.meta.com/de/en/quest/" title="">Meta Quest</a> (Facebook-Login Required?) hardware details are listed at <a href="https://www.meta.com/de/en/quest/">meta.com</a>.</p>



<h2 id="final-thoughts" class="wp-block-heading">Final Thoughts</h2>



<p class="wp-block-paragraph">The <a href="https://www.alexanderrichtertd.com/post/contract-negotiation-td-meetup">TD Meetup 21</a> reminded us that VR is far from dead. Tools like Quill demonstrate that immersive creation is not a gimmick but a workflow accelerator. Dan Franke’s live session showed how real-time painting and animation can merge art, direction, and technical design into one fluid process.</p>



<p class="wp-block-paragraph">As we move into an era dominated by AI tools, his closing comment resonated: VR remains the most human form of digital creation. It captures not the machine’s interpretation, but the artist’s hand. Watching him animate by literally waving his hand in the air, I thought: This is where technology feels alive again.</p>



<p class="wp-block-paragraph">See you at the next Meetup, <br />Alex </p>



<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/2025/10/14/td-meetup-21-vr-quill-the-renaissance-of-real-time-storytelling/">TD Meetup 21: VR, Quill & the Renaissance of Real-Time Storytelling</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/alexanderrrichter/">Alexander Richter</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
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<post-id xmlns="com-wordpress:feed-additions:1">208827</post-id>	</item>
		<item>
		<title>TD-Meetup: Join us live, we talk about how VR Speeds Up Animation &#038; Previz!</title>
		<link>https://digitalproduction.com/2025/09/09/virtual-reality-how-vr-speeds-up-animation-previz-event/</link>
		
		<dc:creator><![CDATA[Alexander Richter]]></dc:creator>
		<pubDate>Tue, 09 Sep 2025 12:42:59 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D animation]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Dan Franke]]></category>
		<category><![CDATA[immersive animation]]></category>
		<category><![CDATA[Namoo]]></category>
		<category><![CDATA[previs workflows]]></category>
		<category><![CDATA[Quill VR]]></category>
		<category><![CDATA[Realtime]]></category>
		<category><![CDATA[Spacelime Studios]]></category>
		<category><![CDATA[Studio Syro]]></category>
		<category><![CDATA[Tales from Soda Island]]></category>
		<category><![CDATA[virtual reality production VFX]]></category>
		<category><![CDATA[VR]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=199971</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/09/21-Virtual-Reality1.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A person wearing a virtual reality headset and holding a controller, smiling while posing against a dark background with text reading 'VIRTUAL REALITY' and additional details about an event." /></div><div><p>VR meets previs: Dan Franke shows how Quill VR fuels storytelling and rapid 3D iteration at the TD Meetup this thursday!</p>
<p>The post <a href="https://digitalproduction.com/2025/09/09/virtual-reality-how-vr-speeds-up-animation-previz-event/">TD-Meetup: Join us live, we talk about how VR Speeds Up Animation & Previz!</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/alexanderrrichter/">Alexander Richter</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/09/21-Virtual-Reality1.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="A person wearing a virtual reality headset and holding a controller, smiling while posing against a dark background with text reading 'VIRTUAL REALITY' and additional details about an event." /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":598,"href":"https:\/\/www.alexanderrichtertd.com\/td-meetup","archived_href":"http:\/\/web-wp.archive.org\/web\/20250909152256\/https:\/\/www.alexanderrichtertd.com\/td-meetup","redirect_href":"","checks":[{"date":"2025-12-27 14:44:40","http_code":200},{"date":"2026-01-08 21:02:55","http_code":200},{"date":"2026-01-11 22:26:12","http_code":200},{"date":"2026-01-16 16:49:01","http_code":503},{"date":"2026-01-21 21:23:06","http_code":200},{"date":"2026-02-09 02:22:04","http_code":200},{"date":"2026-02-16 18:52:06","http_code":200},{"date":"2026-03-03 21:07:40","http_code":200},{"date":"2026-03-11 05:14:20","http_code":200},{"date":"2026-03-15 02:53:47","http_code":200},{"date":"2026-03-26 12:26:09","http_code":200},{"date":"2026-04-03 01:31:46","http_code":200},{"date":"2026-04-09 10:13:17","http_code":200},{"date":"2026-04-12 23:16:32","http_code":200},{"date":"2026-04-22 19:20:07","http_code":200},{"date":"2026-05-02 18:16:08","http_code":200},{"date":"2026-05-06 19:57:18","http_code":200}],"broken":false,"last_checked":{"date":"2026-05-06 19:57:18","http_code":200},"process":"done"},{"id":797,"href":"https:\/\/danfranke.myportfolio.com","archived_href":"http:\/\/web-wp.archive.org\/web\/20250909152224\/https:\/\/danfranke.myportfolio.com\/","redirect_href":"","checks":[{"date":"2025-12-27 16:17:56","http_code":206}],"broken":false,"last_checked":{"date":"2025-12-27 16:17:56","http_code":206},"process":"done"}]</script>
<p class="wp-block-paragraph"><strong>Virtual Reality is slowly becoming part of our reality, from video games and visualizations to art.</strong> Dan Franke is a VR storyteller who creates games and VR experiences. He talks about how VR can be used in your career and productions during our <a href="https://www.alexanderrichtertd.com/td-meetup" target="_blank" rel="noopener" title="">TD Meetup event</a>.</p>



<p class="wp-block-paragraph"><a href="https://danfranke.myportfolio.com" target="_blank" rel="noopener" title="">Dan Franke</a> will take you inside his creative process and show you how he uses Quill VR to craft immersive VR stories and turn ideas into visuals at lightning speed. He will explain how these techniques can be seamlessly incorporated into traditional 3D animation and previs workflows, making them a powerful tool for rapid iteration and creative problem solving.</p>



<h3 id="about-dan" class="wp-block-heading">About Dan </h3>



<p class="wp-block-paragraph">Dan Franke is a Stuttgart-based VR artist, director, and educator who swapped the safe roads of Porsche and TV gigs for the wilder ride of immersive storytelling, and he hasn’t looked back since. After film school at the Filmakademie Baden-Württemberg and co-directing a children’s series, he stumbled into Goro Fujita’s Quill workshop in 2018, had his “Eureka in 3D” moment, and basically decided never to touch polygons the boring way again. Since then, he’s co-founded Studio Syro, helped bring the first VR series <em>Tales from Soda Island</em> to life, led Quill artistry on projects like <em>Namoo</em>, and launched Spacelime Studios, where painting in VR looks suspiciously like playing around but somehow produces award-winning work. </p>



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font-family:Arial,sans-serif; font-size:14px; font-style:normal; font-weight:550; line-height:18px;">View this post on Instagram</div></div><div style="padding: 12.5% 0;"></div> <div style="display: flex; flex-direction: row; margin-bottom: 14px; align-items: center;"><div> <div style="background-color: #F4F4F4; border-radius: 50%; height: 12.5px; width: 12.5px; transform: translateX(0px) translateY(7px);"></div> <div style="background-color: #F4F4F4; height: 12.5px; transform: rotate(-45deg) translateX(3px) translateY(1px); width: 12.5px; flex-grow: 0; margin-right: 14px; margin-left: 2px;"></div> <div style="background-color: #F4F4F4; border-radius: 50%; height: 12.5px; width: 12.5px; transform: translateX(9px) translateY(-18px);"></div></div><div style="margin-left: 8px;"> <div style=" background-color: #F4F4F4; border-radius: 50%; flex-grow: 0; height: 20px; width: 20px;"></div> <div style=" width: 0; height: 0; border-top: 2px solid transparent; border-left: 6px solid #f4f4f4; border-bottom: 2px solid transparent; transform: translateX(16px) translateY(-4px) rotate(30deg)"></div></div><div style="margin-left: auto;"> <div style=" width: 0px; border-top: 8px solid #F4F4F4; border-right: 8px solid transparent; transform: translateY(16px);"></div> <div style=" background-color: #F4F4F4; flex-grow: 0; height: 12px; width: 16px; transform: translateY(-4px);"></div> <div style=" width: 0; height: 0; border-top: 8px solid #F4F4F4; border-left: 8px solid transparent; transform: translateY(-4px) translateX(8px);"></div></div></div> <div style="display: flex; flex-direction: column; flex-grow: 1; justify-content: center; margin-bottom: 24px;"> <div style=" background-color: #F4F4F4; border-radius: 4px; flex-grow: 0; height: 14px; margin-bottom: 6px; width: 224px;"></div> <div style=" background-color: #F4F4F4; border-radius: 4px; flex-grow: 0; height: 14px; width: 144px;"></div></div></a><p style=" color:#c9c8cd; font-family:Arial,sans-serif; font-size:14px; line-height:17px; margin-bottom:0; margin-top:8px; overflow:hidden; padding:8px 0 7px; text-align:center; text-overflow:ellipsis; white-space:nowrap;"><a href="https://www.instagram.com/reel/DMhD6UsooP7/?utm_source=ig_embed&utm_campaign=loading" style=" color:#c9c8cd; font-family:Arial,sans-serif; font-size:14px; font-style:normal; font-weight:normal; line-height:17px; text-decoration:none;" target="_blank">A post shared by Dan Franke • VR Artist (@d.animator)</a></p></div></blockquote><script type="wphb-delay-type" async src="//platform.instagram.com/en_US/embeds.js"></script></span>
</div></figure>



<h3 id="and-what-wil-happen-at-thetd-meetup" class="wp-block-heading">And what wil happen at theTD-Meetup? </h3>



<p class="wp-block-paragraph">Dan will also demonstrate how Quill’s capabilities can be integrated with <a href="https://digitalproduction.com/tag/maya/" title="Maya">Maya</a>, Blender or Houdini to extend into FX work. This session will transform your perception of VR, showing it not just as a medium to experience, but also as a powerful tool for creation.</p>



<p class="has-text-align-center wp-block-paragraph"><strong>Thursday, 11 September 2025 at 3 PM CET</strong></p>



<div class="wp-block-buttons is-content-justification-center is-layout-flex wp-container-core-buttons-is-layout-fe48e5de wp-block-buttons-is-layout-flex">
<div class="wp-block-button"><a class="wp-block-button__link wp-element-button" href="https://www.alexanderrichtertd.com/td-meetup">Sign up for our Virtual Reality event</a></div>
</div>



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



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/09/09/virtual-reality-how-vr-speeds-up-animation-previz-event/">TD-Meetup: Join us live, we talk about how VR Speeds Up Animation & Previz!</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/alexanderrrichter/">Alexander Richter</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
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<post-id xmlns="com-wordpress:feed-additions:1">199971</post-id>	</item>
		<item>
		<title>Adobe Substance 3D Reviewer</title>
		<link>https://digitalproduction.com/2025/08/06/adobe-substance-3d-reviewer/</link>
		
		<dc:creator><![CDATA[Günter Hagedorn]]></dc:creator>
		<pubDate>Wed, 06 Aug 2025 14:16:38 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[3D feedback tool]]></category>
		<category><![CDATA[Adobe]]></category>
		<category><![CDATA[CAD collaboration web tools]]></category>
		<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[design review]]></category>
		<category><![CDATA[Substance 3D Reviewer]]></category>
		<category><![CDATA[VR]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=196294</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/08/inspect_3d_modelsDI3GWOON.jpg?fit=1080%2C1080&quality=80&ssl=1" width="1080" height="1080" title="" alt="A vintage-style robot toy with a red and silver design, featuring two eyes, a mouth, and wheels for feet, displayed on a light gray background. Highlighted by blue and colored outlines." /></div><div><p>dobe’s Substance 3D Reviewer enables immersive, cross‑platform 3D feedback in VR and browser. Browser‑based tools such as Autodesk Viewer and Sibe support non‑Adobe workflows.</p>
<p>The post <a href="https://digitalproduction.com/2025/08/06/adobe-substance-3d-reviewer/">Adobe Substance 3D Reviewer</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gh/">Günter Hagedorn</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/2025/08/inspect_3d_modelsDI3GWOON.jpg?fit=1080%2C1080&quality=80&ssl=1" width="1080" height="1080" title="" alt="A vintage-style robot toy with a red and silver design, featuring two eyes, a mouth, and wheels for feet, displayed on a light gray background. Highlighted by blue and colored outlines." /></div><div><script type='application/json' class='__iawmlf-post-loop-links'>[{"id":1077,"href":"https:\/\/reviewer.substance3d.adobe.com","archived_href":"http:\/\/web-wp.archive.org\/web\/20251022063150\/https:\/\/reviewer.substance3d.adobe.com\/","redirect_href":"","checks":[{"date":"2025-12-27 17:04:05","http_code":206},{"date":"2026-01-02 08:48:03","http_code":206},{"date":"2026-01-15 14:40:19","http_code":206},{"date":"2026-01-22 06:48:09","http_code":206},{"date":"2026-01-31 23:57:52","http_code":206},{"date":"2026-02-06 17:10:35","http_code":206},{"date":"2026-02-13 14:04:35","http_code":206},{"date":"2026-02-19 00:36:24","http_code":206},{"date":"2026-02-22 06:55:37","http_code":206},{"date":"2026-02-25 22:32:32","http_code":206},{"date":"2026-03-13 00:39:01","http_code":206},{"date":"2026-03-18 15:10:53","http_code":206},{"date":"2026-03-24 03:08:25","http_code":206},{"date":"2026-04-01 10:46:41","http_code":206},{"date":"2026-04-08 11:59:32","http_code":206},{"date":"2026-04-16 02:30:52","http_code":206},{"date":"2026-04-24 19:53:09","http_code":206}],"broken":false,"last_checked":{"date":"2026-04-24 19:53:09","http_code":206},"process":"done"},{"id":1078,"href":"https:\/\/blog.adobe.com\/en\/publish\/2025\/08\/14\/new-substance-3d-reviewer-from-adobe-meta-reimagines-design-reviews","archived_href":"http:\/\/web-wp.archive.org\/web\/20251026064020\/https:\/\/blog.adobe.com\/en\/publish\/2025\/08\/14\/new-substance-3d-reviewer-from-adobe-meta-reimagines-design-reviews","redirect_href":"","checks":[{"date":"2025-12-27 17:04:07","http_code":200},{"date":"2026-01-02 08:48:02","http_code":200},{"date":"2026-01-15 14:40:23","http_code":200},{"date":"2026-01-22 06:48:17","http_code":200},{"date":"2026-01-31 23:57:53","http_code":200},{"date":"2026-02-06 17:11:06","http_code":200},{"date":"2026-02-13 15:06:38","http_code":200},{"date":"2026-02-24 01:53:23","http_code":200},{"date":"2026-03-13 00:39:03","http_code":200},{"date":"2026-03-18 15:11:05","http_code":200},{"date":"2026-03-24 03:09:06","http_code":200},{"date":"2026-04-01 10:46:44","http_code":200},{"date":"2026-04-08 12:00:10","http_code":200},{"date":"2026-04-16 02:30:56","http_code":200}],"broken":false,"last_checked":{"date":"2026-04-16 02:30:56","http_code":200},"process":"done"},{"id":1079,"href":"https:\/\/helpx.adobe.com\/substance-3d-reviewer.html","archived_href":"http:\/\/web-wp.archive.org\/web\/20250912053429\/https:\/\/helpx.adobe.com\/substance-3d-reviewer.html","redirect_href":"","checks":[{"date":"2025-12-27 17:04:12","http_code":503},{"date":"2026-01-02 08:48:06","http_code":503},{"date":"2026-01-15 14:40:27","http_code":503},{"date":"2026-01-22 06:48:21","http_code":503},{"date":"2026-01-31 23:57:56","http_code":503},{"date":"2026-02-06 17:11:11","http_code":503},{"date":"2026-02-13 15:06:42","http_code":503},{"date":"2026-02-24 01:53:27","http_code":503},{"date":"2026-03-13 00:39:06","http_code":503},{"date":"2026-03-18 15:11:09","http_code":503},{"date":"2026-03-24 03:09:10","http_code":503},{"date":"2026-04-01 10:46:48","http_code":503},{"date":"2026-04-08 12:00:14","http_code":503},{"date":"2026-04-16 02:30:56","http_code":503}],"broken":true,"last_checked":{"date":"2026-04-16 02:30:56","http_code":503},"process":"done"}]</script>
<p class="wp-block-paragraph"><a href="https://reviewer.substance3d.adobe.com/" title="">Substance 3D Reviewer </a>accepts a wide range of standard 3D file formats: OBJ, FBX, glTF/GLB, USD, and STEP are officially supported. It also provides experimental import for CAD and industrial formats such as DXF, JT, and CATIA files, but <a href="https://digitalproduction.com/tag/adobe/" title="Adobe">Adobe </a>warns that results may vary. Models can be uploaded up to 500 MB in size, though Adobe recommends reducing assets to around 3 MB for optimal performance after automated optimisation. Textures are limited to 2048×2048 px resolution, and only static assets are supported—no skeletal animation, rigged poses, or vertex deformation can be reviewed. If animated content must be shared, Adobe advises freezing the model into a static pose.</p>



<figure class="wp-block-embed is-type-rich is-provider-embed-handler wp-block-embed-embed-handler"><div class="wp-block-embed__wrapper">
<div style="width: 640px;" class="wp-video"><video class="wp-video-shortcode" id="video-196294-1" width="640" height="360" preload="metadata" controls="controls"><source type="video/mp4" src="https://reviewer.substance3d.adobe.com/assets/mp4/landing_page_trailer.45BGYSYY.mp4?_=1" /><a href="https://reviewer.substance3d.adobe.com/assets/mp4/landing_page_trailer.45BGYSYY.mp4">https://reviewer.substance3d.adobe.com/assets/mp4/landing_page_trailer.45BGYSYY.mp4</a></video></div>
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<p class="wp-block-paragraph">The platform is not designed for detailed shader inspection or full DCC material fidelity. Reviewer is focused on holistic spatial assessment and real-scale design validation rather than pixel-perfect material evaluation. For artists used to complex shading graphs, advanced rendering pipelines, or heavy CAD assemblies, Reviewer’s performance and format limitations may prove restrictive.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/reviewer.substance3d.adobe.com/assets/jpg/collaborate_with_your_team.GY6R2W6R.jpg?w=1200&quality=80&ssl=1"  alt="https://reviewer.substance3d.adobe.com/assets/jpg/collaborate_with_your_team.GY6R2W6R.jpg" ></figure>



<h3 id="immersive-feedback-at-room-scale" class="wp-block-heading">Immersive feedback at room scale</h3>



<p class="wp-block-paragraph">Adobe’s <a href="https://blog.adobe.com/en/publish/2025/08/14/new-substance-3d-reviewer-from-adobe-meta-reimagines-design-reviews" title=""><strong>Substance 3D Reviewer</strong>, introduced on 14 August 2025</a>, allows teams to review 3D models at true 1:1 scale within both VR and web environments. I<a href="https://helpx.adobe.com/substance-3d-reviewer.html" title="">t was developed in partnership with Meta and optimised for Meta Quest headsets</a>. The tool enables spatially accurate design assessment, contextual understanding of form and ergonomics, and shared experiences across distances. Feedback can be delivered via voice or text pinned directly to model locations in real time or asynchronously.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/reviewer.substance3d.adobe.com/assets/jpg/leave_feedback_for_later.O6M3ECM5.jpg?w=1200&quality=80&ssl=1"  alt="https://reviewer.substance3d.adobe.com/assets/jpg/leave_feedback_for_later.O6M3ECM5.jpg" ></figure>



<h3 id="limitations-of-substance-3d-reviewer-in-high-end-workflows" class="wp-block-heading">Limitations of Substance 3D Reviewer in high-end workflows</h3>



<p class="wp-block-paragraph">The tool appears designed for static assets, meaning animated, rigged models must be “frozen” to enable review. Precise control over material channels, shader complexity, and version control integration is not yet confirmed. These omissions may limit its use in pipelines requiring granular inspection or DCC integration such as in VFX or advanced product visualisation.</p>



<h3 id="licensing-and-access-considerations" class="wp-block-heading">Licensing and access considerations</h3>



<p class="wp-block-paragraph"><strong>Substance 3D Reviewer</strong> is free to use; a complimentary Adobe ID suffices for access. Nevertheless, broader <strong>Substance 3D Collection</strong> tools—such as Sampler, Painter, or Designer—still require paid licenses or subscriptions. For studios that do not maintain a Creative Cloud plan, deployment of Reviewer may introduce divergence between tools used by reviewers and those available to asset creators.</p>



<h3 id="recommendation-for-production-adoption" class="wp-block-heading">Recommendation for production adoption</h3>



<p class="wp-block-paragraph">Substance 3D Reviewer offers a low-friction method for immersive design feedback in early review stages. Its strength lies in shared spatial understanding rather than pixel-perfect presentation. Teams should test whether their file formats, texture layouts, and scale expectations align with Substance Reviewer’s capabilities before integrating it into workflows. Substance 3D Reviewer should not be viewed as a complete replacement for high-end DCC tools but rather as a complementary review platform to accelerate alignment on form and spatial intent.</p>



<p class="wp-block-paragraph">For users without access to Substance 3D Reviewer—or lacking an Adobe subscription—several alternatives allow model reviews directly in the browser. <strong>Autodesk Viewer</strong> is a widely used free tool that supports both 2D drawings and 3D models in formats including AutoCAD, Revit, Fusion 360, and common 3D exchange types. It offers measurement, cross-section views, edge highlighting, annotation, animation playback, orbiting, and panoramic modes. However, its mobile interface is extremly limited, and it lacks advanced immersive or environmental features.</p>



<p class="wp-block-paragraph">Another web-centric option is <strong>Sibe</strong>, a cloud-based platform designed for secure sharing, review, proofing, and version control of 3D designs. It is oriented toward streamlined feedback workflows involving product managers, freelancers, or marketing teams needing quick commentary on design iterations.</p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/08/06/adobe-substance-3d-reviewer/">Adobe Substance 3D Reviewer</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/gh/">Günter Hagedorn</a>. </p></div>]]></content:encoded>
					
		
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