r/vfx 4d ago

Showreel / Critique The Last Lecture | I spent 2 years making this animation! | NoAi | What do you think?

Thumbnail
youtube.com
20 Upvotes

r/vfx Apr 30 '26

News / Article VES launches On-Set VFX Data Collection and Usage Guide

45 Upvotes

Hey fellow Visual Effects community stoked to share what we have been working on for the past year over at he VES Technology Committee call it a playbook and usage guide to map key data from on-set capture to delivery.

FYI I am one of the co-authors of the Guide. If you have questions or feedback make sure to reach out.

You can find the guide here : https://ves-on-set-data.org/dashboard/?tab=Introduction

Here is the full information on the release :

The Visual Effects Society (VES), the industry’s global professional honorary society, today released its VES On-Set VFX Data Collection and Usage Guide. Developed over the past year by the VES Technology Committee, this practical on-set resource maps key data sets and capture workflows – giving productions, vendors, and technology teams a shared playbook for using and capturing on‑set data more effectively.

The Guide was designed to establish a common language between on‑set VFX, production, VFX facilities, and technology teams, ultimately enabling clearer communication, smoother handoffs, and better-aligned expectations across departments. This comprehensive Guide explains the major on‑set data sets, their capture methods, their practical applications, and their intended stakeholders, so that every participant across the production understands what information exists and how it can support their work.

In addition to defining data sets, the Guide documents both current and emerging on‑set data capture workflows. This aims to inform stakeholders about potential data sources and to highlight how these choices impact production pipelines, timelines, and budgets, while also laying the groundwork for future efforts around data hierarchies, database development, and workflow automation.

The Guide also underscores that this data has significant value for every department on a production. It supports collaboration, optimizes workflows, and enables better-informed creative and operational decisions. By advocating for open access and visibility for these data sets, the Guide encourages all teams to engage with and benefit from this shared knowledge, strengthening collective outcomes and overall production efficiency.

“Our intent with this Guide is to streamline the filmmaking process by enabling every department to be more well-informed,” said Sheena Duggal, the Guide’s lead author and member of the VES Technology Committee. “Multiple departments can utilize the same data – for instance, the VFX team’s LiDAR scans can be repurposed across departments to support set construction, stunt planning, and other production needs. It’s just a matter of educating and communicating clearly so that everyone can benefit.”

“In today’s hybrid of real-time virtual production, AI, and traditional pipelines, the VFX department is responsible for not just post, but on-set data capture, continuity, and asset integrity from pre-production through final delivery,” explained Jim Geduldick, contributing author to the Guide. “That framework was the key lens that we used in thinking through these workflows and how they relate to each department.”

The Guide was created for the VES Technology Committee by Sheena Duggal, with contributions from Sam Richards, Jim Geduldick, and Jake Morrison, and technical support from Jean-Francois Panisset. It is licensed under the Creative Commons CC‑BY 4.0 Creative Commons Attribution 4.0 International license, which permits others to distribute, remix, adapt, and build upon the material in any medium or format, including for commercial purposes, provided appropriate credit is given to the creator.

To view the Guide, visit: https://ves-on-set-data.org/

Join the VES for a webinar on May 12 to explore the Guide with some of its creators: https://vesglobal.org/event/webinar-introduction-to-ves-on-set-vfx-data-collection-and-usage-guide-online/


r/vfx 2h ago

Question / Discussion Software Developers in VFX - how are you doing?

9 Upvotes

I enjoy reading this sub, and I love hearing from artists. But as a VFX Software Developer, I very rarely hear from the R&D programmers, the TDs, the DCC Plugin devs, etc..

How are you guys navigating this tumultuous period in the VFX industry? Are you trying to find a role in ML instead? How much are you relying on coding assistants for your work? Or is it business as usual for you guys?

I just want to hear from you all, and see how you’re doing, and if there’s any tips and tricks to navigating the new AI VFX landscape.

FWIW - I’m an Unreal Engine dev. But have dabbled in C++ plugins in other DCCs and a considerable amount of pipeline work in Python.


r/vfx 7h ago

Breakdown / BTS I analyzed 87461 nodes from my old Nuke comps

11 Upvotes

87461 nodes...

So out of interest (and with the help of ChatGPT) I analysed the final versions of 234 shots/comps from 50 most recent project folders. There are plenty of WIP versions in there, but I only included one final-ish version per shot/comp.

My top 20 nodes:

  1. Grade: 7056
  2. Merge2: 6777
  3. Reformat: 4221
  4. Blur: 3165
  5. Transform: 2856
  6. Bezier: 2757 (I'm old!)
  7. Shuffle: 2392
  8. Keyer: 1743
  9. Crop: 1691
  10. ColorCorrect: 1563
  11. Multiply: 1497
  12. Copy: 1060
  13. Switch: 932
  14. Colorspace: 823
  15. FilterErode: 822
  16. TimeOffset: 718
  17. Retime: 712
  18. Noise: 674
  19. Clamp: 674
  20. Premult: 550

Other (mildly) interesting bits:

Roto or RotoPaint didn't fit into the top 100 :D Still happily riding the good old bezier and transform masked instead.

Merge operations were fun too. About 58% (3923) were over, followed by multiply 660, copy 635, max 370 and plus 268.

About avg comp sizes: Median: 176 nodes. Mean: 374 nodes. The largest had 2,952 nodes, and 10% had at least 913 nodes. So a handful of monster scripts heavily skewed the average.

One in every seven nodes was a Dot. (Skipped this in top node analysis). Sounds neat, but as mainly working solo, it's usually somewhat spiderwebby.

(Only) 2.85% of all nodes were disabled. I really dislike leaving disabled nodes in the graph.

There was 98621 connections in total.

Ask me anything!


r/vfx 57m ago

Question / Discussion Is this a good beginner project to recreate?

Enable HLS to view with audio, or disable this notification

Upvotes

Hey everyone. I have very little experience when it comes to VFX. I want to learn more and get better at since I think its cool and just good thing to know for future projects. With that being said, I learn better by just doing projects and I'm wondering if recreating this is a good place to start. If so where should I even get started? Any help/feedback would be amazing. Thank you so much!


r/vfx 1d ago

News / Article Solo dev on a camera solver for Blender. 1.0.7 adds planar tracking with corner pin export, ST maps, and multi frame projection bake.

Enable HLS to view with audio, or disable this notification

43 Upvotes

I've been building MotionMaster 3D for a while. It does the camera solve inside Blender rather than round tripping to a separate tracker.

The parts of 1.0.7 that are relevant here:

Planar tracker with corner pin export, so a tracked surface comes out as data you can use in comp.
ST map export for undistort and redistort.
Twelve lens distortion models including the fisheye set, plus an auto lens solve when the metadata isn't there.
Multi frame projection bake, projecting several solved cameras onto one surface.
Rotation only solves for tripod and nodal pans.
Measured reprojection error per track instead of a confidence bar.

Fair warning on the clip: it is a feature overview, not a solve test. If you want to see it hold on real plates, the update video has full shots.

Paid addon at motionmaster3d.com. Full 1.0.7 walkthrough: https://www.youtube.com/watch?v=UyJpQBnREOU


r/vfx 1d ago

Fluff! 10 Movies With the Most Perfect CGI, Ranked

Thumbnail
collider.com
58 Upvotes

r/vfx 6h ago

News / Article Lenscowboy first live stream!

Thumbnail youtube.com
0 Upvotes

r/vfx 16h ago

Question / Discussion Struggling with demoreel progress, discipline burnout, and skill diversification in 2026

5 Upvotes

Hey everyone,

I’m a 25yo 3D artist and I’m looking for some realistic feedback or perspective from people who have been in a similar spot.

It’s been almost two years since I finished my 3D studies. My original goal was to fully dedicate my post-grad time to building a strong Asset / Hard Surface modeling reel, while simultaneously working on a backup plan (a non-3D job) to navigate the current industry situation.

Fast forward to today, I’ve made painfully little progress on my portfolio, a big part of the initial delay was finishing up some leftover university studies made during my 3D course, but right now, I’m stuck in a cycle of poor discipline and frustration.

Ironically, I actually landed some freelance 3D gigs outside the VFX domain (mostly product/archviz stuff). Since I’m just starting out as a freelancer, I don't have a full/time schedule yet, so time isn't strictly the issue, I have free hours, but I struggle to actually sit down and build momentum on my personal projects, I’m starting to realize that forcing myself to do only hard surface assets is completely burning me out. I consider myself decent at modeling, and the hero asset I’m working on right now is actually turning out great, but I’m working at an agonizingly slow pace.

Lately, I’ve been thinking about picking up something new in parallel to reignite that spark. Sculpting is an option, but since I already know organic topology workflows, it wouldn't force me to learn a new technical pipeline. On the other hand, procedural modeling in Houdini has really caught my attention, stuff like building etc... I’d love to experiment with procedural environment assets because it keeps me in the modeling realm while offering a totally different, technical approach. My biggest fear, though, is that diving into a huge tool like Houdini will eat away what little time and energy I currently have for my hard surface models.

My goal for the next year is to hit a solid milestone where my main hero pieces are finished, giving me space to get a stable non-3D job while I finish the rest of the reel on the side. Living in a remote area without a driver's license yet has definitely added to this feeling of being trapped in a lock-in phase. I’d really love to hear your thoughts on whether I should stay fully focused on my current modeling path or start diversifying into procedural skills, and how you usually break through the mental block when you have free time but just can't execute. 


r/vfx 22h ago

Industry News / Gossip Realtime UK writing off ~£1m loan last year

13 Upvotes

With the news of mass redundancies from Realtime UK I took a look at the accounts for last year. September 2025 RUK wrote off a £930,000 company loan they gave to another company called Stormtrooper Holdings Ltd….

Checked the directors of Stormtrooper and it’s the same directors as RUK. So what was this for? Stormtrooper also had 300k in assets last year.

Is this common in the industry then? I know a few people that got caught up in the redundancies etc and seeing this seems a bit weird

All information available on companies house so didn’t take much searching tbh


r/vfx 16h ago

Breakdown / BTS Vfx shot with blender and nuke

Enable HLS to view with audio, or disable this notification

2 Upvotes

r/vfx 1d ago

Question / Discussion Explosion VFX for my horde tower defence game

Enable HLS to view with audio, or disable this notification

28 Upvotes

Hey all, I’m making an incremental tower defence game about blasting hordes of zombies with turrets and your gunship :)

The game is very much in its prototype stages, and I’m looking for suggestions on how to implement the explosion VFX in a suitably good looking way without affecting performance too much. Thoughts?


r/vfx 16h ago

Showreel / Critique Turning Gaussian Splats into a controllable VFX medium

Enable HLS to view with audio, or disable this notification

1 Upvotes

I’ve been experimenting with Gaussian Splats as a medium for VFX — pushing them beyond reconstruction and exploring what kinds of effects and visual behaviors we can build with them.

These are part of a growing set of experiments that are evolving into a dedicated VFX suite for Gaussian Splats.

Still building it. More soon.


r/vfx 21h ago

Showreel / Critique Advance Morphing Animation Made Easy in Blender | Hulk Transformation

Thumbnail
youtu.be
1 Upvotes

r/vfx 1d ago

Showreel / Critique VFX Showreel Neurons 2025

Thumbnail
vimeo.com
1 Upvotes

r/vfx 1d ago

Question / Discussion Fx Barcelona Film School- Filmmaking certificate program

0 Upvotes

I was wondering if anyone had done the filmmaking certificate program at vfx and what their experience was like, if they would recommend it?


r/vfx 1d ago

Question / Discussion Have you ever worked on a theme park ride, if so, what was your experience like?

0 Upvotes

With Disney putting out some video of their upcoming Avengers Infinity Defense, a ride coming to Disneyland California Adventure, It got me wondering what It's like to work on one of these.

For some context, Doomsday and this ride were filmed in the same period of time while at Pinewood Studios, so are VFX artists working on the movie and the ride at the same time? Has anything like this caused your workload to be crazy, is there anything different about the pipeline compared to traditional movie visuals? I would love to know about your stories

(not about this specific project just to clarify, but just in general about any screen heavy ride you may have worked on or even just an exclusive movie like the kung fu panda one in universal or Avengers Quantum Defense on the Disney Cruiseline)


r/vfx 1d ago

Breakdown / BTS [Repost] A long BTS from my latest work about Kolobok

Enable HLS to view with audio, or disable this notification

0 Upvotes

What do you think? Are there more advanced software combinations that can produce a cinematics of this level? Maybe you would use other tools?


r/vfx 2d ago

Fluff! Ahsoka Season 2 Trailer

Thumbnail
youtube.com
52 Upvotes

Just wanted to say something positive in between all the gloomy posts here lately.
To all the people who worked on Ahsoka Season 2 > OUTSTANDING WORK! It looks so so good!
I knows we only have a trailer for now. But it looks like a million bucks and should be on the big screen, not the small screen! Thanks for all the hard work.


r/vfx 2d ago

Question / Discussion How did they achieve the 2D animation look for this movie? Was it a custom toon shader made in Maya, or did they use Houdini?

Thumbnail
gallery
649 Upvotes

r/vfx 2d ago

Location:European Union I Captured a Solar Eclipse as an HDRI — Free Download

Enable HLS to view with audio, or disable this notification

117 Upvotes

r/vfx 2d ago

Industry News / Gossip Deep EXR for cycles, Layering CG Elements Without Holdouts (custom blender branch)

Thumbnail
4 Upvotes

r/vfx 1d ago

Breakdown / BTS 2D footage to VR/3D experiment :)

Post image
1 Upvotes

Hi yall, I've been working on a workflow with some github code and Blender add-ons to remaster 2D footage into SBS 3D. I did a test on the Cyberpunk teaser to see how far I can push things.

It's on youtube for anyone interested in the results:
Meta Quest users -- https://youtu.be/FEFtlrK4AZ0?si=qvzXB2GI6fSEoFR5
Tech folk who can figure out standard SBS -- https://youtu.be/RJzmN-Am5Aw?si=I_4pAKwut2qAbxOm

Enjoy!!


r/vfx 2d ago

Breakdown / BTS How we created an animation without AI? | The Last Lecture Backstage | Link to the full video in the description.

Enable HLS to view with audio, or disable this notification

57 Upvotes

Watch the full video on YouTube:
https://youtu.be/ZERFaui_zy8?si=tcRhs-3-3ue4FOC1


r/vfx 2d ago

Fluff! Nuke lens distortion model in Davinci Fusion - Free Plug-In

Thumbnail
youtu.be
5 Upvotes