r/vfx • u/kartikgsniderj • 8h ago
Question / Discussion 2.0 - better hard matte and previz keyer
r/vfx • u/ZiggyisStarman • Apr 30 '26
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 • u/axiomatic- • Mar 15 '25
We've been getting a lot of posts asking about the state of the industry. This post is designed to give you some quick information about that topic which the mods hope will help reduce the number of queries the sub receives on this specific topic.
As of early 2025, the VFX industry has been through a very rough 18-24 months where there has been a large contraction in the volume of work and this in turn has impacted hiring through-out the industry.
Here's why the industry is where it is:
The combination of all of this resulted in a loss of a lot of VFX jobs, the closing of a number of VFX facilities and large shifts in work throughout the industry.
The question is, what does this mean for you?
Here's my thoughts on what you should know if you're considering a long term career in VFX:
Work in the VFX Industry is still valid optional to choose as a career path but there are some caveats.
Before you jump in, you should know that VFX is likely to be a very competitive and difficult industry to break into for the foreseeable future.
If you're interested in any highly competitive career then you have to really want it, and it would also be a smart move to diversify your education so you have flexibility while you work to make your dream happen.
While some people find nice stable jobs a lot of VFX professionals don't find easy stability like some careers.
Because a future career in VFX is both competitive and pretty unstable, I think you should be wary of spending lots of money on expensive specialty schools.
With all of that said VFX can be a wonderful career.
It's full of amazing people and really challenging work. It has elements of technical, artistic, creative and problem solving work, which can make it engaging and fulfilling. And it generally pays pretty well precisely because it's not easy. It's taken me all over the world and had me meet amazing, wonderful, people (and a lot of arseholes too!) I love the industry and am thankful for all my experiences in it!
But it will challenge you. It will, at times, be extremely stressful. And there will be days you hate it and question why you ever wanted to do this to begin with! I think most jobs are a bit like that though.
In closing I'd just like to say my intent here is to give you both an optimistic and also restrained view of the industry. It is not for everyone and it is absolutely going to change in the future.
Some people will tell you AI is going to replace all of us, or that the industry will stangle itself and all the work will end up being done by sweat shops in South East Asia. And while I think those people are mostly wrong it's not like I can actually see the future.
Ultimately I just believe that if you're young, you're passionate, and you want to make movies or be paid to make amazing digital art, then you should start doing that while keeping your eye on this industry. If it works out, then great because it can be a cool career. And if it doesn't then you will need to transition to something else. That's something that's happened to many people in many industries for many reasons through-out history. The future is not a nice straight line road for most people. But if you start driving you can end up in some amazing places.
Feel free to post questions below.
r/vfx • u/kartikgsniderj • 8h ago
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A VFX breakdown from my music video "The River, the Shore".
2+ years in the making, the full music video combines real footage with Blender composited in After Effects and Resolve - with many of the scenes being fully CG!
Full music video in the link below:
https://www.youtube.com/watch?v=vrrZCnXuPCs&lc=UgxA5OVrazcW0YI43B54AaABAg
Let me know what you think :)
No generative AI was used for this work.
r/vfx • u/arvidurs • 11h ago
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I had the pleasure of working with the best Houdini HDA for fabric and knitted assets. With a small team of super talented people, we created this BB8 Fan Art.
Creative projects like this are extremely rewarding for me. It's fun to step outside your comfort zone and learn things. I was doing the environments, fx, lookdev (on the saber) and lighting and comp. Lighting is my bread and butter - learning how to bring it all together is a challenge and super fun.
That is art - that's why I click and not type.
Thanks to everyone involved in this project!
Thanks Fibric for that awesome hda
r/vfx • u/Traditional_Island82 • 3h ago
So a little background, I finished filmschool about 1.5 years ago, and along the way I discovered After Effects and later I learned more specialised software like Blender, Maya, Houdini and Fusion.
Currently I study 3D animation, and I am leaning a bit more towards animation instead of vfx. Still I love vfx tho.
So tomorrow there is this vfx gathering and artists who worked on “the lost bus” will give a presentation about their approach to the vfx of the movie. Afterwards we’ll grab drinks and talk.
This is my first time going to an event like this, so what do I do? I want to meet people and throw myself out there, but idk how to make lasting connections. I cant just ask for their number or linkedin or something right? So is the move to keep going to events and meeting the same faces over and over until they recognise me? Or is there some secret/technique that I dont know about?
r/vfx • u/Theerikromero • 5h ago
I want to buy a PC to do my vfx work on. I’m a vfx compositor using Nuke and would like to get into 3D animation using blender. I want a computer that runs smooth (explained in the ‘side note’ section). I would say I have about a $3,000 to $4,000 expense range. Any recommendations?
Side note: I have a Dell XPS 15 that is about 2 years old but it sucks when working in Nuke. I’m talking freezes every 5 to 10 minutes. That is no way to work. It’s terrible! It’s almost like I’m giving it too much to do with roto, 3D camera tracking, 2D tracking, etc. The computer itself has had problems with it too like not turning on sometimes, acting like it was brand new when it would turn on, and other things. I’ve cleared my catche folder, changed external hard drives, switched hard drive wires, and have even factory reset my computer. Resetting helped for a bit but it’s getting back to how it was. It doesn’t have any warranty so I can’t return it or exchange it. I just want a good working computer I can do my work on without so many issues (I know computers are gonna be slow and act wonky sometimes).
r/vfx • u/Colonel_Shame1 • 9h ago
Is anyone using Conductor to manage their rendering? How is it? Is it saving money? Better than AWS? Are there alternatives which are superior? Please let me know your thoughts.
r/vfx • u/astro_madeit_ • 10h ago
r/vfx • u/Serious_Meaning5220 • 16h ago
r/vfx • u/gregorykoefer • 15h ago
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Im totally new to this, and just need a 2sec shot to be rotoscoped for a short film, and it looks fantastic so far, except the edge jitters / noise..
How do i get rid of those?
r/vfx • u/Puzzleheaded_Bar2482 • 16h ago
I recently graduated in majoring VFX, and I’ve noticed that most film VFX studios aren’t hiring many junior artists or fresh graduates right now. On the other hand, there seem to be more entry-level opportunities in the animation and game industries.
Personally, I’m much more interested in film VFX than animation or games, but I don’t have any professional experience working in the film VFX industry yet.
I’m wondering if it would be a good idea to take a junior artist position in animation or games to gain industry experience, improve my skills, and work my way up. Would it still be possible to transition into film VFX later on, even if I’ve progressed to a mid-level or senior position in another industry?
Or would working in animation or games make it harder to break into film VFX because the workflows, skills, and expectations are different?
Would I apply for an available job in a related industry for now, or continuing to focus on applying directly to film VFX studios?
I’d really appreciate advice from anyone who has experience working in film VFX, animation, or games, especially anyone who has made a similar career transition.
r/vfx • u/Milly_onaire • 1d ago
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r/vfx • u/Serious_Meaning5220 • 23h ago
For past 4 month, i deep dive learning integration of ComfyUI + Blender + Davinci.
Then i discover using Gemini Gems as custom chatbot for example MiniMax H3 by feeding AI documentation .md from hugging face.
So when i have shot that needs generate some part i can put proxy mp4 footage and help me generate what i need to do.
How about you guys did? I saw alot ai tool nowadays like Claude, ChatGPT, Grok, or even open weight like Qwen, Meta Llama.
r/vfx • u/DankCanvas • 1d ago
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I created a couple Blinkscripts to make a trippy melty effect. Not sure what else to do with them, so here they are. You can copy paste them into two separate blinkscript nodes and compile. Add a vector blur to make it all the traily and stuff. can also change the position and radius of the overall effects. You need a little bit of over-scan just FYI.
One is for a chromatic wave and one is for the dripping effect. I'll try to post a quick script setup in the comments. you can add an expression to the time parameters to have it animate.
//ChromaWave
kernel ChromaticWave : ImageComputationKernel<ePixelWise> {
Image<eRead, eAccessRandom, eEdgeClamped> src;
Image<eWrite> dst;
param:
float amount;
float frequency;
float phase;
float mix;
bool autoCenter;
float2 customCenter;
float falloffRadius;
local:
float2 resCenter;
void define() {
defineParam(amount, "Hallucination Strength", 30.0f);
defineParam(frequency, "Wave Scale", 0.05f);
defineParam(phase, "Time (Type 'frame/10' here)", 0.0f);
defineParam(mix, "Mix", 1.0f);
defineParam(autoCenter, "Auto-Center to Plate", true);
defineParam(customCenter, "Custom Position", float2(960.0f, 540.0f));
defineParam(falloffRadius, "Wave Falloff", 800.0f);
}
void init() {
resCenter.x = (float)(src.bounds.x2 + src.bounds.x1) / 2.0f;
resCenter.y = (float)(src.bounds.y2 + src.bounds.y1) / 2.0f;
}
void process(int2 pos) {
float x = (float)pos.x;
float y = (float)pos.y;
SampleType(src) base = src(pos.x, pos.y);
float lum = base.x * 0.2126f + base.y * 0.7152f + base.z * 0.0722f;
float cx = autoCenter ? resCenter.x : customCenter.x;
float cy = autoCenter ? resCenter.y : customCenter.y;
float dx = x - cx;
float dy = y - cy;
float dist = sqrt(dx*dx + dy*dy);
float norm_dist = min(max(dist / max(falloffRadius, 0.001f), 0.0f), 1.0f);
float mask = 1.0f - (norm_dist * norm_dist * (3.0f - 2.0f * norm_dist));
float masked_amount = amount * mask;
float r_x = x + sin(y * frequency + phase + lum * 5.0f) * masked_amount;
float r_y = y + cos(x * frequency - phase + lum * 5.0f) * masked_amount;
float g_x = x + sin(y * frequency + phase + 2.0f + lum * 5.0f) * masked_amount;
float g_y = y + cos(x * frequency - phase + 2.0f + lum * 5.0f) * masked_amount;
float b_x = x + sin(y * frequency + phase + 4.0f + lum * 5.0f) * masked_amount;
float b_y = y + cos(x * frequency - phase + 4.0f + lum * 5.0f) * masked_amount;
SampleType(src) out;
out.x = bilinear(src, r_x, r_y).x;
out.y = bilinear(src, g_x, g_y).y;
out.z = bilinear(src, b_x, b_y).z;
out.w = base.w;
out.x = base.x * (1.0f - mix) + out.x * mix;
out.y = base.y * (1.0f - mix) + out.y * mix;
out.z = base.z * (1.0f - mix) + out.z * mix;
dst() = out;
}
};
-------------------------------------------------------------------------------------------
//Melting
kernel SmoothMelt : ImageComputationKernel<ePixelWise> {
Image<eRead, eAccessRandom, eEdgeClamped> src;
Image<eWrite> dst;
param:
float meltSpeed;
float dripWidth;
float edgeHardness; // NEW: Controls the contrast/sharpness of the drip edges
float randomness;
float phase;
float mix;
bool autoCenter;
float2 customCenter;
float falloffRadius;
int minSmearSamples;
local:
float2 resCenter;
void define() {
defineParam(meltSpeed, "Melt Speed", 15.0f);
defineParam(dripWidth, "Drip Width", 0.02f);
defineParam(edgeHardness, "Drip Edge Hardness", 1.0f); // Default to a soft, natural curve
defineParam(randomness, "Stagger Start Times", 5.0f);
defineParam(phase, "Time (Type 'frame/10' here)", 0.0f);
defineParam(mix, "Mix", 1.0f);
defineParam(autoCenter, "Auto-Center to Plate", true);
defineParam(customCenter, "Custom Position", float2(960.0f, 540.0f));
defineParam(falloffRadius, "Melt Falloff", 400.0f);
defineParam(minSmearSamples, "Minimum Samples", 25);
}
void init() {
resCenter.x = (float)(src.bounds.x2 + src.bounds.x1) / 2.0f;
resCenter.y = (float)(src.bounds.y2 + src.bounds.y1) / 2.0f;
}
void process(int2 pos) {
float x = (float)pos.x;
float y = (float)pos.y;
SampleType(src) base = src(pos.x, pos.y);
float cx = autoCenter ? resCenter.x : customCenter.x;
float cy = autoCenter ? resCenter.y : customCenter.y;
float dx = x - cx;
float dy = y - cy;
float dist = sqrt(dx*dx + dy*dy);
float norm_melt = min(max(dist / max(falloffRadius, 0.001f), 0.0f), 1.0f);
float meltMask = 1.0f - (norm_melt * norm_melt * (3.0f - 2.0f * norm_melt));
// Generate the base undulating drips
float drip_seed = sin(x * dripWidth) + sin(x * dripWidth * 0.43f);
float drip_val = (drip_seed + 2.0f) * 0.25f;
// THE FIX: Apply the edge hardness (gamma curve) to shape the drips
drip_val = pow(drip_val, edgeHardness);
float local_phase = max(0.0f, phase - (drip_val * randomness));
float total_melt = local_phase * meltSpeed * drip_val * 20.0f * meltMask;
float r_accum = 0.0f;
float g_accum = 0.0f;
float b_accum = 0.0f;
int steps = max((int)minSmearSamples, (int)ceil(total_melt));
steps = min(steps, 200);
for (int i = 0; i < steps; i++) {
float step_factor = (float)i / (float)max(1, steps - 1);
float current_melt = total_melt * step_factor;
r_accum += bilinear(src, x, y + current_melt).x;
g_accum += bilinear(src, x, y + current_melt).y;
b_accum += bilinear(src, x, y + current_melt).z;
}
SampleType(src) out;
out.x = r_accum / (float)steps;
out.y = g_accum / (float)steps;
out.z = b_accum / (float)steps;
out.w = base.w;
out.x = base.x * (1.0f - mix) + out.x * mix;
out.y = base.y * (1.0f - mix) + out.y * mix;
out.z = base.z * (1.0f - mix) + out.z * mix;
dst() = out;
}
};
r/vfx • u/UmbraRare • 21h ago
Hey! I run a clothing brand on Instagram with about 40K followers. I’ve been making my own short videos with 3D models composited into real footage, and I’m looking to hand that work off to someone else as I’m kind of ehhh at doing it. It’s not too difficult, but between the brand and life I’d rather just pay someone. Please see the video to understand what I’m trying to do.
What the job involves:
What I provide: All footage and 3D models.
Pay: $15–150 USD per video ($15+/hour), depending on complexity. Simple still-camera shots should take about an hour; tracked shots take longer and pay more. Paid per finished video, not commission.
First project: Recreate one of my existing videos. If it turns out well, this becomes consistent, ongoing work.
To apply, DM me with:
Thanks!
r/vfx • u/xieboli_ • 1d ago
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Sharing our latest showreel, featuring selected work across CG production, from asset creation and animation to FX, lighting, and compositing.
Were an independent CG studio passionate about creating cinematic visuals and connecting with fellow artists and studios on interesting projects.
Check out our 2026 Showreel!
Note: My previous account was unexpectedly suspended for reasons I’m not aware of, so this is my new account. If there are any issues with my account or posts, please feel free to contact me. Thank you!
r/vfx • u/narkro555 • 1d ago
This is a bit of a software-agnostic question, since many workflows are similar, but if it matters I'm using DaVinci Resolve. The director handed me a shot that is a man standing on rocks that looks out across a valley. Behind him are trees blurred by depth. I need to keep those in, but replace everything else behind that with a different scene.
Standard keying seems impossible because I cannot get the blue sky and fuzzy leaves to separate properly. Some leaves are more in focus than others. I could try and get rid of the trees, but vines from the trees lay onto the stones on the ground that I need to leave in.
I have no idea where to go from here.
TL;DR: Keying a slightly moving nature shot's distant background out with no chroma backdrop support.
r/vfx • u/Bean_Supreme420 • 2d ago
For general context, I'm Undergraduate Visual Effect major currently 1/3 through Sophomore Year of Uni and recently, after doing some research, I've come to understand that the industries I'm studying to head into looks to be in a very undesirable state. I'm now at very stressful liminal space at the moment, trying to determine the best plan of action.
I'm thinking of switching over to another discipline of study like Motion Media, which seems to be a far more optimal pathway, however another part of me thinks it's best to just stick with what I've already started in order not to extend my time in school, plus from what I heard, your degree doesn't matter either way and all that's really important is how much good work you have in your portfolio. (granted, it's genuinely not much at the moment.)
I'd really appreciate some advise on where I should go next. Truthfully, my passion isn't really even in VFX (I honestly prefer Motion Design and Illustration so much more that they're my double minor.), so I want to definitively exit this state of uncertainty by gage the pro and cons of every outcome.
r/vfx • u/VelvetMothTheory • 2d ago
Hi everyone!
I’m a writer/director currently in post on my indie horror short, and I’m looking to connect with a VFX artist who might be interested in collaborating on the project!
We’re not quite at picture lock yet, but should be within the next few weeks, so I’m hoping to start conversations now and get a better sense of scope, workflow, and budget.
There are a handful of shots that need VFX work, most of which are compositing, a few things like blood, smoke, glass cracking, getting rid of a mirror reflection, iPhone screen replacement, along with one particularly fun sequence involving a supernatural portal/tunnel. We built and shot the portal practically, and I’d love to enhance and extend what’s already there while preserving the practical tactile look and feel.
It’s an independently financed short, so we’re working within an indie budget, but I’m happy to discuss rates, scope, and what’s realistically achievable.
We’re aiming for a festival run in 2027 so ideally we’d be wrapped up with post by February.
If you’re interested, feel free to comment or DM me with your reel, rates, and availability. I’m happy to share more details and footage so we can discuss!
r/vfx • u/KronoMakina • 1d ago
I am working on a fantasy film with a lightning bug character that interacts with the world and lights up the space as it moves past things. It can be a little bigger than a lightning bug.
I would like to find a solution that is not CGI generated.
It would be nice to be able to move a practical light around on set and just remove the stick that is holding the light in post. I think I might need different sized sources for different focal lengths.
I've tried an LED light on the end of a stick, but that is just not bright enough. The closest I got was a pen light, but does anyone have any better suggestions? Ideally the light source radiates out in all directions and is not directional.
r/vfx • u/RTBRuhan • 1d ago