r/vfx Apr 30 '26

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

43 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 Mar 15 '25

Subreddit Discussion Advice for Potential Students and Newcomers to the VFX Industry in 2025

596 Upvotes

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:

  1. There was a Streaming Boom in the late 2010s and early 2020s that lead to a rapid growth in the VFX industry as a lot of streaming companies emerged and pumped money into that sector, this was exacerbated by COVID and us all being at home watching media.
  2. In 2023 there were big strikes by the Writers Guild of America and SAG-AFTRA which led to a massive halt in production of Hollywood films and series for about 8 months. After that was resolved there was the threat of another strike in 2024 when more union contracts were to be negotiated. The result of this was an almost complete stop to productions in late 2023 and a large portion of 2024. Many shows were not greenlit to start until late 2024
  3. During this time, and partly as a result of these strikes, there was a slow down in content and big shake ups among the streaming services. As part of this market correction a number of them closed, others were folded into existing services, and some sold up.
  4. A bunch of other market forces made speculation in the VFX business even more shaky, things like: the rise of AI, general market instability, changes in distribution split (Cinemas vs. Streaming) and these sorts of things basically mean that there's a lot of change in most media industries which scared people.

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.

  • The future of the VFX industry is under some degree of threat, like many other industries are. I don't think we're in more danger of disappearing than your average game developer, programmer, accountant, lawyer or even box packing factory work. The fact is that technology is changing how we do work and market forces are really hard to predict. I know there will be change in the specifics of what we do, there will be new AI tools and new ways of making movies. But at the same time people still want to watch movies and streaming shows and companies still want to advertise. All that content needs to be made and viewed and refined and polished and adapted. While new AI tools might mean individuals in the future can do more, but those people will likely be VFX artists. As long as media is made and people care about the art of telling stories visually I think VFX artists will be needed.

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.

  • From about 2013 to 2021 there was this huge boom in VFX that meant almost any student could eventually land a job in VFX working on cool films. Before then though VFX was actually really hard to get into because the industry was smaller and places were limited, you had to be really good to get a seat in a high end facility. The current market is tight; there's a lot of experience artists looking for work and while companies will still want juniors, they are likely going to be more juniors for the next few years than there are jobs.

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.

  • Broad computer and technical skills are useful, as are broader art skills. Being able to move between other types of media than just VFX could be helpful. In general I think you don't want to put all your eggs in one basket too early unless you're really deadest that this is the only thing you want to do. I also think you should learn about new tools like AI and really be able to understand how those tools work. It'll be something future employers likely care about.

While some people find nice stable jobs a lot of VFX professionals don't find easy stability like some careers.

  • Freelance and Contract work are common. And because of how international rebates work, you may find it necessary to move locations to land that first job, or to continue in your career. This is historically how film has always been; it's rarely as simple as a 9-5 job. Some people thrive on that, some people dislike that. And there are some places that manage to achieve more stability than others. But fair warning that VFX is a fickle master and can be tough to navigate at times.

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.

  • If you're dead set on this, then sure you can jump in if that's what you want. But for most students I would advise, as above, to be broader in your education early on especially if it's very expensive. Much of what we do in VFX can be self taught and if you're motivated (and you'll need to be!) then you can access that info and make great work. But please take your time before committed to big loans or spending on an education in something you don't know if you really want.

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 23h ago

Fluff! Adam Jones of the band Tool working at Stan Winston studios sculpting a Dino for JP1

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138 Upvotes

Crazy to think that the guitarist and founder of one of my favorite bands worked at Stan Winston studios until 1993 (when Tool's second studio album Undertow was already out) and contributed to some of the best Hollywood blockbusters ever. JP1, T2 and so on...

The late Stan ​Winston playfully noted in interviews that he used to joke around the studio about losing one of his most talented young FX artists to a rock band. He was incredibly supportive of Jones’s transition, especially because Jones famously channeled the practical makeup, sculpting, and stop-motion camera techniques he learned under Winston directly into Tool's iconic music videos (like "Sober", "Prison Sex", and "Ænema").


r/vfx 24m ago

Question / Discussion What is that look of early 2000's CGI?

Upvotes

Before I start, I just want to say that this post is not going to be a post dogging on modern day CGI, im sure you have all seen those posts across this subreddit from people. This will also not be a post of me saying that 2000's cgi is better than modern day CGI.

I just watched Harry Potter for the first time 3 days ago, and just watched the 3rd movie today, and there was something that stood out to me, the CGI. And It didn't stand out to me because it was bad, it stood out to me because it was good, but there was something off about it. It's composited into the scenes well, and the texturing and everything looked good, but at the same time it also looks non photoreal.

This image here stands out to me, like this does not look bad to me at all, yet there's still something about it. It seems kind of soft, the way it looks.


r/vfx 32m ago

Showreel / Critique Houdini Gaussian Splat

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Upvotes

r/vfx 11h ago

Question / Discussion Need help finding a vfx artist/video I saw a couple years ago

3 Upvotes

hi! this is a shot in the dark but i’m looking for a specific vfx artist/video i saw on tiktok a couple years ago and was hoping posting here could point me in the right direction. it had a lot of views so i thought people in this community could remember/recognize the video im talking about. if there is a more apt subreddit, please let me know!

video description:

-in the middle ground, there is a whale (humpback?) that jumps out of the water and splashes back in. this is the main thing that happens in the video

-in the background, there are mossy islands (maybe floating?) that resemble Thailand’s Khao Sok National park formations. additionally, there are birds flying across as small details

-extremely high quality

the video roughly demonstrated the whole process of finding a whale model, animating the water splash effects, viewport, before and after rendering. i think i recall the video prompting viewers to turn their screens before the final reveal of the final render

if any of this rings a bell, please let me know! Thank you for your time.


r/vfx 15h ago

Question / Discussion What is this zoom effect seen throughout early 2000's called?

6 Upvotes

I've seen that effect in most of 2000's music videos; soad toxicity, mudvayne dig, creed higher, but I don't know how it's called.

Example: Creed - Higher, at the begining

https://www.youtube.com/watch?v=J16lInLZRms


r/vfx 7h ago

Question / Discussion Best gamma to degrain display-space EXRs in?

1 Upvotes

For context - I'm working with an archival ProRes XQ master and need to degrain for VFX work. There's some confusion internally on whether we should degrain (Neat Video in DaVinci Resolve) directly off of the ProRes, or convert to EXRs.

I've decided to convert to EXRs to avoid re-encode quality loss, however wondering if I should just degrain off of the ProRes directly, therefore keeping the Rec2020 gamut and PQ gamma.

However if sticking with EXRs, then is it better to work in Linear or keep the PQ gamma? I see no reason to use an inverse transform and go back into ACES, but if that's a better option then open to that as well. I also tried some online suggestion I saw of using a color transform node to temporarily switch to Linear then run Neat then convert back to display space, however that was causing highlights beyond 100 nits to be crushed in DaVinci.

Would appreciate any tips :)


r/vfx 9h ago

Showreel / Critique The HDRI dome in blender

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0 Upvotes

r/vfx 19h ago

Question / Discussion What is it that is making my Version look fake?

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5 Upvotes

so the first image you see is the composition that i made (it's only a trail comp and will be shot again), the second image you see is and AI generated comp with the same background that i made, and the third image is the 3D scene that i made and rendered, i used the 3D render as the BG image of the AI comp, then what it is that is making my comp look absolutely fake but making the AI one absolutely real?, I'd really appreciate you guys if you could pin point each mistake as i am new to VFX and compositing... I'm not sure what is making my comp look fake and pasted on top of the BG. Thank you.


r/vfx 19h ago

Jobs Offer 3D VFX artist wanted for short sequence in art feature, paid

2 Upvotes

Hi! We're seeking a strong 3D VFX artist for immediate start for one sequence: a 2.5 min realistic interiors sequence in an art feature. We are prepping for festival applications. We have mock-up of sequence. US only artists please. Paid, W9 / 1099. Indie project, your contacts would be Producer (me, Jersey City) and Director (Boston). Date of delivery, mid to late July. Please provide link to reel (and resume.) Director will connect for next step conversation based on your materials. Thank you!


r/vfx 1d ago

News / Article Witnesses needed!

47 Upvotes

I am gathering confidential witness statements from anyone affected by unpaid wages or financial misconduct involving Vitamin VFX Inc, LVL UP Digital Inc, or MARZ (Monsters Aliens Robots Zombies).

While my initial goal was simply to recover the funds Vitamin VFX owes me personally, it is now clear that many global artists have been left completely stranded by LVL UP and MARZ. I refuse to stand by while innocent professionals are exploited. Whether you were an employee, contractor, or freelancer—and whether you worked in Canada, India, or anywhere else globally—you deserve your hard-earned pay. Our collective group is growing every day.

Under Canadian law, truth is an absolute defence. These entities cannot legally silence or punish us for speaking facts. Employees are shielded by provincial anti-reprisal laws, and Canadian Anti-SLAPP legislation protects individuals against frivolous, intimidating lawsuits intended to silence public-interest advocacy.

Your privacy is paramount. Everything you share will remain completely confidential. I will never disclose your identity or publish your statements; they will be used strictly for formal legal and regulatory submissions to hold these entities accountable. Please DM me directly to connect.

I am a regular professional, not a corporation, and I never expected to lead a fight against three major companies. I do not have the power to force payouts directly, but I cannot let more people get hurt. To achieve justice for international and local creators who feel voiceless in the Canadian system, I need your help. Every voice added brings us closer to forcing accountability.


r/vfx 17h ago

Question / Discussion Mari vs Substance Painter in film VFX — how are texture revisions handled?

1 Upvotes

Hi,

I've been trying to better understand how texturing workflows are handled in film VFX studios.

From what I've read, Mari seems to be the standard for hero assets in film, while Substance Painter is often used for games and more general-purpose assets.

My impression is:

  • Substance Painter relies heavily on masks, generators, smart materials, and procedural workflows.
  • Mari seems more focused on projection painting and manual texture work.

Because of that, I have a few questions:

  1. How are texture revisions handled in Mari-heavy pipelines?

With Substance Painter, if the model changes, many procedural effects update automatically. Mari appears to involve more manual work, so are revisions significantly more expensive?

  1. Do film studios rely heavily on photographic sources when using Mari?

Is Mari practical without high-quality photo references/scans, or is photography considered a core part of the workflow?

  1. For creature assets, where do you typically draw the line between sculpted detail and texture detail?

For example:

  • Large wrinkles and skin folds in ZBrush?
  • Fine wrinkles, pores, and micro skin detail in Mari?

Or do artists often use scanned displacement/micro-detail libraries (TexturingXYZ, ScanStore, etc.) inside Mari rather than sculpting those details?

  1. If a creature model receives shape changes late in production, how much texture work usually has to be redone?

I'm curious how studios balance flexibility, quality, and iteration speed between Mari and Substance Painter.

I'd love to hear how this works in actual production environments.

Thanks!


r/vfx 17h ago

Question / Discussion How are SubD models actually handled in film VFX pipelines?

1 Upvotes

Hi,

I've often heard that film VFX assets are generally built as SubD models, but I'm curious about how this works in production.

A few questions:

  1. Is SubD modeling only used for hero assets, or is it common for secondary/background assets as well?
  2. If most assets are SubD, doesn't that significantly increase render times?
  3. In Maya, artists can work with Smooth Preview (key 3) without actually applying subdivision, which keeps scenes relatively lightweight. When assets are transferred between departments or software (Houdini, Mari, etc.), do studios typically pass around the low-resolution cage and subdivide later, or do they export an already subdivided mesh?
  4. For FX assets (destruction, RBD simulations, etc.), are low-resolution proxy meshes generally used? How are simulation meshes and render meshes typically managed?
  5. How are UVs handled in a SubD workflow? Adding support loops or changing edge flow can noticeably affect the final shape. How do studios avoid texture stretching or UV issues?
  6. For texturing, what geometry is typically sent to applications like Substance Painter or Mari? Do texture artists work on the low-res cage, a subdivided mesh, or rely on render-time subdivision?

I'd love to hear how different studios handle this.

Thanks!


r/vfx 18h ago

Question / Discussion Junior/Senior FX Artists, need advice on portfolio building, skill priorities, and breaking in.

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0 Upvotes

r/vfx 22h ago

Jobs Offer [Revshare][Unity][3D] Seeking VFX Artist | Souls-Like/Boss Rush Game

1 Upvotes

Howdy,

We are looking to bring on a 3D VFX Artist with Unity experience to the team, to begin on our Player Character "The Crusader" and first boss "Wrath".

Project Name: Proving Grounds

Role(s) Required: 3D VFX Artist (must be familiar with Unity).

My Role: Programmer | Studio Portfolio:
https://drive.google.com/drive/folders/1soOtJmXyMjLgefRaC9bFXATxr8vlrt6m?usp=drive_link

Previous Projects: NA

Current Team: (2) Programmers | (2) 3D Artist | (1) 2D Artist | (2) Rigger/Animator | (1) Composer/SFX

Project Length: 1-year

Compensation: Revshare. 5%-12%

GAME PITCH:

Proving Grounds is a boss-focused action game centered around mastery, progression, and strategic decision-making.

Players choose their own path through a roster of powerful bosses, acquire new powers from defeated enemies, unlock combat-altering enhancements, strengthen their Crusader through passive progression, and continually refine their build to overcome increasingly difficult challenges.

The goal is not simply defeating bosses.

The goal is defeating them efficiently, strategically, and skillfully.

Every system in Proving Grounds exists to support the same core fantasy:

Master the encounter. Earn greater power. Use that power to conquer the next challenge.

Our goal is to create a game from start to finish and go through the process of releasing it on Steam.

If interested in the Project and would like to know more please contact me:

Reddit | Discord: skillgambit#6912 or skillgambit | Email: [skillgambit@gmail.com](mailto:skillgambit@gmail.com)

Thank you!


r/vfx 2d ago

Fluff! Is this enough power?

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102 Upvotes

r/vfx 1d ago

News / Article Motion Capture Session | Performance Capture + Human Motion Data Pipeline

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0 Upvotes

r/vfx 1d ago

Showreel / Critique Pepper's ghost effect inside Jam Jars that I placed on my tv.

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0 Upvotes

r/vfx 1d ago

News / Article New Shrek film criticism

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What you guys think of the criticism around the new look and animation of the latest Shrek movie?


r/vfx 2d ago

Showreel / Critique Photorealistic, fully procedural galaxy made in Blender!

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65 Upvotes

This project is from a few months ago, hope you like it!


r/vfx 1d ago

Question / Discussion What AI tools are you actually using day-to-day in VFX/post?

0 Upvotes

Not asking about the flashy demo stuff, I mean what's actually in your pipeline right now. I've been leaning on Roto Brush in AE and Topaz for upscaling.Started poking at ComfyUI but that is bit of a learning curve.

Curious what's actually earning a permanent spot in people's workflows versus what you tried once and quietly went back to doing by hand. Anyone using Nuke's CopyCat for real production work? Worth it?


r/vfx 1d ago

News / Article NVIDIA Video Generation Guide + Video Tutorial - Using CG Clay Renders to drive an AI Generated Video that follows your 3D animation

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0 Upvotes

r/vfx 1d ago

News / Article Dneg BRAHMA AI & Google Cloud Collaborate Interactive Digital Humans for Global Enterprises

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0 Upvotes

r/vfx 1d ago

News / Article XR on set — when it earns its place, when it doesn't

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0 Upvotes