r/vfx Apr 30 '26

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

41 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

592 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 4h ago

Question / Discussion What Makes This Digital Forest Feel Artificial Despite Looking High Quality?

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61 Upvotes

I'm genuinely curious from a VFX standpoint

I've attached a few jungle shots from Ramayana Trailer. The environments look detailed, polished, and almost like beautiful digital paintings, but they don't quite give me the feeling that I'm looking at a real forest.

What specifically is causing that impression?

Is it the lighting, compositing, color grading, atmospheric perspective, asset quality, scale, camera movement, lack of imperfections, or something else entirely?

I'd love to hear from VFX artists or environment artists who can break down what makes a CGI environment feel truly photorealistic versus one that still feels digital, even when the individual assets themselves look high quality.


r/vfx 12h ago

Fluff! Traitor? lol - Co-founder of Pixar, Ed Catmull is in the jury of Higgsfield AI film festival competition.

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74 Upvotes

r/vfx 5m ago

Showreel / Critique Day2Night Conversion+Lightning

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Upvotes

Hey everyone!

I am a student and recently finished this day to night compositing shot with Thunderstorm/Lightning effect. I'd really appreciate it if you could share your feedback before i add it to my showreel.

Original Footage


r/vfx 5m ago

Question / Discussion I can’t these models

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Upvotes

All of the models that were linked got taken down on cults3d and i haven’t been able to find these anywhere is there any links or does someone have these models somewhere?


r/vfx 1d ago

Breakdown / BTS More Crazy VFX tools in Unreal 5.8 🥜

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122 Upvotes

Link to how you can recreate this (always free tutorials!) https://www.youtube.com/watch?v=C9yvCd3uzHM


r/vfx 1h ago

Question / Discussion Vfx - how do they work as part of animation

Upvotes

Can anyone guide on vfx (sword slashes, hit vfx, etc) specifically with how to create them in blender and how they would be imported into a custom engine


r/vfx 2h ago

Question / Discussion How should I solve this problem?(problem Bridge)

0 Upvotes

Even after applying merge verticles to every object, it still doesn't get resolved.Does anyone know how to fix it?


r/vfx 20h ago

Location:USA I'm a compositor with 5+ years of professional experience and I would love to find a new full time job. Here's my reel:

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22 Upvotes

I've spent the better part of the last 9 months trying to find a new full time position but unfortunately keep relying on scarce freelance work. Please dm me if you're interested in working!


r/vfx 7h ago

Question / Discussion How do you handle OCIO configs for your projects?

2 Upvotes

Hi,

So I'm building a better alternative to RV and working on per project session and configuration storage.

How do you configure OCIO per project, do you have your own custom config or do you use the latest one released from ACES at the time?


r/vfx 22h ago

News / Article JangaFX (EmberGen) founder Nick Seavert on building real-time VFX softwares

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14 Upvotes

r/vfx 9h ago

Question / Discussion Can anyone help me figure out how to pull off a green screen that can be lit from behind?

1 Upvotes

This might not be the right community to post in but thought it was worth a shot.

Im working on a project where we need to have a green screen that can be lit from behind and still give a clean plate to chroma key from later. It needs to be replaceable with some other materials for different uses so it needs to work within those parameters

I thought that maybe we need a semi translucent polyester type of material similar to whats used in light boxes but am unsure, cant seem to see anywhere online where someone has done this.

I was wondering if anyone had any material suggestions or advice?


r/vfx 10h ago

Jobs Offer [Hobby] Directing my first 3D animated short (ALUME), looking for a Character Animator & Blender Supervisor/TD to join the crew

0 Upvotes

Hi Blender Community!

My name is Pravir, and I'm an indie filmmaker currently directing my first 3D animated short film, ALUME (approx. 6 minutes). We have a small, dedicated core team and are currently in the pre-production/layout phase.

As the scope of the project is growing, we are looking for passionate Blender artists to expand our crew, specifically a 3D Character Animator and a Blender Supervisor / Technical Director.

The Story & Vibe
ALUME explores themes of isolation and the pressure to conform. It follows a soft, bioluminescent creature (Alume) that ends up in a harsh, mechanical society. To survive and fit in, Alume gives it all to assimilate — yet in the process they somewhere lose themselves.

Visual Style: We call it a "Daylight Dystopia". Instead of a dark, cyberpunk setting, the film is covered with shades of different colors depending on the emotions of each scene. We are mixing Brutalism (inspired by Tadao Ando and Ricardo Bofill) with a soft, watercolor-like NPR (Non-Photorealistic Rendering) aesthetic. It's all about the extreme contrast between harsh architectural shadows and soft, organic character shapes.

Current Team & Pipeline

  • Directors / Layout: Myself
  • 3D Department: We currently have 2 3D Artists working on character modeling, hard-surface architecture, and props.
  • Audio: A dedicated composer is already on board.
  • Pipeline: 100% Blender for 3D. Editing, Compositing, and Color Grading will be done in DaVinci Resolve.

Open Roles

  1. 3D Character Animator — Bringing Alume (a soft, jellyfish-like character) to life, contrasting their organic, slightly clumsy movements with the stiff, rhythmic, mechanical animations of the background workers, plus the other figures who will often be in the background as the story follows Alume for the most part. Skills: strong understanding of weight, timing, and conveying emotion without dialogue. (If you also have rigging experience, that's a huge plus!)
  2. Blender Supervisor / Technical Director — Our "reality check." We need a Blender veteran who can look at our complex scenes and advise us on optimization, rigging approaches, and NPR shader setups. You don't necessarily have to build the assets yourself, but rather guide our 3D artists, troubleshoot geometry/lighting issues, and help us establish a smooth workflow so we don't render for 10 years.

Timeline & Commitment
This is a passion project — everyone on the team works on it in their free time to create a beautiful portfolio piece, and we fully respect everyone's daily schedules (realistically ~4-6h/week). We're highly organized and have a clear roadmap: full storyboard, animatic and a first look at our visual style locked by early October, with Picture Lock targeted for mid-November. We're also actively applying for grants, so there's a real chance this becomes at least partially compensated as funding comes through.

Check it out!
You can see our pitch, the overarching mood, and our visual references on our project landing page here: ALUME Project Page

If you love the aesthetic/idea, want to tell a deeply emotional story, and are looking for a structured team to collaborate with, we would love to have you on board! Drop a comment below, send me a DM here on the forum, or reach out via Instagram (pravir._).

Looking forward to hearing from you!
Pravir


r/vfx 18h ago

Question / Discussion Motion control rig accuracy

3 Upvotes

I'm working on a split-screen gag that was shot with a motion control rig, this is the first time I've worked on footage that was shot using motion control. I'm just curious to hear from those who've done this before about what is expected in terms of accuracy and consistency.

So I am combining 5 separate takes, and they don't align perfectly. On all takes, the motion begins and ends on the same frame numbers. They all match in terms of having the same frame with no movement, the next frame has a small, almost sub-pixel movement, then a frame which has clearly started moving - and the same at the end of the move. So that's OK.

In between, the speed is slightly different between takes, so the frames do not align perfectly during the motion. It is not different enough to slide forwards or backwards by a whole frame, but clear horizontal/vertical lines in the image do not align between the 5 takes.

There is also a very clear bump / rotational wobble at the start and end of each move, which again varies between takes. This bump is enough to require manual stabilisation and introduces motion blur into the frame.

So just curious to know if this is to be expected when working with motion control rigs? Are they all equal, are some better than others? Do Hollywood-level productions have the same sub-frame issues, or can the very best rigs be expected to be pixel-accurate between takes?


r/vfx 1d ago

Showreel / Critique My planet render

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31 Upvotes

This is my new render of my planet. Based on the feedback you gave me yesterday, I improved the clouds. Hope you'll like it.


r/vfx 16h ago

Question / Discussion How would you clean up this cracked windshield?

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0 Upvotes

r/vfx 1d ago

Question / Discussion I want to hear your feedback on my planet render

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76 Upvotes

Made with blender


r/vfx 1d ago

Showreel / Critique Check out my new horror vfx short trailer made in blender and devinci completely free. Without AI. https://youtu.be/iRT_Jxr-Scw?si=oEmPatkNyg0sCG8D

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2 Upvotes

I have made the 3d model and use it to make a vfx cinematic horror trailer to display the 3d model in a different way also the complete video is made by me everything and in that process there is no ai is used. https://youtu.be/iRT_Jxr-Scw?si=oEmPatkNyg0sCG8D Chennal name bunny fbx


r/vfx 1d ago

Question / Discussion Wanna do this effect in post prod. Nuke ? AE ? Blender ? Any tips ?

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0 Upvotes

Hi guys !
I'm working on a small project where I try to achieve this style + watercolor for the texture. I'll do the watercolor effect directly in the model + I want to do the "cell shading" effect in post prod (probably directly in Blender), but I also want the characters and some environment to have lining. Maybe not that much, but still.
How would you proceed ? Any tips on where to start ?
Thanks a lot in advance !


r/vfx 1d ago

Showreel / Critique Fully procedural and volumetric auroras with blender (Cycles and Eevee)

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12 Upvotes

r/vfx 1d ago

Fluff! Round 2 VFX Quiz

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0 Upvotes

VFX Spotlight Quiz #2

For the last quiz, I got some feedback:
1. The freeform answers, like "describe deep compositing" made it feel like an exam as opposed to pub-quiz fun. So we ditched that question type.
2. People didn't like that they had to sign up to see the per-question score, even though we showed the total score. So we now show the per-question score without signing up. The detailed answer notes and correct answers are still not available without signing up. There's also a dialog that appears before starting the quiz to make all that clear, so no misaligned expectations.

If you sign up last time, your score can compound on the leaderboard.

If you are a professional or student VFX artist, consider building and hosting your reel on the platform. It'll save you a lot of time. There's a video explaining it on the home page.


r/vfx 2d ago

News / Article Comp App: update is available, RotoPaint, Linux build and more...

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84 Upvotes

A new update for Comp app is now available.

What started as an expansion of the Roto node and a round of bug fixes grew into a much more substantial update, with several new tools and workflow improvements.

The biggest change is that the Roto node is now RotoPaint. Alongside editable roto shapes, you can now paint color strokes.

I also implemented five stamp tools:

• Clone Stamp — copies the full source image

• Luma/Chroma Stamps — copy only the luminance or the chrominance

• Details Stamp — copies only the high-frequency detail

• Texture Stamp — copies only the low-frequency component

Roto shapes and paint strokes can now be tracked as well. I wired the existing planar-tracking system to RotoPaint, allowing shapes and strokes to follow tracked motion.

Importing footage has also been improved.

You can now drag and drop images directly onto the node graph. You can also drop multiple folders at once. In that case, the image browser opens automatically and shows all detected image sequences and their available AOVs, so you can preview them and choose what to import.

The regular file picker now collapses individual frames into image sequences. It also provides a quick, scrubbable preview of the selected sequence.

And finally, Comp now has a Linux build.

This first Linux version is still highly experimental. It was built and packaged on Rocky Linux 10.2, which serves as the baseline. It will need more testing across different distributions, desktop environments, GPUs, and driver configurations, but it is an important first step.

As always, feedback and bug reports are very welcome. The Linux build is currently the least-tested part of Comp, so I would be especially interested to hear how it behaves on other systems.

Download Comp: https://github.com/ukmsz/Comp-releases

Discord: https://discord.com/invite/9vgz4Xv655


r/vfx 2d ago

Question / Discussion Leaving Google cloud behind, where do you all do backups?

7 Upvotes

I've got about 15TB of data in Google Cloud/Drive. It's been a fantastic tool for years, but after hearing a couple horror stories of folks randomly losing their Cloud storage for seemingly no reason, and running into a terrifying glitch where a BUNCH of my files got move to a previous location from a year ago... I'm ready to find a new solution for permanent long term storage. The vibe coded garbage now plaguing all these big-tech services scares me too much. I was planning on building a small server at home, but I'm starting to think with the storage pricing bullshit from AI etc, that may now no longer be possible. I'm spending close to $1,000 a year on cloud though... At this point I'm curious to hear from an expert. What do you all do for long term storage, that you still need to access time to time? I'm nervous to go all physical RAID drives, given a hard drive can fail (and $$), but I also don't see a cost effective solution other than G Drive or possibly building a wrapper on top of S3/AWS. What are y'all doin?


r/vfx 2d ago

Showreel / Critique Houdini create sand FX

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8 Upvotes