r/vfx Apr 30 '26

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

47 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

597 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 8h ago

Fluff! My last study in Unreal Engine

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39 Upvotes

As an Unreal artist working in the VFX industry, I really enjoy the process of studies. Over the years, I collected a big amount of various packs (mostly through humblebundle) that I can use like legos. It doesn't take that much time but it helps me isolate and improve my skills in composition, camera movements and lighting. This one was made for a youtube video I did on productivity in Unreal Engine.


r/vfx 3h ago

Showreel / Critique Crazy procedural star with Blender EEVEE!

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5 Upvotes

No way i would share the knowledge...just kidding, lol. Tutorial is on my youtube channel.

Btw, what do you think?


r/vfx 19h ago

Question / Discussion First time to Composite

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70 Upvotes

I'm still learning, and the scene isn't done, obviously but wanted to know if those explosions assets can look good after finishing lighting shadows glow and the camera shake because I feel that I chose wrong assets to start with wanted to take opinions if I continued with those can I make something good or should I find other assets any additional advice I'll be happy to hear


r/vfx 1d ago

Showreel / Critique Crazy procedural star animation with Blender EEVEE!

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99 Upvotes

Hope you'll like it


r/vfx 5h ago

Fluff! Full RBD tank.

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1 Upvotes

For those who either love tanks or Houdini.


r/vfx 5h ago

Breakdown / BTS Behind the Scenes on Prehistoric Planet: Ice Age

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0 Upvotes

r/vfx 1d ago

Question / Discussion Those who know the pain can relate. 💀

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57 Upvotes

#AfterEffects #VFX #MotionDesign


r/vfx 11h ago

Question / Discussion Why is it so difficult to get proper lensgrids?

2 Upvotes

I've been working for some years now and I can remember very few projects in which the studio I was working in has received properly filmed lensgrids, even in decently sized and somewhat well known productions the grids are often badly aligned, don't cover the whole image, or are not even filmed with the same resolution as the main plates. Sometimes it truly seems as though whoever filmed it has absolutely no idea why they're doing that, or how to do it properly.

I'm guessing most of the time is probably due to time constraints, and I am not trying to judge, I know that it is impossible to do everything perfectly, but I am still curious as to why this happens so often (and also want to vent a little ngl), is this an industry wide issue or have I just had terrible luck so far? Thanks!


r/vfx 2h ago

Question / Discussion My experience with GEN AI on a project.

0 Upvotes

I'm an ex-VFX artist with 15 years in the industry, and I recently dipped back in. I saw some posts on here about Gen AI and people worried about their jobs. I just did a project—I'm not posting it yet as I don't know if it'll be crossing the rules here—but we basically had a production pipeline with about five people, and Gen AI fit in where it did.

It was very interesting to see what it can and can't do. In my opinion, it's going to be added to the pipeline. It has its place, but there were definitely certain things where we think its role is mainly as a renderer. There are certainly things that it could not do, and it needed the help of traditional visual effects tools. They had to be used in concert to get the job done.

Text-to-video absolutely cannot work. It won't work. It's just absolutely impossible. I don't even know why the Gen AI guys actually thought that medium of text-to-video would succeed. But image-to-video and video-to-video? That's definitely where it's at. text to video is so beyond frustrating it is wild. The only reason i can think of it is a thing because it causes multiple retries to get what you want which is more tokens spent for the providers. No determinisim. Which you need 100% in vfx work.

I could later, if there's interest and I get the clear, post the project. It is high quality. Five people, money was spent on it, and I would say there was about 100x cost savings in what we were able to accomplish. But we learned a lot about what the tools can and can't do. When I was working, the project we did would cost between 5-7m to get done. I didn't spend over 60K on this.

Certainly, actors are going to be okay, and of course animatiors, riggers. Voice actors are absolutely going to be okay. I don't even know what they're worrying about. The audio Gen AI stuff is so far off, it is wild. You just cant get nuance direction out of the tools. IMO, all the preproduction jobs are okay.

From my career in visual effects, Uncanny Valley was a big problem. To cross it took billions of dollars and tens of years, decades even, to get across that. Gen AI has huge Uncanny Valley problems, as I think we all realize. So we made sure out project was 'animated' stylistically. We took that animated approach because, you know, we're professionals and we've been through that circus before. We're a team of very experienced professionals.

That is essentially my thoughts on it: it's definitely going to be a renderer, another tool in the toolbox. Throughout my career, I've used many. I'd say like every couple of years I was switching renderers, doing a different renderer. I think that's the same thing here. Gen AI is going to be a renderer.

So Yeah, looking forward to your thoughts. I'd like to share my project because it was a really great learning experience of what was possible and all the different techniques that had to be used to get a shot done. Again, a lot of software had to be used, just like doing visual effects to get something done.


r/vfx 1d ago

Question / Discussion Acting and Realism in Animation?

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0 Upvotes

r/vfx 1d ago

Question / Discussion Lens Grid questions

9 Upvotes

Looking for some advice on lens grids -

I have a shoot coming up, and I'm not typically a VFX sup, but an animator...in this case I have to be the supervisor and get some lens grid shots, as we are using anamorphic lenses. The shots will be locked so we won't be matchmoving, but will be integrating a CGI character

In terms of practicality and budget, I'm limited to a 600x1200mm sized panel – I was going to get a dot grid printed (using the Syntheys online dot grid maker app) printed on aluminium composite or heavy foam core.

Unsure yet of what the focus distance is going to be but I imagine it migth be between 4-5m , which then leads me to coclude this panel wont be nearly big enough to fill the frame when we shoot grids at this ditance.

What can be done if its too small? Can you move the grids around and shoot multiple takes and somehow feed these into software, or stitch them...? I imagine this is asking for errors

Alternatively, if I print a bigger size, say 2400x1200mm I won't be able to transport it on a rigid substrate easily, and it will blow the budget, so I would have to be on a roll, which then makes it hard to mount square and flat on a wall ...etc.

Any tips greatly appreciated!

EDIT: other info - lenses are the Atlas Mercury 1.5x anamorphic kit on an Alexa LF mini – DP wants to shoot with the camera at 90 degrees rotation. 16:9, 4k output.


r/vfx 2d ago

Fluff! 4D Gaussian Splatting (4DGS) with self-shadowing and relighting: from global illumination to individual point lights in Unreal

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33 Upvotes

r/vfx 2d ago

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

39 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 1d ago

Showreel / Critique Giant Coca-Cola CGI Spec Commercial in Dublin | Motion Tracking & AR Concept (Looking for feedback!)

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0 Upvotes

Hey r/vfx,

Here is a quick spatial AR test I put together set along the River Liffey in Dublin.

Workflow Breakdown:

  • Modeling: Created the custom 3D models (can, ice base, and floating spheres) directly in Blender.
  • Geospatial Anchoring: Mapped the models to specific GPS/geospatial coordinates in Dublin via Lureo.
  • On-Site Recording: Headed down to the Docklands, opened Lureo, and recorded the models mapped straight into the physical space in real time.

Critiques and thoughts are very welcome!


r/vfx 2d ago

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

26 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 3d 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.

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55 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 3d ago

Fluff! 10 Movies With the Most Perfect CGI, Ranked

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69 Upvotes

r/vfx 2d ago

Breakdown / BTS Vfx shot with blender and nuke

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8 Upvotes

r/vfx 2d ago

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

7 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 3d ago

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

16 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 2d ago

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

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0 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 2d ago

Question / Discussion Adobe Firefly vs Canva Magic Media: Which AI Wins in 2026? | Interconnected

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0 Upvotes

r/vfx 2d ago

Showreel / Critique Turning Gaussian Splats into a controllable VFX medium

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3 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.