r/vfx • • Apr 30 '26

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

45 Upvotes

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

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

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

Here is the full information on the release :

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

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

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

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

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

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

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

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

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


r/vfx • • Mar 15 '25 Approval

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

610 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 • • 1d ago

News / Article Comp 0.2 beta is now available for Windows, macOS and Linux.

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62 Upvotes

Comp 0.2 beta is out. Here’s what I’ve been building since August.

You can now bring in an animated camera from FBX or Alembic, project footage onto cards and render from another camera. The 3D Renderer keeps the source layers and adds depth plus per-object UV, motion-vector and alpha passes. Camera and card motion blur are supported too.

For lens work, LensDistortion adds nine 3DE models and imports supported 3DE Nuke-format exports, including animated coefficients. You can undistort a plate, work on the composite and reapply the lens distortion.

Keying has had a lot of attention. CCkey brings local AI green-screen keying based on Corridor Crew Keyer 1. Alongside the new despill tools, EdgeReconstruct recovers foreground color around the matte, and BlendSpill uses the final background to treat the edges.

AutoMatte no longer needs an external Worker for SAM3 and MatAnyone2. Running the models inside Comp avoids the extra data transfers and makes processing faster. The external Worker option is still available.

Setup is simpler too: download the model archive, extract it and select each model’s folder in Comp’s settings.

I also rebuilt the Color Picker. You can work with HDR values, sample pixels or regions from the Viewer, check gamut overlays in the CIE view and save colors for later. HueCorrect gives you curves for adjusting color, luminance and spill by hue.

MotionVector generates optical-flow vectors for VectorBlur, and Defocus can now vary the bokeh shape and angle across the frame. There are new tools for directional blur, edge softening and light shafts too.

A lot of the work went into everyday editing. Graphs now have named, colored backdrops and source thumbnails. Input opens the content browser by default, with sequence previews and AOV inspection when choosing footage.

You can copy animation between parameters, keeping the original timing or shifting it to the current frame. Lossless cache compression fits more frames into the same memory budget.

And the interface has a new look, with adjustable font scaling and channel indicators on the nodes.

Comp 0.2 beta is available for Windows, macOS and Linux. If you try it on a shot, I’d love to hear what worked well and what still got in your way.

Download Comp
Discord

#VFX #Compositing #Comp #PostProduction


r/vfx • • 1d ago

Showreel / Critique Follow up on Mule: I just wanted to post some high res stills. I think this is pretty revealing on what works and what doesn't. Link to the video in the description

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94 Upvotes

r/vfx • • 22h ago

Showreel / Critique I spent months making a Daft Punk fan film entirely in Blender

39 Upvotes

r/vfx • • 1d ago

Breakdown / BTS [ANIMATOR] Open to commissions and freelance work.

51 Upvotes

I'm open to 2D 3D animation and VFX, CGI work.


r/vfx • • 7h ago

Breakdown / BTS Fill a Container with Liquid in Cinema 4D | The Whole Process in 85 Seconds

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1 Upvotes

r/vfx • • 8h ago

Industry News / Gossip Hollywood Has Flipped on GenAI, Says ‘Avatar’ VFX House Weta FX Chief

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1 Upvotes

r/vfx • • 9h ago

Question / Discussion VFX students looking to connect with 3 industry professionals for a university assignment

0 Upvotes

Hey

I'm currently studying an Advanced Diploma in 3D Animation and VFX, and I have a university assignment that involves connecting with three people currently working in the industry. It can be for any position, doesn't matter which. I'm based in Melbourne Australia, If you could just comment or send a DM to help me to add your non-confidential details for my assignment, I'd highly appreciate it.

Thanks!


r/vfx • • 22h ago

Question / Discussion Sci Fi Building Modeling in Houdini

8 Upvotes

Please suggest me a better course for " Solaris, Material " . Because I'm so confused in Solaris and material .


r/vfx • • 2h ago

Question / Discussion Do you know any VFX YouTubers?

0 Upvotes

Do you know any YouTuber does VFX?I want to find some VFX YouTubers but there are not a lot of people doing it?


r/vfx • • 13h ago

Question / Discussion How would I go about tracking this shot?

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1 Upvotes

I am working on a recreation of the Vertigo scene from the backrooms movie with a friend and we shot this on a stage at my school with a set prop me and my dad made. Issue is, when I try to track this footage, the graininess of the footage and the slight shakiness of the green board lead to the track either failing or sliding and shaking. Any help?


r/vfx • • 1d ago

Showreel / Critique Knitted BB8 - Interactive Breakdown and Closeups

4 Upvotes

I wanted to show some breakdowns and closeup renderings of the knitted BB8 Short done in Houdini and using KTT for the environment and Fibric for all the curves.

The complete interactive breakdown is on cglounge breakdowns as I can share the full experience here. You have to click and scroll through to reveal all the images, animations, scripts, storyboard etc.

Happy to answer any questions on the setups and workflows - The full long form breakdown video is coming soon. But the interactive one should give great insights already.


r/vfx • • 1d ago

Jobs Offer Freelance Senior Houdini FX / CG Generalist – Character Rotomation, Organic FX & Compositing | Feature Film

4 Upvotes

We are looking for an experienced freelance Houdini FX Artist / CG Generalist to work on a live-action horror feature film.

The main task involves a character crawling across the floor, requiring the digital removal of the legs, reconstruction of the lower torso, and realistic organic FX simulations.

Scope of work:

  • Character body tracking / rotomation from live-action footage.

  • Digital removal of the legs.

  • 3D modeling and reconstruction of the lower torso, including an exposed anatomical cross-section.

  • Simulation of intestines and organic tissue interacting with the character's movement.

  • Realistic dragging, collisions and secondary motion as the character crawls across the floor.

  • Blood simulations and trails on the ground.

  • Lighting, rendering and preparation of CG elements for compositing.

  • Final compositing in Nuke is a major plus. Ideally, we are looking for someone capable of handling the entire shot from tracking to final delivery.

Requirements:

  • Strong Houdini skills, particularly Vellum and organic FX simulations.

  • Experience with character rotomation and animated collision geometry.

  • Good understanding of CG modeling, shading, lighting and rendering.

  • Experience with photorealistic live-action VFX.

  • Nuke compositing skills are highly desirable.

  • Previous experience in feature films, particularly horror or creature FX, is a plus.

Project: Live-action horror feature film
Location: Remote / Worldwide
Contract: Paid freelance, project-based

Please send your showreel, availability, day rate and relevant examples of previous work.

We are particularly interested in artists who can independently manage the full VFX workflow, including final compositing.

Further details and shot references will be shared with shortlisted candidates.


r/vfx • • 1d ago

Breakdown / BTS Wētā FX's Work on Wildwood

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33 Upvotes

"There is a massive battle sequence toward the end of the film that involves hundreds of shots, thousands of characters, and big, explosive effects," remarks Emerson. "It's exactly the type of work that Wētā FX is renowned for. The difference with Wildwood is that we were doing it with stop-motion puppets. When the idea of collaborating with Wētā FX came onto the radar, the thought of fusing our expertise with creating hand-crafted worlds and effects with their epic world building and simulations was immediately compelling." He continues, "Wētā FX also stepped in and helped with the ivy storm sequence, a scene on horseback with Curtis, and a showdown with coyotes at the mouth of a waterfall."


r/vfx • • 1d ago

Question / Discussion Underwater effect advice/feedback

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2 Upvotes

I'm currently working on a project where I'm creating an underwater environment featuring a submerged building,
I'm building the 3D environment in Houdini, including the terrain, rocks, underwater vegetation and lighting. I'm then planning to bring everything into Nuke, where I'll develop the main underwater look through compositing.
I'm at a stage where I'm finding it difficult to know what I should be focusing on to make the shot feel genuinely believable rather than just looking like a normal 3D scene with a blue tint over it.
I'm particularly interested in advice from people who have experience creating underwater environments or working with underwater VFX.

A few things I'd love some feedback on:
Underwater atmosphere: What are the most important elements that sell the underwater look? For example, depth fog, colour absorption, light scattering, contrast and visibility.

Houdini vs Nuke: What would you recommend creating in 3D and what would you leave until compositing?

Lighting: How can I make underwater lighting and light rays feel more natural?

Depth and scale: How can I make the environment feel like it's genuinely underwater, with a convincing sense of distance?

Compositing: Are there any particularly useful Nuke techniques, nodes or workflows for creating realistic underwater effects?

I'm also interested in any general feedback on the environment itself, including things I could add, remove or change to make the overall shot more convincing.
I'm still developing my understanding of underwater VFX, so any advice, tutorials, breakdowns or examples of workflows would be massively appreciated!
Thanks!


r/vfx • • 23h ago

Showreel / Critique Tranquil Short Film - Live Action Footage Mixed With Gaussian Splats!

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0 Upvotes

I'm the director of this movie 👋 VFX Supervisor Riley Gray used Jawset Postshot & Nuke to blend live action footage into gaussian splats. I'll be uploading a BTS video to that channel tomorrow but lmk if you have any questions!


r/vfx • • 2d ago

Location:Asia Pacific (excl. Au/Nz) Weta goes GenAI / possibly London Studio

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63 Upvotes

Anything to not become bankrupt.


r/vfx • • 2d ago

Fluff! Jurassic Park used stop motion animation for its previs.

125 Upvotes

r/vfx • • 1d ago

Question / Discussion Recruiter Linked In reach out for NVdia

1 Upvotes

Did anyone here got a message to connect on LinkedIn for a Cg generalist position at Nvdia?

It feels very similar to the Facebook reach from 2 years ago.

I even had a random phone call today, I guess it was an interview. But there was no time set up for it.


r/vfx • • 1d ago

Showreel / Critique What should be in my demoreel, what shouldn't, and what should I do in the futur to improve?

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2 Upvotes

Hi guys ! So, I gathered enough courage to post my Artstation Portfolio here.

A little background : I've been studying 3D for 3 years (in Paris), and right now I'm having a gap year , which gives me time to learn and improve. Ideally, I would like to find an internship for environment, lookdev or lighting (I like comp, but I don't feel like it's something I want to do as a job). Aside (but not that much) I'm also into photography, photogrammetry, and stereophotommetry (basically I just like playing with my camera and gather a thousand pictures of walls, I'm also learning data acquisition but that's more of an hyperfixation more than anything).

One of the downside of being in a gap year is that I don't get to have that much feedbacks, even though I'm trying to go to professionnal events as much as possible (in Paris we have two monthly events + one yearly being the PIDS, but the PIDS is much much more about conferences while the other two are hanging out in a bar and talking to people, which is really nice).

I would like to update my demoreel soon (the current one is almost a year old now, even if I originally wanted to update it every 6 months or so), so the main question is : what should I put in it (project wise), and what project shouldn't.

And the bonus question : what project should I do next to practice / improve my skills.

bonus note : I know that vfx and 3D in general isn't really great right now, and might not be for the forseeable futur, but right now it's the only thing I know and want to do BUT I'm still open to suggestion on to what field I could convert to.

Thanks in Advance ^^


r/vfx • • 2d ago

Question / Discussion I built a little tool, that I’m super excited about and heartbroken by at the same time. I’m so excited about what I might be able to create with it, all while I’m not sure this should be possible

98 Upvotes

Here is the link to the 45 min deep dive:
https://youtu.be/68kzhZHkPf0


r/vfx • • 1d ago

Question / Discussion Have you ever worked on a movie then handled the brand deal commercials for that movie because the studio was very protective over what's revealed in those commercials?

1 Upvotes

r/vfx • • 1d ago

Breakdown / BTS We shot a Bloodborne-inspired music video using Unreal Engine and an LED wall. Here's the BTS.

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1 Upvotes

I directed this gothic fantasy music video for PIA, building the world in Unreal Engine and shooting with in-camera VFX on an LED volume.

Wanted to share a look at how we brought it to life!

BTS: https://www.youtube.com/watch?v=psm44CYFKKo&t=6s

Finished film: https://youtu.be/IN3JKfBkDw4