Foundry's pitch at NAB: stop treating Stage, Nuke, and the pipeline as separate islands. The real unlock is metadata that survives the handoff from set to comp, so artists downstream aren't rebuilding context that already existed.
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Comfy is great for experimentation, but it wasn't built for a 200-artist show. Foundry's pitch for Griptape: a stable, safe pipeline backbone that actually plugs into Nuke and Katana. The distinction matters once you're past the prototype stage.
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SparkFX Previewer v2.0.0 (coming soon) → VFX, Projectiles, Audio, and camera shake synced → All directly in-editor → No Play mode Big update in this version: a brand new UI pass inspired by Niagara, cleaner, faster, and way more focused for artists. Starting to feel like something I’d use daily. Check it out at the FAB store https://lnkd.in/gthtkapK #UnrealEngine #RealtimeVFX #GameDev
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Changing the environment around a moving vehicle without letting AI touch the road or the car is harder than it sounds. We isolated the product in Nuke, built the new environment in Luma from a single frame, and used the original footage to drive the motion transfer. The final comp brought everything back together, matching the plate through lens distortion, chromatic aberration and grain. Full R&D breakdown for TK Studios
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The granular control to fine-tune and stack color selections is exactly what compositors need in a fast-paced pipeline — this Qualifier tool hits all the right marks! Great to see Nuke workflows getting this level of refinement.
A better way to color grade in Nuke! We remade Resolve's Qualifier in Nuke. Free download and full video here: https://lnkd.in/enBbaFSD
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🎥𝗚𝗮𝘂𝘀𝘀𝗶𝗮𝗻 𝗦𝗽𝗹𝗮𝘁𝘁𝗶𝗻𝗴 𝗶𝘀 𝗻𝗼 𝗹𝗼𝗻𝗴𝗲𝗿 𝗷𝘂𝘀𝘁 𝗮𝗻 𝗥&𝗗 𝘁𝗼𝗽𝗶𝗰. 𝗜𝘁’𝘀 𝗮𝗰𝘁𝗶𝘃𝗲𝗹𝘆 𝗿𝗲𝘀𝗵𝗮𝗽𝗶𝗻𝗴 𝗽𝗿𝗼𝗱𝘂𝗰𝘁𝗶𝗼𝗻 𝗽𝗶𝗽𝗲𝗹𝗶𝗻𝗲𝘀 𝘁𝗼𝗱𝗮𝘆. At NAB Show we brought together early adopters to break down how 3D Gaussian Splatting (3DGS) is moving from experimentation 𝗶𝗻𝘁𝗼 𝗿𝗲𝗮𝗹-𝘄𝗼𝗿𝗹𝗱 𝘂𝘀𝗲 across Virtual Production, VFX, and beyond. In this panel, Fernando Rivas-Manzaneque, Joao Krambeck from RCS Studios, Kathryn Brillhart, and Michael Rubloff from Radiance Fields (Gaussian Splatting and NeRFs), share 𝗵𝗼𝘄 𝘁𝗲𝗮𝗺𝘀 𝗮𝗿𝗲 𝗮𝗰𝘁𝘂𝗮𝗹𝗹𝘆 𝘂𝘀𝗶𝗻𝗴 𝟯𝗗𝗚𝗦 𝘁𝗼𝗱𝗮𝘆: ➡️What Gaussian Splats really are (and why they’re different from traditional 3D capture) ➡️How teams are using them in previs, ICVFX, 𝗮𝗻𝗱 𝗽𝗼𝘀𝘁-𝗽𝗿𝗼𝗱𝘂𝗰𝘁𝗶𝗼𝗻 𝘄𝗼𝗿𝗸𝗳𝗹𝗼𝘄𝘀 ➡️Real-world 𝗲𝘅𝗮𝗺𝗽𝗹𝗲𝘀 𝗼𝗳 𝗰𝗮𝗽𝘁𝘂𝗿𝗶𝗻𝗴 𝗹𝗼𝗰𝗮𝘁𝗶𝗼𝗻𝘀 and building photoreal digital environments ➡️Where 𝘁𝗵𝗲 𝗯𝗶𝗴𝗴𝗲𝘀𝘁 𝘁𝗶𝗺𝗲 𝗮𝗻𝗱 𝗰𝗼𝘀𝘁 𝘀𝗮𝘃𝗶𝗻𝗴𝘀 are showing up in production ➡️The practical challenges, from 𝗱𝗮𝘁𝗮 𝗵𝗮𝗻𝗱𝗹𝗶𝗻𝗴 𝘁𝗼 𝗼𝗻-𝘀𝗲𝘁 𝗶𝗻𝘁𝗲𝗴𝗿𝗮𝘁𝗶𝗼𝗻. If you’re working in Virtual Production, this is where things start to get very real: faster environment capture, fewer bottlenecks, and new ways to bridge physical and digital worlds.🙌 👀𝗪𝗮𝘁𝗰𝗵 𝘁𝗵𝗲 𝗳𝘂𝗹𝗹 𝗽𝗮𝗻𝗲𝗹 𝗵𝗲𝗿𝗲: https://lnkd.in/eMQcZAfB #VirtualProduction #GaussianSplatting #3DGS #VFX #ICVFX #FilmmakingTechnology #DigitalEnvironments #ProductionPipeline #NABShow
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Distortion Grids Database is a structured library built for real post-production workflows. It includes: - distortion grids - ready-made lens presets - LensDistortion nodes for Nuke - 3DEqualizer project files Upload assets → receive ratings, discounts, and a reason to keep building value for the whole community. Our goal is to turn lens data from a one-time production cost into a reusable production resource — making matchmove and VFX workflows more reliable, faster, and easier to run. Enjoy! And Have a Good Solve! #Matchmove #3DTracking #CameraTracking #VFX #CGI #VisualEffects #FilmProduction #MatchmoveArtist #MotionTracking #VFXCommunity
Distortion Grids Database
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𝗝𝗼𝗶𝗻 𝘂𝘀 𝗹𝗶𝘃𝗲 𝘁𝗼 𝗱𝗶𝘀𝗰𝗼𝘃𝗲𝗿 𝗵𝗼𝘄 𝟯𝗗 𝗚𝗮𝘂𝘀𝘀𝗶𝗮𝗻 𝗦𝗽𝗹𝗮𝘁𝘁𝗶𝗻𝗴 𝗶𝘀 𝗮𝗹𝗿𝗲𝗮𝗱𝘆 𝗯𝗲𝗶𝗻𝗴 𝘂𝘀𝗲𝗱 𝗶𝗻 𝗿𝗲𝗮𝗹 𝗽𝗿𝗼𝗱𝘂𝗰𝘁𝗶𝗼𝗻 𝘄𝗼𝗿𝗸𝗳𝗹𝗼𝘄𝘀 🚀 As part of our ongoing '𝗗𝗶𝘀𝗰𝗼𝘃𝗲𝗿 𝟯𝗗𝗚𝗦 𝘄𝗶𝘁𝗵 𝗩𝗼𝗹𝗶𝗻𝗴𝗮' live sessions, the Volinga team regularly walks through real-world Gaussian Splatting workflows, from capture and scene setup to Unreal Engine integration and on-set deployment. 𝗢𝘂𝗿 𝗻𝗲𝘅𝘁 𝘀𝗲𝘀𝘀𝗶𝗼𝗻 𝘁𝗮𝗸𝗲𝘀 𝗽𝗹𝗮𝗰𝗲 𝗻𝗲𝘅𝘁 𝗧𝘂𝗲𝘀𝗱𝗮𝘆, 𝗠𝗮𝘆 𝟭𝟵𝘁𝗵, and it’s a great opportunity to explore these workflows through practical demos, real use cases, and open discussion with the team. 𝗪𝗲’𝗹𝗹 𝗰𝗼𝘃𝗲𝗿: ☑️Real production workflows using 3D Gaussian Splatting ☑️Step-by-step guidance from capture to Unreal Engine ☑️Plugin setup, sample projects, and common pitfalls ☑️Live Q&A with the Volinga team Whether you’re working in virtual production, VFX, broadcast, or real-time environments, this session is designed to help you understand how these workflows operate in practice, not just in theory. 👉 𝗥𝗲𝗴𝗶𝘀𝘁𝗲𝗿 𝗵𝗲𝗿𝗲: https://lnkd.in/e5BqnB-P #Volinga #3DGS #GaussianSplatting #VirtualProduction #Webinar
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The VFX studios finding momentum in today’s market are doing more than surviving industry change. They’re actively redefining how modern studios operate. From early reinvestment and persistence at PFX to AI-driven innovation at Monsters Aliens Robots Zombies and evolving creative momentum at Tippett Studio, adaptability is the throughline. Read the full VFX Voice feature to see how studios are building resilience, differentiation and the future of the craft: https://lnkd.in/di4xRY8M #VFX #VisualEffects #VFXIndustry #VFXVoice #VisualEffectsSociety
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The VFX industry is evolving fast, and the studios that adapt, innovate, and stay true to their creative spirit are not just surviving — they are thriving and redefining the future of the craft. Adaptability truly is the superpower! 🎬✨
The VFX studios finding momentum in today’s market are doing more than surviving industry change. They’re actively redefining how modern studios operate. From early reinvestment and persistence at PFX to AI-driven innovation at Monsters Aliens Robots Zombies and evolving creative momentum at Tippett Studio, adaptability is the throughline. Read the full VFX Voice feature to see how studios are building resilience, differentiation and the future of the craft: https://lnkd.in/di4xRY8M #VFX #VisualEffects #VFXIndustry #VFXVoice #VisualEffectsSociety
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