r/vfx • • Apr 30 '26

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

44 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

602 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 • • 6h ago

Question / Discussion Clients forcing AI assets into comps, any actual workflows that work?

26 Upvotes

Anyone else dealing with this? A client dumped some AI footage on me and integrating it into tracked 3D space is absolutely brutal, honestly proving to be way more work than just doing it traditionally.

The edges arent static because of all the frame-to-frame mutations so rotobrush just completely shits the bed. I have to manually masking frame by frame.

Then there's perspective. I'll track the plate, parent the AI layer to my nulls and it just floats around cause the model hallucinated its own lens distortion. So now I'm manually keyframing transforms to try and fake the camera movent.

And the lighting. Random rim lights from nowhere, fake shadows that dont match the plate. I spend hours duplicating layers, masking out the garbage, matching black levels, painting out fake reflections, slapping match grain and light wrap on everything and praying it holds up.

Any workflows to make AI footage actually respect tracking data? I've seen some videos of people hooking generations directly into AE using MiniMax Design with the GPT-6 Astra integration. It reads scene parameters from the comp (cam tracker data, depth map, lighting angles). Not sure how much cleanups afterwards but it looks the asset drops in with correct perspective and shadow direction.

Anyone tried this? This is eating up so much billable time its insane.


r/vfx • • 1d ago

Showreel / Critique HLx

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108 Upvotes

Blender, houdini and aftereffects

I love VFX and have been doing it for a long time :D


r/vfx • • 1h ago

Breakdown / BTS Haunted Sanctuary RAMALAMA

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• Upvotes

r/vfx • • 11h ago

Showreel / Critique Cinematic concept art, WIP, travelers backpackers

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3 Upvotes

I'm sharing this work in progress; it's part two of my personal travel project.

This is with the goal of leaving the call center and being able to make a living solely from creating.

A big hug! I worked mostly in Blender, but I still need to improve some things.

What feedback would you give me at this point?

Thanks for watching ✨️


r/vfx • • 21m ago

Showreel / Critique I remade one of my favorite VFX shots with AI to see if it could do better. Which do you think wins?

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• Upvotes

I have seen a lot of folks' work on this subreddit and I just have to say, wow. There is some incredible talent here. My 2D compositing seems pretty puny compared to the insane shit some of y'all do 😂 But I'm still proud of my superhero film and all its hand-made VFX, and as AI video continues to evolve I keep getting the existential dread sit in that maybe all of those hours of work could have been saved had the film come out 3 years later. End goal product-wise, perhaps, but my team and I still take pride in and love to highlight the human artistry in our work, even the simple stuff. What do you think?


r/vfx • • 6h ago

Question / Discussion I've been trying to break into the VFX industry for 3 years, and I'm starting to feel lost. Is this normal?

0 Upvotes

I’ve wanted to work in film post-production for the past 10 years because I’ve always loved visual effects. After earning my degree in animation, I wanted to pursue a career in the industry, but I’ve been trying for three years without success.
During this time, I’ve worked other jobs while continuing to learn, develop my skills, and build my portfolio. I’ve studied various software packages, including Houdini, Nuke, Blender, and the Adobe Creative Suite. I also had the opportunity to intern at an animation and VFX studio. During my internship, my mentor hoped I would join the company after the internship ended, but it seems the position was eventually cut, or there may have been other reasons why I wasn’t hired.
I’m feeling really discouraged because I’ve spent years working toward this goal, learning new tools, and trying to improve my skills, yet I still haven’t made any clear progress toward getting my first job in the industry.
I’m 25 now, and I still have no professional industry experience. I honestly don’t know what I should do next or how to move forward.
I wanted to ask: Is this normal for someone trying to break into the VFX industry? Does it sometimes take this long to land that first job? I’d really appreciate any advice, honest feedback, or insights from people who have been through something similar.
Thank you for taking the time to read my post.


r/vfx • • 10h ago

Question / Discussion How to scale a Syntheyes solve so that earthling units make sense in Blender after export?

1 Upvotes

Hi,

I have an outdoor shot. It is a trail in the woods. Trail width is maybe 4 meters or so. In Syntheyes, the units are such that the trail width is many thousands of units. If I add an earthling such that its height is 2 z units (that is, as if 2 meters tall), then that earthling is crazily tiny.

Here https://www.youtube.com/watch?v=cYZGDoLtveQ I see how he goes about adding a box 23 units tall, knowing there is 23m tall object in scene.

When I do something similar it becomes so difficult to achieve a result such that the 2 units tall earthling looks normal in the scene.

Should I just ignore all this scaling in Syntheyes and just keep everything it is, then deal with scaling in Blender?

Ultimately I need to create mesh of the trail in Syntheyes, export it with camera solve to Blender, so that I can add animation of a character on the trail/mesh. In Blender I want to be able to work with sensible units so that a 2 m tall character in Blender appears on the mesh in the right proportional way.

Ideas?

thanks!


r/vfx • • 18h ago

Question / Discussion Has anyone dealt with Mercor? A question...

0 Upvotes

I have an interview coming for a job through Mercor. I know they're probably unpopular here, but I could use the booking. Has anyone interviewed and negotiated with them? Their salary ranges are a little broad and I'm wondering how they are with handling negotiations for their client companies. Are they incentivized to pitch you for a higher wage like a traditional third-party recruiter, or is it the opposite? Do they geo-tier wages based on living location within the US? Any general suggestions for dealing with them or anecdotes? Ty


r/vfx • • 20h ago

Question / Discussion Virtual production + 3d = motion blur?

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1 Upvotes

r/vfx • • 1d ago

Showreel / Critique Evil Beam Ultimate | Unity 6.5 | Particle System

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3 Upvotes

r/vfx • • 1d ago

News / Article Upcoming events in Simulation & Graphics

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0 Upvotes

r/vfx • • 2d ago

Question / Discussion how would y’all balance a 200sq meter water tank and 600 vfx shots on a hurricane film?

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45 Upvotes

i just finished watching surviving hurricane otis and started reading up on the film, on the practical side, they equipped a 200 square meter at churubusco, boats, fans, gimbals, and a water recycling setup and on the digital side, it packed 600 vfx shots, 300+ people across mexico, spain, india, korea and canada, along with a storyboard which was animated in unreal first which is all pretty cool but got me thinking hard on how an aspiring vfx enthusiast would handle the same so my question to you guys is:

Has anyone worked here on water sims before at this scale? I’d really love to know whether a tank plus gimbal approach saves time in the end or just moves the pain to compositing


r/vfx • • 2d ago

Question / Discussion Can someone answer a VFX question?

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42 Upvotes

I'm watching the making of The Mist. There's a few shots where a crew member is holding a puppet on a pole (the puppet was later replaced with CGI and the pole was removed digitally)

My question is what happens when the pole passes in front of an object in the frame, such as the "2" in the above image? Once the pole is removed, does the VFX team have to digitally recreate everything the pole was in front of in that scene, frame-by-frame?


r/vfx • • 1d ago

Question / Discussion Mac studio M5 max or Windows rtx 5080 + ryzen 9 for VFX and motion graphics

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0 Upvotes

r/vfx • • 1d ago

Question / Discussion Where to buy mocap suit online

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0 Upvotes

r/vfx • • 3d ago

Showreel / Critique Barad Dur - entrance bridge segment feedback

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115 Upvotes

Hi guys,
2 weeks ago I posted this segment for feedback here and got some really helpful insights, mostly about the darks and contrast.
I've since worked on lots of improvements including - color correction, 2 lightning sequences, lots of more volumetrics and other small tweaks.
I think I'm now close to calling this segment done and move on to the next part of the shot where the camera stars going up the tower.
Before I do, I would love to hear if you think there are more things to improve in post here.


r/vfx • • 2d ago

Showreel / Critique Doctor Who - The Daleks' Master Plan | Coronas Of The Sun - Classic Version

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0 Upvotes

r/vfx • • 3d ago

Question / Discussion BorisFX wtf?

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17 Upvotes

I have a couple of yearly subscriptions from them so I haven't dealt with their purchasing system for a couple of months. Now as all of you know working in our industry right now is no fucking cake walk, the deadlines and budgets are tight. So here I am working over the weekend on the project and I wanted to add a final touch and have a nicer audio in a WiP that I've got to send out today in a couple of hours. I wanted to buy a crumple pop plugin to go the extra mile and deliver something closer to finished product for client review. This is when BorisFX decided to show me a big fat middle finger. Not only I suddenly have to wait a day to get my license, I also can't contact support via chat window cause it's no longer there. Why do so many products go to shit? (this is a rhetoric question, answer is obviously money).


r/vfx • • 2d ago

Question / Discussion What to specify for sensor size, etc, in SynthEyes for GH5?

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0 Upvotes

Hi,
The GH5 is a Micro Four Thirds camera with sensor size 17.3 mm × 13.0 mm. I have video file shot as 4K 25 fps. Here is EXIF below. For starters, what do we consider as focal length for these crop sensor cameras? Do I have to think about various factors or do I simply specify 12 mm as shown below? Or do I specify the 35mm equivalent shown as 26 mm?

What about the scale factor of 2.2? Does this factor in anywhere in SynthEyes?

Also when opening the first file in the video's image sequence, Synth Eyes is showing sensor size as 24.9 x 14.1 mm. Is that just some default or is it reading EXIF data and making an estimation?

Anyway, just want to make sure I give SynthEyes the most precise info possible...

thanks

Aperture : 8.0

Blue Balance : 1.978516

Image Size : 3840x2160

Megapixels : 8.3

Red Balance : 2.168945

Scale Factor To 35 mm Equivalent: 2.2

Shutter Speed : 1/50

Create Date : 2024:05:01 23:52:37.134+01:00

Date/Time Original : 2024:05:01 23:52:37.134+01:00

Modify Date : 2024:05:01 23:52:37.134+01:00

Lens Type : Lumix G X Vario 12-35mm F2.8 II Asph. Power OIS

Advanced Scene Mode : Unknown (0 10)

Avg Bitrate : 399 Mbps

Rotation : 0

Circle Of Confusion : 0.014 mm

Field Of View : 69.4 deg

Focal Length 35mm Equiv : 12.0 mm (35 mm equivalent: 26.0 mm)

Hyperfocal Distance : 1.30 m

Lens ID : Lumix G X Vario 12-35mm F2.8 II Asph. Power OIS


r/vfx • • 2d ago

Unverified information I Made A Free And Fully Open Sourced Tracery 2 Alternative Plugin "Linear".

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0 Upvotes

Hey guys, about two weeks ago I saw a trailer for Tracery 2 on YouTube. I watched it and really liked it, but when I checked the price I was honestly shocked. $60 for a plugin that mainly does tracking, colors, boxes, lines and labels on videos felt crazy to me.

So I opened Claude and Codex and started working on a few prototypes. After 3–4 days it actually started looking pretty good, then I published it on GitHub with the full source code. Since then it’s gotten even better.

It works great for me in Premiere, but it’s still a bit unoptimized in After Effects. I’m working on that and still trying to make the plugin better overall.

I hope you guys like it. If there’s anything you want changed, if you find a bug or have an idea that could make it better just let me know. I’d love to hear your feedback and I’ll try my best to fix and improve everything.

Much love <3
shz

The main features right now are:

  • RGB, HSV and Lab color detection, plus motion detection or a combination of both
  • Basic, Adaptive, Cinematic and Predictive tracking/smoothing modes
  • Rectangle, corner bracket and ellipse tracking boxes with nine different marker styles
  • Six network modes with straight, curved, stepped and PCB-style connections, dashed lines and arrowheads
  • Simple and Cartesian measurement grids with axes, values and node projections
  • Custom labels with track IDs, dimensions, confidence, custom text, Windows fonts, panels, shadows and leader lines
  • Solid, hatch, crosshatch, invert, X-Ray and duotone region fills
  • Orbit and contour paths with repeatable rings, boxes, arrows and ticks
  • Fully independent colors, opacity, thickness and sizing for every visual element
  • Full, half and quarter-resolution analysis while keeping the final output at full resolution

It’s completely open source, built in native C++ and currently available for Premiere Pro and After Effects on Windows. You can find the source code and the latest release here: github.com/shazeus/linear


r/vfx • • 3d ago

Breakdown / BTS "Notes from the Underground" - VFX Breakdown - Blender, AE, Resolve (no AI)

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5 Upvotes

A VFX breakdown from my music video "The River, the Shore".

2+ years in the making, the music video combines real footage with Blender composited in After Effects and Resolve - with many scenes being fully CG!

Full music video in the link below: 
https://www.youtube.com/watch?v=vrrZCnXuPCs&lc=UgxA5OVrazcW0YI43B54AaABAg

Let me know what you think :)

No generative AI was used for this work.


r/vfx • • 2d ago

Question / Discussion Which Degree Is More Useful for an FX Artist: BSc Animation, Design, BCA or BTech? Especially for Working Abroad

0 Upvotes

Hi everyone,

I'm planning my long-term career as a Houdini FX Artist and would like advice from people working in the VFX industry, especially those working abroad.

I'm confused about which degree would be the most useful alongside developing strong Houdini skills and building a professional showreel.

I'm considering these options:

- BSc Animation or a related design degree

- BCA (Computer Applications)

- BTech in Computer Science or a related technical field

My questions are:

  1. For an FX Artist career: Do studios care about which degree you have, or are your showreel, technical skills, and production experience more important?

  2. For becoming an FX TD: Would a BCA or BTech provide a meaningful advantage because of programming, mathematics, and computer science fundamentals?

  3. Working abroad: If I eventually want to work in countries like Canada, the UK, Australia, or other major VFX hubs, which degree would be more useful for employment opportunities and work visa eligibility?

  4. Career flexibility: If I later want to transition from VFX into software development, pipeline TD work, or another technical role, would a computer science degree make that transition easier?

  5. Real-world experience: For those already working internationally, has your degree significantly affected your hiring opportunities or career progression?

I'm trying to choose a degree that supports my FX career while also keeping future technical career options open.

I'd appreciate honest advice based on your actual studio experience, especially from people who have studied these degrees or moved abroad for work.

Thanks!


r/vfx • • 2d ago

Question / Discussion Isn't AI VFX way better than bad VFX these days?

0 Upvotes

Don't know if this is going to get me crucified here or if it's the right place to ask, but everyone is talking about AI slop when VFX slop has been a thing for as long as VFX has existed. Especially annoying is the VFX slop where you feel that the VFX wouldn't even be needed. Like sometimes when doing a slow-mo of a coffee cup that falls and breaks, etc.   

I'm just very curious about what you experts think? As I understand it, there are problems controlling AI video generation, and the outcome might be other than the director's exact ambitions.

The reason I'm asking this is after I saw the tiger scene in Gentlemen season 2, and it looked so bad. It feels like when you watch a movie and the acting is so bad that it breaks the illusion.Animals just seem to be the hardest to do well with VFX. 

And also I do understand that most of VFX slop wasn't supposed to be that bad, but they had time/money constraints.