---
id: wiki-2026-0508-visual-effects-vfx
title: Visual Effects (VFX)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [VFX, Visual Effects Pipeline, CGI]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [vfx, cgi, rendering, compositing, usd]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: python
  framework: usd-houdini-nuke
---

# Visual Effects (VFX)

## 매 한 줄
> **"매 photoreal pixel 의 industrial pipeline"**. VFX 는 live-action 또는 fully-CG 의 photoreal imagery 를 modeling/animation/sim/lighting/comp 의 multi-stage pipeline 으로 production. 매 2026 현재 USD (Universal Scene Description) 가 interchange standard, AI-assisted (gen AI rotoscope, neural rendering, Nerf/Gaussian Splatting) 가 mainstream.

## 매 핵심

### 매 Pipeline 단계
- **Pre-vis**: Unreal/Maya 로 shot block-out, camera blocking.
- **Modeling/Sculpting**: Maya, Blender, ZBrush, Houdini.
- **Look-dev**: Substance Painter, Mari, USD MaterialX.
- **Rigging/Animation**: Maya, Blender — keyframe + mocap (Vicon, Xsens, Move.ai).
- **FX/Sim**: Houdini (pyro/FLIP/Vellum/RBD), Embergen (real-time), Phoenix FD.
- **Lighting**: Katana, Houdini Solaris, USD-based.
- **Rendering**: Arnold, Renderman, Karma XPU, Redshift, Octane — path tracing.
- **Compositing**: Nuke (대세), After Effects (motion graphic), Fusion.

### 매 2026 modern stack
- **USD + Hydra**: Pixar 시작, 매 cross-DCC interchange standard.
- **MaterialX**: shader 의 portable language.
- **OpenColorIO (OCIO) v2**: color management standard.
- **Gaussian Splatting / NeRF**: photogrammetry replacement, real-time renderable plates.
- **AI rotoscope**: Runway / SAM-based, manual roto 시간 90% 단축.
- **Generative comp tools**: Nuke CopyCat (custom ML node), Nuke Smart Vectors.

### 매 응용
1. Feature film VFX (Marvel, Avatar, Dune sequels).
2. Episodic streaming (House of the Dragon, Foundation).
3. Virtual production (Mandalorian-style LED volumes — Disguise, ROE).
4. Commercials, music videos.
5. Game cinematics (Riot, Blizzard).

## 💻 패턴

### USD scene composition
```python
# Layered composition: Layout → Anim → FX → Lighting
from pxr import Usd, UsdGeom

stage = Usd.Stage.CreateNew("shot_010_layout.usda")
root = UsdGeom.Xform.Define(stage, "/World")
hero = stage.OverridePrim("/World/Hero")
hero.GetReferences().AddReference("assets/hero/hero.usd")
stage.GetRootLayer().subLayerPaths.append("anim/shot_010_anim.usda")
stage.Save()
```

### Houdini FLIP fluid sim (HScript / Python)
```python
import hou
flip = hou.node("/obj").createNode("dopnet", "flip_sim")
# Configure FLIP solver, container, source
# Cache to .bgeo.sc per frame
sim_cache = flip.createOutputNode("filecache", "cache")
sim_cache.parm("file").set("$HIP/cache/flip_v001/$F4.bgeo.sc")
sim_cache.parm("execute").pressButton()
```

### Nuke comp tree (Python)
```python
import nuke
read = nuke.createNode("Read", "file plates/shot_010.####.exr")
grade = nuke.createNode("Grade", "multiply 1.05")
merge = nuke.createNode("Merge2", "operation over")
write = nuke.createNode("Write",
    "file out/shot_010_v003.####.exr "
    "channels rgba file_type exr datatype 16 bit half")
```

### Gaussian Splatting plate capture
```bash
# Process plate footage → 3DGS scene for set extension
python -m gsplat.train \
  --data plates/exterior_paris/ \
  --output gsplat_exterior_v01/ \
  --iterations 30000
# Import .ply into Houdini Solaris / Unreal for relighting
```

### OCIO v2 color transform
```python
import PyOpenColorIO as ocio
config = ocio.Config.CreateFromFile("aces_1.3.ocio")
proc = config.getProcessor("ACES - ACEScg", "Output - Rec.709")
cpu = proc.getDefaultCPUProcessor()
cpu.applyRGB(pixel)
```

### AI roto with SAM2
```python
from sam2.sam2_video_predictor import SAM2VideoPredictor
predictor = SAM2VideoPredictor.from_pretrained("facebook/sam2-hiera-large")
state = predictor.init_state("plate_v001/")
# Click-prompt frame 0, propagate through sequence
predictor.add_new_points(state, frame_idx=0, obj_id=1, points=[[640,360]], labels=[1])
masks = list(predictor.propagate_in_video(state))
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| Feature film hero asset | Maya + Substance + Arnold/Renderman |
| Heavy FX (fluid/destruction) | Houdini + Karma XPU |
| Episodic, fast iteration | Blender + Cycles, USD pipeline |
| Virtual production | Unreal Engine 5.5 + nDisplay + LED volume |
| Set extension / digital double | Gaussian Splatting + traditional CG hybrid |
| Color management | OCIO v2 + ACES 1.3 |

**기본값**: USD-centric pipeline + Houdini for FX + Nuke for comp + ACES color + AI-augmented (SAM2 roto, gsplat plates).

## 🔗 Graph
- 부모: [[Computer-Graphics]]
- Adjacent: [[USD   Universal Scene Description]] · [[Gaussian-Splatting]]

## 🤖 LLM 활용
**언제**: HScript/Python boilerplate, Nuke node tree generation, USD layer authoring, shot breakdown drafts.
**언제 X**: artistic look-dev decisions, supervisor-level pipeline design.

## ❌ 안티패턴
- **No version control**: shot file overwrite chaos → USD layers + Perforce/SVN + ShotGrid.
- **Color space ignorance**: sRGB linear mix → ACES + OCIO 강제.
- **Render farm without checkpoint**: long sim crash 의 zero recovery → simulation cache + autosave.
- **Manual roto for everything**: 매 SAM2/Runway 로 80% 자동화 가능.
- **Skipping pre-vis**: shoot 이후 VFX 가 impossible 한 plate 발견 → previs 필수.

## 🧪 검증 / 중복
- Verified: Pixar USD docs, SideFX Houdini docs, Foundry Nuke docs, ACES Central, VES Handbook of Visual Effects (3rd ed).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — USD/Houdini/Nuke pipeline + AI augmentation |
