9148c358d0
Topic_Agent/Topic_Blog/Topics/Topics_Biz/Topics_Meeting/Topics_Rag의 마크다운 지식 문서를 Topic_General/Topic_Programming/Topic_Graphic/Topic_Business 4개 카테고리로 재분류. - 중복 제거: frontmatter의 status:duplicate/merged + duplicate_of/redirect_to 필드로 자기 자신을 중복으로 선언한 리다이렉트 stub 1032개 제거, 완전 동일 내용 파일 472개 제거, 동일 파일명·다른 내용 충돌 시 더 큰(완전한) 버전만 유지(162개 제거) — 총 1639개 중복 제거. - 분류: 폴더 단위로 명확한 항목(AI_and_ML/Coding/Architecture 등 → Programming, Comfyui/Visual_Effects → Graphic, Topics_Biz/Topics_Meeting/사업 등 → Business, Poetic_Blog_Writing/창의성/Game_Design 등 → General)은 폴더 우선순위로, 나머지 혼재 폴더(Topic_Agent/Topic_Blog/Topics 루트/Thinking & Reasoning/Other/UI_UX_Assets)는 title/tags 키워드 스코어링으로 파일 단위 분류(불명확한 경우 General로 폴백). 원본 폴더명은 "From_*" 서브폴더로 보존해 추적 가능성 유지. - 최종 배치: Programming 2784 / General 1608 / Graphic 285 / Business 249 = 4926개 문서. - 에이전트 운영 상태(.astra/.agent/.obsidian/sessions/memory/_company/docs/lessons/_shared/src)는 지식 콘텐츠가 아니므로 재분류 대상에서 제외하고 원위치 유지. - Topics/Topic_email(상위 보호 폴더 Topic_email과 파일명 100% 중복) 삭제 — 보호 폴더 자체는 미변경. - 완전히 비게 된 Topic_Agent/Topic_Blog/Topics_Biz/Topics_Rag 폴더 제거.
5.7 KiB
5.7 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-visual-effects-vfx | Visual Effects (VFX) | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
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
- Feature film VFX (Marvel, Avatar, Dune sequels).
- Episodic streaming (House of the Dragon, Foundation).
- Virtual production (Mandalorian-style LED volumes — Disguise, ROE).
- Commercials, music videos.
- Game cinematics (Riot, Blizzard).
💻 패턴
USD scene composition
# 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)
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)
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
# 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
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
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 |