Concept to delivery, one continuous handoff chain.

Pipeline Overview

Six stages, twenty-four task codes, one ACES color science from end to end.
Section05
Stages6
Task codes24
ColorACES end-to-end
Version

The pipeline is the path every frame takes from concept to final master. Each stage owns a clear set of tasks, accepts a defined input from the stage before, and produces a deliverable the stage after can consume without translation. If you know which stage you are in and what you are handing off, the pipeline is doing its job.

The Tooling Foundation
Powered by PXLsuite

Before the principles, before the stages, the most important fact about this pipeline: it runs on PXLsuite — a coordinated VFX toolkit family built in-house specifically for the way small senior teams ship. PXLsuite is not a workflow layered on top of the pipeline. It is the pipeline's tooling spine. Four tools, one shared data contract, end to end — PXLbid → PXLflow → PXLtools, with PXLrv as the built-in review player.

Visit PXLsuite → The five principles and six stages below describe the work. PXLsuite describes the system the work runs through.
The tooling foundation is built with Claude Code — which closes the gap between knowing how a workflow should work and shipping it as production software. Four tools, three DCCs, one senior team.
Philosophy

Five Principles

These are the rules the pipeline is designed around. Every stage, every tool choice, every handoff exists to serve one of these five.

01
Lean & high throughput
Senior-only team. No handoff is artificially slow. Every tool earns its place in the chain.
02
Physically plausible
Lumen GI, physically accurate shading, real-world units. No cheat renders. What you see is the math.
03
ACES end to end
One color science across every tool. Textures, renders, comps, and the master all live in the same gamut.
04
AI as force multiplier
AI accelerates iteration and enhancement. Human craft owns every creative decision. Local processing only.
05
Render-engine agnostic
The same CC5 character deploys to Unreal, Maya, or any supported DCC without rebuilding. Assets travel.
The Chain

Six Stages

Work flows left to right. Each stage owns a band of canonical task codes (see Naming) and produces a deliverable the next stage consumes. Loops back to earlier stages are normal — the chain is iterative, not strict.

01Pre-Production
02Spatial Capture
03Characters & Envs
04Real-Time & Render
05VFX & Simulation
06Post & Delivery
Stage 01
Pre-Production
Idea to approved visual target.
Input
Script, director's brief, mood references, world bible entries.
Tasks
cncpt Concept Art (asset)
mdl AI base-mesh generation (early)
Tools
ComfyUIPhotoshopKritaProcreateJetsetUnreal (previz)
Deliverable
Approved concept boards (PSD/PNG, ACES viewing transform), AI base meshes (.glb), previz beats (Unreal sequence + Jetset cam tracks). Color authoring already in ACES.
Hands off to
Stage 02 for environment scanning briefs · → Stage 03 for asset build-out from the approved base meshes.
Stage 02
Spatial Capture
Real worlds and AI worlds, captured as splats.
Input
Approved environment concepts, scout notes, target world list (10 worlds on this production).
Tasks
cncpt Env concept continues
Capture work is not a canonical dept — it feeds raw input data into the asset pipeline of Stage 03.
Tools
XGrid PortalCamXGrid LCC StudioWorld Labs MarbleVolinga
Deliverable
3D Gaussian Splat PLY files (real-world from PortalCam, AI-generated from Marble), HDRI captures for lookdev. Read-only after ingest.
Hands off to
Stage 03: PLY into assets/env/<world>/splat/, HDRI into assets/env/<world>/hdri/.
Stage 03
Characters & Environments
Asset-side: build the things shots will use.
Input
Approved concept boards, AI base meshes, spatial captures from Stage 02, the canonical asset-name list.
Asset tasks
mdl Modeling dtl Detailing / Sculpt tex Texturing shd Shading / Lookdev
rig Rigging grm Grooming cfx CFX setup (sim rigs) anim Asset-level loops fx Asset-level FX setups
Tools
MayaCC5ZBrushSubstance PainterMariAccuRigXGenOrnatrixYetiMarvelous DesigneriClone 8EmberGenLiquiGenHoudini
Deliverable
Per asset under assets/<type>/<name>/: hero geometry (USD/FBX), PBR maps (4K EXR, ACES), CC5 rig packages, sim setup files, baked animation loops. Each task lives in its own canonical folder (mdl/ dtl/ tex/ shd/ rig/ grm/ cfx/ anim/ fx/).
Hands off to
Stage 04 (assets assembled into Unreal shots). Iteration loops back from 04 if a shot reveals an asset gap.
Stage 04
Real-Time & Rendering
Shot-side: stage, animate, light, render.
Input
Approved assets from Stage 03, shot list, sequence breakdown, edit references.
Shot tasks
lay Layout set Set Dressing ue Unreal Scene anim Per-shot performance lgt Lighting
Plate-side tasks (mmraroto) live here too in productions that use plates — not active on Thresholds (full CG).
Tools
Unreal Engine 5Auto-Setup (CC5 → UE)iClone 8 (mocap to UE)Maya (lay/lgt)Houdini (lgt aux)Katana (lgt aux)
Deliverable
Per shot under sequences/<SEQ>/<sh>/: animation caches, lighting rig, multi-pass EXR render in render/ (beauty / char / env / fx / aov). All passes ACES linear EXR.
Hands off to
Stage 05 if the shot needs sims · → Stage 06 directly for finishing if no sims are required.
Stage 05
VFX & Simulation
Cloth, fire, fluids, crowds — the per-shot heavy lifters.
Input
Animation caches and lit shot scene from Stage 04, asset-level CFX setups from Stage 03.
Shot tasks
cfx Cloth / muscle / hair sim execution fx Fire / smoke / fluids / debris crowd Crowd sims (distinct from fx)
Tools
Maya (cfx)Marvelous DesignerHoudiniEmberGenLiquiGenMassiveGolaemZibraVDB
Deliverable
Cached sims as Alembic (.abc) or VDB volumes, dropped into the corresponding per-shot folder (cfx/ fx/ crowd/). Re-rendered through Unreal if the sim is on-screen.
Hands off to
Stage 04 (back into Unreal for re-render with the sim) or → Stage 06 (sim passes go straight into comp).
Stage 06
Post & Delivery
DMP, AI enhancement, comp, grade, edit, deliver.
Input
All render passes from Stage 04 + sim outputs from Stage 05 + DMP assets.
Shot tasks
dmp DMP integration enh ComfyUI AI enhancement comp Compositing grd Per-shot review grade
Editorial tasks
edt Editing (offline cut, timing) grd Master grade sfx Sound design, mix, music
Tools
NukeAfter Effects (aux comp)ComfyUI (Face Scion LoRA)PhotoshopDaVinci ResolvePremierePro Tools
Deliverable
Per-shot composite EXR (ACES linear), graded master (DaVinci output), edited cut (Premiere project + master export). Final delivery: ProRes 4444 XQ + EXR archival master with ACES metadata preserved.
Hands off to
delivery/final/ · archival to delivery/archive/. The pipeline closes here.
Color Science

ACES, End to End

Every tool in the pipeline operates in the same color space. There is no hand-off where the color science changes underneath you. The image on your monitor at any stage is the math of the next stage, just earlier.

Required for every dept
Working space is ACEScg (linear). Viewing transform is ACES RRT + ODT (sRGB or display-appropriate). Texture authoring happens in ACES color space inside Substance Painter and Mari. Compositing keeps linear EXR throughout — no display transforms baked into the comp. Final delivery transform is applied in DaVinci Resolve only.

Do not work outside ACES unless the VFX Supervisor explicitly authorises it. The OCIO config is distributed as part of the pipeline package at production start — install it before opening your first scene.
TextureACEScg authoring RenderACEScg linear EXR Complinear EXR, Nuke GradeDaVinci ACES IDT/ODT MasterProRes + EXR archive

Why this matters: on Thresholds a single shot can cross Maya, Unreal, ComfyUI, Substance Painter, Houdini, Nuke, and DaVinci Resolve. Without a shared color space, textures bake wrong, renders blow out, and composites drift from one application to the next. ACES means every artist opens the same file and sees the same image, wherever they are in the chain.

Coming next

Departments — Deeper

This overview shows the chain. The next layer documents each department's internal workflow — what the input file looks like exiting the upstream task, how it is processed, and what the output file looks like for the downstream task to consume. That documentation is written per-department from the Bible's tool guidance (§7.1 Maya, §7.2 Unreal, §7.3 ComfyUI, §7.4 Nuke, §7.5 DaVinci Resolve) plus the in-flight per-task playbooks. Coming in the next pipeline release.

A
Asset tasks
cncpt · mdl · dtl · tex · shd · rig · grm · cfx · anim · fx
B
Shot tasks
mm · ra · roto · lay · set · ue · anim · cfx · fx · crowd · lgt · dmp · enh · comp · grd
C
Editorial tasks
edt · grd · sfx