Every tool. Every version. Every handoff.

Software Stack

24 tools across 6 pipeline stages. Check your versions before you start.
Section02
Total Tools24
Tech Partners5
In Discussion5
Version

Every tool in the pipeline, its role, and its partnership status. Check versions before starting your first scene.
Version mismatches cost everyone time.

Required for
Texturing Lighting Rendering Compositing Grading Editing
ACES (Academy Color Encoding System) is the color management standard developed by the Academy of Motion Picture Arts and Sciences, and it’s the one the whole industry has converged on for a reason.
It gives every application a shared, scene-linear working space that keeps the full dynamic range and color gamut of every source intact, whether that’s a rendered frame, a photogrammetry scan, an AI-processed image, or a live-action plate.

On Thresholds, assets cross between Maya, Nuke, UE5, ComfyUI, Substance Painter, and DaVinci Resolve on the same shot.
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 pipeline.

If you work with textures, lighting, rendering, or compositing, you need the official ACES 1.2 OCIO config installed before you start your first scene.
Download ACES 1.2 OCIO Config Installation Guide › Video
Stage 01

Pre-Production

Concept & Visual Development
ComfyUI
Open Source
AI concept generation and 3D base mesh creation from approved 2D concepts.
Runs locally only on controlled GPU hardware, no cloud upload of any production asset.
Returns in post-production for render enhancement and the custom Face Scion LoRA pass.
Photoshop
Adobe
Works alongside ComfyUI for photobashing, painting, and moodboard production.
AI-generated outputs come into Photoshop for editing, compositing, and final refinement before art direction approval.
Stage 02

Spatial Capture

Real-World Capture
PortalCam & LCC Studio
XGrid
PortalCam is a handheld scanner with 96-channel LiDAR and four calibrated cameras that captures real-world environments as 3D Gaussian Splat point clouds up to 60m, with real-time preview on device.
LCC Studio processes the raw captures, cleans the point cloud, optimises splat density, and exports PLY files ready for Volinga import into UE5.
Marble
World Labs
AI-powered 3D Gaussian Splat environment generation from text or reference images.
Used in pre-production for rapid environment exploration and director review before committing to a physical scan.
Where the result holds quality, the Marble asset goes straight to production as a final deliverable, exported as PLY and brought into UE5 via Volinga the same way as any XGrid capture.
Visualization & Virtual Camera
Volinga
Volinga
UE5 plugin that imports and relights PLY Gaussian Splat data with Lumen-compatible shadow casting and full ACES colour management.
Fully source-agnostic. XGrid scans and Marble environments are treated identically, so real and AI-generated locations can coexist in the same scene with no pipeline changes.
Jetset
Lightcraft
Virtual camera system. The full UE5 scene, characters animated and Gaussian Splat environments loaded, is packaged as USDZ and opened on an iPhone or iPad.
The director navigates with a live handheld camera and records tracked takes with full lens metadata.
Camera paths import into UE5 via Live Link as approved shot references, driving the final render camera in production.
Stage 03

Characters & Environments

Digital Human — The Scion
Scan Library
3D.sk
High-resolution photogrammetry neutral face scan and full FACS expression set for The Scion.
Source data for the entire digital human pipeline. The neutral scan enters Faceform Wrap first, with expression scans following for the ZBrush transfer phase.
Wrap
Faceform
Conform pass on the 3DSK neutral scan, aligning and orienting it as the spatial reference for all downstream FACS work.
ZWrap then transfers CC5 topology directly onto the scan geometry. Because alignment is established once here, no per-expression re-registration is ever needed.
Character Creator 5
Reallusion
HeadShot conforms CC5 topology onto the aligned scan, replacing generic geometry with the real subject's face while keeping the full CC5 rig intact.
FaceTool bridges CC5 and ZBrush in both directions, so subdivision-level FACS sculpts bake automatically back into the rig as expression shapes.
ZBrush
Maxon
FACS expression scans wrapped and sculpted at high subdivision via ZBrush Face Tools, with each expression shape baking back into the CC5 rig automatically through the FaceTool bridge.
Also handles hero surface detail and environment asset detail passes across the wider production.
Reallusion Hub — Rigging & Animation
AccuRig
Reallusion
Automated rigging applied twice per hero character, first to the AI base mesh for the previz track, then to the final retopologised asset.
Same skeleton both times, so every animation clip built during previz transfers directly to the final character with no rework.
Character Creator 5
Reallusion
Primary character hub for Rhea and Io. Integrates the AccuRig skeleton into the full CC5 system with HD facial controls compatible with MetaHuman.
Receives PBR maps from Substance Painter and garments from Marvelous Designer.
Single authoritative asset exported to any DCC via Auto-Setup.
iClone 8
Reallusion
Primary animation platform. ActorCore mocap library and video-to-mocap for body and facial performance.
Streams live into UE5 via Live Link for real-time director review.
Animation builds from week one on the prototype rig and transfers directly to the final asset.
Auto-Setup
Reallusion
Free UE5 plugin that automates full CC5 character transfer into any DCC target, handling skeleton mapping, shader reconstruction, and facial rig setup automatically.
Same character, any render environment, no manual reconstruction at any step.
Modeling, Cloth & Texturing
Maya
Autodesk
First DCC validation point for the AI-generated base mesh, brought in via a custom GLB import tool.
Hard surface prop and environment hero asset modelling, plus retopology. Not used for animation.
Marvelous Designer
CLO
Cloth simulation and costume construction at the pattern level with physically accurate fabric.
Output goes into Maya and ZBrush for retopology and detail, then into Substance Painter for full PBR texturing before final assembly in CC5.
Substance Painter
Adobe
PBR texturing and material authoring, with all maps authored to ACES colour space.
Delivers albedo, roughness, metallic, and normal maps into CC5 for character finalisation and directly into UE5 for environment assets.
Stage 04

Real-Time & Rendering

Unreal Engine 5
Epic Games
Central render hub where all departments converge.
Lumen GI and reflections, Nanite virtualised geometry, Sequencer for shot assembly and AOV EXR output per layer.
Live Link receives iClone animation and Jetset camera data in real time.
Dash
Polygon Flow
Procedural world-building plugin inside UE5. Surface scatter, terrain generation, procedural mesh placement for roads, cables, and organic forms.
Replaces complex PCG graph workflows with an artist-friendly interface, so environment layout is built and iterated without ever leaving UE5.
ZibraVDB
Zibra AI
Neural VDB compression plugin for UE5, achieving up to 100x compression with negligible quality loss.
Custom volumetric renderer runs up to 2x faster than Unreal's native Heterogeneous Volumes.
Receives VDB output from both JangaFX tools and Houdini. Available via Epic Fab.
Stage 05

VFX & Simulation

EmberGen
JangaFX
Real-time GPU fire, smoke, and spark simulation.
Output goes to UE5 via VDB volumes compressed through ZibraVDB, or as flipbook sprite sheets for Niagara particle integration.
Covers the majority of atmospheric and pyrotechnic effects at this production scope.
LiquiGen
JangaFX
Real-time GPU fluid and liquid simulation, replacing offline Houdini FLIP for most fluid effects.
Output goes to UE5 via Alembic cache for mesh-based liquid geometry, or as VDB compressed through ZibraVDB for volumetric fluid data.
Houdini
SideFX
Offline FX fallback for simulations that go beyond what the real-time tools can handle.
Vellum cloth for complex hero cloth shots as production scales up.
Output as OpenVDB, compressed via ZibraVDB before UE5 import.
Stage 06

Post & Delivery

ComfyUI
Open Source
Procedural render enhancement, with each AOV layer from UE5 routed through its own dedicated sub-workflow.
Custom Face Scion LoRA trained on FACS turntable renders refines facial detail based on the character's own scan data.
Same operator, same tool, same local hardware as pre-production.
Nuke
Foundry
Multi-pass compositing. Assembles AOV EXR sequences from UE5 with ComfyUI-enhanced layers.
Final shot finishing: depth of field, motion blur, grain, chromatic aberration, light integration, and atmosphere.
Output: linear EXR to DaVinci Resolve.
DaVinci Resolve
Blackmagic Design
Final colour grade and delivery. Receives the ACES-linearised composite from Nuke intact, with full dynamic range preserved through the grade.
Delivers ProRes and EXR with full ACES metadata.
Review formats converted to display colour space within Resolve.