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If you're a director or producer heading into visual effects for the first time, this page is the briefing we wish every production had before the cameras rolled: how post actually flows, what drives the cost, what to capture on set, and what the words mean.

THE SHAPE OF POSTFIG. 01 · THE PIPELINE

Post-production is a sequence, not a bucket.

Everything after the shoot happens in an order, and the order is what protects your money. Click through the stages to see what each one is for, and where your decisions land.

The rule underneath all of it: a change made early is cheap, the same change made late is not.

The essentials

What actually decides how post goes.

The short version of each is here. Open one when you want the mechanism underneath it, what it really costs when it slips, and what to do about it.

The Order

Lock the cut before the shots are finished.

VFX shots are finished against a locked edit. Change the cut after finals have started and every affected shot reopens: new frame ranges, new handles, sometimes new work entirely. That's not a studio being precious. It's the mechanics of the medium.

The discipline that saves the most money in post is picture lock. Hold it, and everything downstream gets cheaper and calmer.

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How it actually works

A visual-effects shot isn't a file you nudge. It's a build, assembled against one specific range of frames. The camera move is solved across those frames. The roto — the hand-drawn outlines that separate an actor from what's behind them — is drawn across those frames. The elements are timed to land on those frames.

Move the cut and the shot no longer starts where the build starts. Extend it by twelve frames and someone has to solve, roto and comp twelve frames that don't exist yet, then re-render, re-check and re-deliver the whole shot to see them. Trim it and the work is still spent, just thrown away. This is also why studios ask for handles — a few extra frames either side of each cut, usually 8 to 12 — so small moves can be absorbed without reopening anything.

What it costs when it slips

The expensive part is rarely the extra frames. It's that reopening a finished shot restarts everything around it: another render, another internal check, another round of client review, another delivery, another conform. A change worth a few frames of work can cost a day of everybody's attention — and it arrives at the point in the schedule where there is least of it left.

What to do about it

  1. Lock the VFX sequences first, not the whole show. Partial lock is real and useful. If the dialogue scenes are still moving but the big sequence is settled, say so — that sequence can start.
  2. Send a change list, not a new cut. "Shot 40 is eight frames longer at the head" is actionable in minutes. A fresh export with no notes means someone has to find the differences before anyone can act on them.
  3. Batch changes into one round. Five notes delivered together cost one cycle. The same five notes trickled over a fortnight cost five.
  4. If a sequence genuinely can't lock, say so at bid time. Fluid work can be priced and planned as fluid. What can't be absorbed is a fixed price that quietly turns out to be a moving target.
The Money

What actually drives the cost.

Three things set a VFX budget: how many shots, how hard each one is, and how many times each one changes. Shot count is the number productions watch, but complexity and revisions are where budgets actually move. The same frame can be a simple clean-up or a full digital environment depending on what the camera does and what has to move inside it.

The cheapest revision is the one that never happens: a clear brief, a reference the director agrees with, and a plan made before the shoot. You pay for VFX twice, or once. Deciding early is the once.

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What makes one frame harder than another

Producers reasonably ask "what's a shot cost?" — but shot count is the weakest of the three numbers. The same second of screen time can be an hour or a fortnight depending on four things:

Does the camera move? A locked-off camera means the background can be built once. A moving camera means the scene has to be solved in three dimensions before anything can be placed in it.

Does something cross in front? An actor, a branch, smoke, a hand. Anything that overlaps the thing being replaced has to be separated by hand, frame by frame. This one line item quietly outweighs most others.

Is there anything soft? Hair, water, glass, fire, motion blur, fine fabric. Hard edges are cheap. Soft edges are where the days go.

How hard does it have to hold? A dark two-second cutaway forgives a lot. A bright, wide, eight-second establishing shot forgives nothing, and that difference is real money.

The multiplier nobody budgets for

Count and complexity are estimated at bid time. Iterations are not — and they are usually what moves the final number. A shot planned for two rounds of feedback that takes six hasn't tripled in difficulty; it has tripled in attention: six renders, six reviews, six sets of notes, six deliveries. Most overruns are not a shot that was harder than expected. They are a shot that was decided later than expected.

What to do about it

  1. Ask for the bid split by complexity band, not a flat average. A per-shot average hides which shots carry the risk — and those are the ones worth a conversation.
  2. Ask what the number assumes. Every bid rests on assumptions about what will be shot and how. Those assumptions are the actual price. Read them before the total.
  3. Settle the reference before work starts. An agreed image the director has actually signed off removes whole rounds of "not quite" — the most expensive note in post.
  4. Ask which shots you don't need. The cheapest visual effect is the one solved on the day with a different lens, a different angle, or a real object.
The Set

Post is won or lost on the shoot day.

Almost every expensive VFX problem starts on set: the greenscreen too close to the actors, the tracking markers nobody shot, the camera report that never got filled in, the clean plate that would have taken ninety seconds. A shot that arrives with good data is craft; a shot that arrives without it is archaeology, billed by the hour.

The checklist below is the ninety-second version. If you do nothing else, do these on the day.

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Why the shoot day decides the post cost

A camera records a flat image. Almost everything post does — putting a building behind an actor, removing a rig, extending a set — requires rebuilding the three-dimensional truth that the flat image came from: where the camera was, how it moved, what lens it saw through, where the light fell.

Every piece of data captured on the day is a piece of that truth handed over for free. Every piece not captured has to be inferred, by a person, frame by frame. That is the whole economics of it. A shot that arrives with its data is craft. A shot that arrives without it is archaeology.

The four that cost the most

The actor stood too close to the greenscreen. Green light bounces onto their shoulders and hair, and the automatic separation stops working — so it gets drawn by hand instead, on every frame.

Nobody shot the clean plate. Ninety seconds of the empty set after the take turns a removal into a copy-and-paste. Without it, the background behind the removed object has to be painted, on every frame.

The camera report is blank. Lens, height, tilt and distance take thirty seconds to write down and can otherwise take a day to reverse-engineer.

Nobody called. The improvised "we'll fix it in post" shot is the single most reliable way to spend money you hadn't planned to spend.

What to do about it

  1. Put one person in charge of VFX data. Not a department — a person, with the checklist below and permission to hold the camera for thirty seconds.
  2. Treat the clean plate as part of the take. Not something to get to if there's time. It is the cheapest insurance on the call sheet.
  3. Photograph the light, not just the set. Wide stills, and a grey and chrome ball if anything computer-generated has to sit in that frame. Anything built later has to match a light that no longer exists.
  4. Ring your supervisor from set before improvising. Two minutes on the phone usually ends with a cheaper way to shoot the same idea.
The Conversation

What to bring to a first meeting.

You don't need a VFX breakdown to talk to a VFX studio. Bring the script or the cut, the references you love, the delivery date, and an honest budget band. That's enough for a senior person to tell you what's a VFX problem, what isn't, and where the risk sits.

A good studio will also tell you which shots you don't need. If nobody in the room ever talks you out of a shot, you're in the wrong room.

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What the supervisor is actually doing while you talk

They are sorting. Every idea you describe lands in one of three piles: not a visual-effects problem at all — solvable with a lens, an angle, a real object or a different location; a cheap one — real work, but predictable; and an expensive one — the handful of shots that will carry most of the budget and nearly all of the risk.

Then they are looking for the thing behind the expensive pile. It is usually one creative intention — a particular camera move, a particular time of day, a particular reveal — that is quietly driving five or six shots at once. Find it early and there is often a version of the same idea that costs a fraction as much and reads identically on screen. Find it in the grade suite and there isn't.

What to bring — and what it's for

  1. The script, or the cut. Whichever exists. A rough assembly is worth more than a polished treatment, because timing changes what a shot costs.
  2. The references you love. Not for flattery — a picture settles in ten seconds what a paragraph argues about for a week.
  3. The delivery date, honestly. Schedule is a cost input, not an administrative detail. The same work compressed costs more, and it is better to know that now.
  4. A budget band you can say out loud. Not a final figure. A range lets a supervisor design an approach that fits it, rather than quoting an approach you were never going to buy.
  5. Your known constraints. The location you've lost, the actor you get for two days, the stunt the insurer won't allow. Constraints are where the good cheap ideas come from.

What you should get back

A first conversation should leave you with four things: which of your shots aren't VFX problems, which few carry the real cost, what to shoot differently to make them cheaper, and where the risk sits if the schedule moves. If you leave with only a number, you haven't had the meeting yet — you've had a quote.

On the day

The on-set checklist that saves post.

01 / DATA

Log the camera

Lens, focal length, height, tilt and distance for every VFX setup. Thirty seconds with a slate saves days of guesswork in tracking.

02 / PLATES

Shoot the clean plate

After the take, clear frame and roll a few seconds of the empty scene. It's the cheapest insurance in film-making: removals become trivial instead of painted.

03 / LIGHT

Capture reference

Photograph the set, the light and anything CG must match: wide stills, a grey and chrome ball pass, an HDRI if there's time. CG lit from real reference sits in the frame; CG lit from memory floats on it.

04 / TRACK

Markers where they help

On flat green and featureless surfaces, add tracking markers, keep them consistent, and tell post where they are. On textured surfaces, leave them off: the texture is the tracker.

05 / GREEN

Respect the screen

Light the screen evenly, keep the actors well off it, and kill the spill. Distance between subject and screen is the difference between an afternoon key and a week of roto.

06 / FRAME

Leave room to work

If the shot will be extended or stabilised, frame with handles and avoid cutting off what post must rebuild. A little air around the action is free on the day and expensive to invent later.

07 / ELEMENTS

Shoot the real thing

Fire, smoke, dust, splashes: if it can be photographed safely, an element shot on the day or on stage will out-perform a simulation for a fraction of the cost. We did exactly this for Testament's fire.

08 / ASK

Call before improvising

The improvised "we'll fix it in post" shot is the one that blows the budget. A two-minute call to your VFX supervisor from set is free, and it usually ends with a cheaper way to shoot it.

The vocabulary

The words people will use at you.

Plate

The filmed frame before anything is done to it. "Raw plate" is the camera's truth; everything we add has to obey its light, lens and grain. You can see one pulled apart on the Breakdowns page.

Turnover

The handover from editorial to VFX: the locked shots, their frame ranges, and the media to build on. A clean turnover with proper timecode is the difference between post starting on Monday or starting with a week of detective work. The long version is worth ten minutes of your post supervisor's time.

Handles

Extra frames on both ends of a shot, past the cut points, usually 8 to 12 a side. They're what lets a late editorial trim be absorbed instead of triggering a re-render. The cheapest insurance in post; we ask for them every time.

EDL / XML

The file your edit system exports describing the cut: which clip, which frames, in what order. With real clip names and source timecode it's the spine of a clean turnover. With placeholders, it's a promise nobody can check.

Conform

Rebuilding the edit from the original camera files at full quality, frame-accurate to the cut. The step where one frame of drift stops being invisible and starts being expensive.

Compositing

The craft of layering plates, CG and elements into one believable frame. It's where every shot finishes, which is why comp artists are usually the last to sleep on a delivery.

Roto

Tracing people or objects frame by frame so layers can pass in front of or behind them. Slow, exacting, and priced by the hour, which is why a good greenscreen on set is money in your pocket.

Keying

Pulling the green or blue screen out of the frame to isolate what was shot in front of it. The quality of the key is decided on set, by the lighting and the distance, long before any software opens.

Matchmove / tracking

Recreating the real camera's move in 3D so anything we add sticks to the world instead of sliding across it. Fed by the camera data and markers from the on-set checklist above.

Set extension

The location continued beyond what was built: the second storey that was never constructed, the crowd beyond the extras you hired, the city past the end of the backlot.

Element

Real footage of a real thing, shot to be composited in later: fire, smoke, dust, rain, splashes. Practical elements carry a truth simulations chase, which is why we shoot them when the story deserves it — here's how we decide.

HDRI

A high-dynamic-range panorama of the set, captured in seconds on the day. It's a recording of the light itself, and it's how CG ends up lit by the same sun your actors stood under.

Previz / postvis

Previz is the cheap animated draft of a sequence before you shoot it. Postvis is the rough comp that lets your editor cut with something better than a green rectangle. Both exist to make decisions early, which is the theme of this entire page.

Version

Shots travel as v001, v002, v003 on their way to final, and every version is a round of somebody's time. A shot that has reached v014 isn't unlucky; it's telling you something about the brief.

Temp vs final

A temp is a stand-in good enough to cut with. A final is defensible at full resolution in the grade suite. Screenings have been survived on temps. Deliveries haven't.

Deliverables / QC

The exact files a platform or broadcaster demands: codec, resolution, colour space, naming. QC is the check that they're actually right. Unglamorous, unforgiving, and the reason "done" and "delivered" are different words.

Clean-up

Removing what shouldn't be there: rigs, wires, crew, markers, modern intrusions in a period frame. Invisible when done well, which is the point.

Grade vs comp

The grade sets the colour of the whole film; the comp builds each frame so it survives that grade. They're different rooms and different crafts, and a shot approved before the grade can still die in it, so we composite to be defensible in the grade suite.

Go deeper

The Field Guide: longer answers.

When a question deserves more than a paragraph, we write it up properly. Each is a few minutes' read, written by the person who'll answer your email. Start with the planning session; the rest follow the life of a production.

Planning

What actually happens in a VFX planning session

People hear "VFX planning" and picture a quote. It's closer to the opposite: the conversation that makes the quote honest, and the hour where half the value is finding the shots you don't need.

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Planning

You pay for VFX twice, or once

Every production pays for its VFX decisions either early with clarity, or later with money and stress. There isn't a third option.

Read
The Money

What a VFX shot actually costs

There's no honest price per shot. What the camera does, what has to be built, and how many times it changes set the number.

Read
The Money

How to read a VFX bid

A bid is a set of beliefs about your production with a number attached. Before you build a schedule on the number, check what it believes.

Read
Craft

When to shoot the real thing

Real fire misbehaves in ways no artist would invent. When practical elements win, when simulation earns its keep, and the maths between them.

Read

Nobody was born knowing post. Everyone good asked.

The Field Guide

New answers, when we write them.

We add to the Field Guide when a producer asks something worth answering properly. Leave your email and we will send you the next one. No schedule, no marketing, and you can leave whenever you like.

We use your address for the Field Guide and nothing else. We do not share it, sell it, or track you with it. One click unsubscribes you.

Faster than reading

Learn it in an hour, with a person.

A planning session is the working version of this page: your script, your schedule, and a senior VFX supervisor telling you what to shoot, what to build, and what to leave alone. It's usually free.

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