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.
ReadIf 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.
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 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.
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.
Read the full breakdown Close this topicA 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.
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.
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.
Read the full breakdown Close this topicProducers 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.
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.
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.
Read the full breakdown Close this topicA 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 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.
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.
Read the full breakdown Close this topicThey 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.
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.
Lens, focal length, height, tilt and distance for every VFX setup. Thirty seconds with a slate saves days of guesswork in tracking.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
ReadEvery production pays for its VFX decisions either early with clarity, or later with money and stress. There isn't a third option.
ReadThere's no honest price per shot. What the camera does, what has to be built, and how many times it changes set the number.
ReadA 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.
ReadThe ninety seconds on set that save days in post. Why each item on the checklist exists, and what it costs when it's skipped.
ReadGet the handover clean and the artists start Monday. Get it messy and the schedule starts with detective work.
ReadReal fire misbehaves in ways no artist would invent. When practical elements win, when simulation earns its keep, and the maths between them.
ReadThe most valuable sentence in VFX is "you don't need us for that." What it sounds like in practice.
ReadNobody was born knowing post. Everyone good asked.
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.
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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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