Workflow du CFX à Unit Image | Unit Image | Paris HUG 2026

IN FRENCH A comprehensive overview of our CFX pipeline, covering setup implementation, variation management, and an introduction to the in-house tools used at the studio. Un aperçu complet de notre pipeline CFX, incluant la mise en place et l’implémentation, la gestion des variations, ainsi qu’une introduction aux outils internes développés et utilisés au sein du studio. Tommy Toussaint had his first professional experience at Illumination Mac Guff in 2015, where he worked on Despicable Me 3. He then had the opportunity to contribute to the first trailer for Beyond Good and Evil 2 at Unit Image. For the past 9 years, he has been working there as a CFX Supervisor. Ma première expérience dans le monde du travail à été à Illumination Mac Guff en 2015 sur Moi Moche et Méchant 3. Puis j'ai eu l'opportunité de participer au premier trailer de Beyond Good and Evil 2 à Unit Image. Ça fait 9ans que j'y travaille. Félix Menguy graduated in 2017 then worked for 2 years as a Creature TD on feature films at Cinesite VFX in London. He then spent a year as a CFX Artist on an animated feature at Illumination. Since 2020, he has been a CFX TD at UNIT Image, where they produce short films and video game trailers. 00:00 - Introduction to Unit Image and the CFX Team 00:52 - Studio Profile: Game Trailers and Anthology Series 01:30 - Pipeline Transition: Moving from Maya to Houdini Vellum 02:20 - CFX Pipeline Overview: Organic vs. Cloth and Hair Departments 03:26 - The Three-Part Workflow Architecture: Input, Solver, and Output 04:35 - Rigorous yet Flexible: Design Principles for Artists 05:18 - Input Stage: Geometry Filtering and Automated Selection 07:15 - Procedural Proxies: Generating Lightweight Simulation Meshes 09:19 - Adaptability & Variations: Managing Tearing Cloth and Crowds 10:30 - Procedural Hair & Grooming: Generating Guides and Clump IDs 12:03 - Solver Stage: Custom Preroll Tools and Center-of-World Math 14:50 - Constructing the Dopnet: Pre-Configured Constraints and Subnets 17:41 - Output Stage: Post-Sim Tweaking, Tweak Nodes, and Blendsheep Conforming 21:47 - Optimizing Far-Away Shots: Drastic Hair Thicking and Cache Savings 23:29 - Q&A: Handling R&D Under Tight Deadlines and Cross-Department Contact Hashtags#parishug2026 #houdini #UnitImage #CFX #ClothSimulation #Vellum #HairGrooming #OpenUSD #PipelineTD #CreatureFX #GameCinematics #ProceduralModeling #TechnicalDirector #SideFX #CGI #FrenchVFX