Pipe 3D · The production pipeline

Connected scenes.Production under control.

BlenderMayaCinema 4DReferences · Versions · Publish

Organize your 3D production around your files and their dependencies. Connect scenes, share characters and environments across layouts, then track work through to publication.

ASSETS → LAYOUTSExample project
Characterrig · v012Published
Environmentscene · v008Published
SH010 layout · v004In progress
SH020 layout · v006In review
SH030 layout · v009Approved

… across hundreds of layouts

Shared references

Connect scenes and reuse assets across your shots. In Blender, collections stay linked with Link.

Visible progress

See what is in progress, in review or complete, directly in the pipeline.

Versions & publish

Keep your work history and publish the version to pass on to downstream scenes.

The traditional pipeline

Separate files.A coherent project.

From asset to final shot, keep a clear view of scene dependencies, the versions to use and the status of the work.

01

Your files, in one place

Find modeling, rigging, layout, animation and rendering scenes in the project canvas. Files remain separate; their connections make the workflow readable even as the number of scenes grows.

02

References between scenes

Connect a source scene to the scenes that use it. In Blender, this relies on collections linked with Link: a character or environment keeps its connection to its source file. Dependencies stay visible in the pipeline.

03

One asset, hundreds of layouts

Reference the same character and environment across your shot layouts. Each scene keeps its own camera, staging and work while sharing common sources. You avoid recreating an independent asset copy for every shot.

04

A status for each stage

Track progress: to do, in progress, in review, needs revision or complete. Identify scenes awaiting corrections and those ready for the next stage, alongside production tracking.

05

A version history

Keep successive stages of a file and find an earlier version when revisiting a decision. Working versions remain identifiable, without confusing a new experiment with the production version.

06

Publish to hand work over

Publish the selected version for downstream scenes and artists. Publishing distinguishes ongoing work from the reference version to share: the rig feeds the layouts, then animation and rendering build on the prepared assets.

A practical example

Your character is used in 200 layouts. You keep working in its rig file, retain your versions and publish the one to hand over. The layouts stay linked to that source: the graph shows what is shared and which scenes depend on it.

Integrations: Blender is the primary workflow. Maya workflows are undergoing qualification; the Cinema 4D bridge is still being qualified for public distribution.

The next step · 3D AI tools

Your pipeline is in place.Extend your scenes.

HDRI environments, HDR conversion and mesh generation: new starting points for your scenes and assets.

01 / ENVIRONMENT & HDR

From an image to light.

Generate an HDRI environment from a regular image, then convert it from LDR to HDR to prepare the lighting and rendering of your scene.

Heroic HDRI environment: a cathedral lit through its stained-glass windows
02 / CHARACTER

From portrait to volume.

Turn a reference image into a textured mesh. Bring the asset into your Blender pipeline to refine it, prepare the rig and continue production.

Source portrait of the armoured Heroic character
Preview of the textured 3D bust generated from the portrait

03 / COMPOSITION

One world, through to the final image.

Final Heroic project image: the armoured character in the cathedral

From concept to production

Three transformations.One continuous pipeline.

The processes create starting points that you can refine with your production tools.

01

Prepare the environment

Start with a regular image to generate your HDRI environment. LDR-to-HDR conversion then extends its brightness range for lighting your scene.

02

Generate the character

A visual reference becomes a textured mesh. The Heroic bust shown here is the generated model, rendered from several angles. Depending on the shot, you can then refine the geometry, materials and rig in Blender.

03

Build the image

Bring your elements together, adjust composition and lighting, then continue rendering and AI processing in the same project. The final Heroic image illustrates this world; it goes beyond the bust rendered above.

AI processing

Local processing

Available models depend on your hardware. 3D and HDR processing can require substantial memory and a powerful graphics card. The SFUMIA manager helps you prepare packs and connect to ComfyUI.

Cloud processing

Access available models without subscribing to providers. See the price before processing, confirm the media to send and track your budget in ProProd.

Frequently asked questions

Beforeyou begin.

Which 3D applications are supported?

Blender is the main supported workflow. Maya workflows are under validation; the Cinema 4D bridge has not yet been validated for public distribution.

Does HDR conversion recover the real lighting of the scene?

It produces an estimate from an LDR image. It does not replace a measured HDR capture. Check the result and adjust its intensity in your scene to achieve your intended look.

Is the generated mesh ready to animate?

It is a starting point. Depending on the model and shot, topology, textures, rigging or skinning may need corrections before animation.

Does this page load the heavy model?

No. You explore pre-rendered views of the actual mesh. The preview keeps its detail without loading the full 3D file.

Pipe 3D

Your next imagestarts with a project.

Keep your scenes, references, versions and AI processing in the same project.

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