Temporary Use: AI-generated material can be used for ideation, visualization, and exploration—but is currently considered temporary and not part of final deliverables.
Ownership & Rights: All outputs must be carefully reviewed to ensure rights, copyright, and usage are properly cleared before integrating into production.
Transparency: Productions are expected to document and disclose how generative AI is used.
Human Oversight: AI tools are meant to support creative teams, not replace them—final decision-making rests with human creators.
Security & Compliance: Any use of AI tools must align with Netflix’s security protocols and protect confidential production material.
Matrix-3D utilizes panoramic representation for wide-coverage omnidirectional explorable 3D world generation that combines conditional video generation and panoramic 3D reconstruction.
Large-Scale Scene Generation : Compared to existing scene generation approaches, Matrix-3D supports the generation of broader, more expansive scenes that allow for complete 360-degree free exploration.
High Controllability : Matrix-3D supports both text and image inputs, with customizable trajectories and infinite extensibility.
Strong Generalization Capability : Built upon self-developed 3D data and video model priors, Matrix-3D enables the generation of diverse and high-quality 3D scenes.
Speed-Quality Balance: Two types of panoramic 3D reconstruction methods are proposed to achieve rapid and detailed 3D reconstruction respectively.
For a long time, volumetric visual effects were viable only in high-end offline VFX workflows. Large data footprints and poor real-time rendering performance limited their use: most teams simply avoided volumetrics altogether. It’s similar to the early days of online video: limited computational power and low network bandwidth made video content hard to share or stream. Today, of course, we can’t imagine the internet without it, and we believe volumetrics are on a similar path.
With advanced data compression and real-time, GPU-driven decompression, anyone can now bring CGI-class visual effects into Unreal Engine.
From now on, it’s completely free for individual creators!
QuickTime (.mov) files are fundamentally time-based, not frame-based, and so don’t have a built-in, uniform “first frame/last frame” field you can set as numeric frame IDs. Instead, tools like Shotgun Create rely on the timecode track and the movie’s duration to infer frame numbers. If you want Shotgun to pick up a non-default frame range (e.g. start at 1001, end at 1064), you must bake in an SMPTE timecode that corresponds to your desired start frame, and ensure the movie’s duration matches your clip length.
How Shotgun Reads Frame Ranges
Default start frame is 1. If no timecode metadata is present, Shotgun assumes the movie begins at frame 1.
Timecode ⇒ frame number. Shotgun Create “honors the timecodes of media sources,” mapping the embedded TC to frame IDs. For example, a 24 fps QuickTime tagged with a start timecode of 00:00:41:17 will be interpreted as beginning on frame 1001 (1001 ÷ 24 fps ≈ 41.71 s).
Embedding a Start Timecode
QuickTime uses a tmcd (timecode) track. You can bake in an SMPTE track via FFmpeg’s -timecode flag or via Compressor/encoder settings:
Compute your start TC.
Desired start frame = 1001
Frame 1001 at 24 fps ⇒ 1001 ÷ 24 ≈ 41.708 s ⇒ TC 00:00:41:17
To measure the contrast ratio you will need a light meter. The process starts with you measuring the main source of light, or the key light.
Get a reading from the brightest area on the face of your subject. Then, measure the area lit by the secondary light, or fill light. To make sense of what you have just measured you have to understand that the information you have just gathered is in F-stops, a measure of light. With each additional F-stop, for example going one stop from f/1.4 to f/2.0, you create a doubling of light. The reverse is also true; moving one stop from f/8.0 to f/5.6 results in a halving of the light.