Not footage or Al. Every bubble here is simulated, and getting the carbonation to feel real was the hardest part of the shot.
The bubbles took a long stretch of R&D: how they cling under the foam, how they catch light up close, how a dense layer reads through glass without going muddy. At one point a whole band under the surface rendered dark because light was running out of bounces between overlapping bubbles. A lot of the work ended up being how the bubbles are rendered, not just how they're simulated.
Simulated in Houdini, rendered in Redshift.
Open to liquid and beverage FX projects. DMs are open.
THIS STARTUP FORKED BLENDER AND REBUILT IT AROUND AI AGENTS.
it's called Mixar.
you open a 3D scene and can:
→ tell an agent what to change directly inside the scene
→ generate 3D assets from references
→ retopologize, texture and clean assets
→ run multiple agents across different scenes
→ use 400+ AI models from one place
they forked Blender itself and are turning it into an agentic 3D platform.
ComfyUI can now split a flat image into separate editable layers and hand you a PSD that opens straight in Photoshop. Thanks to Node 2.0.
The new layer nodes come from Terry (@jtydhr88) on our frontend team. A compositor editor is right in the graph, so you can arrange everything before you ever leave ComfyUI.
How it works:
- Run the Seedream 5.0 layer separation template in Comfy Cloud
- Add multiple images into the layers
- Arrange and composite them in the editor
- Export every layer to a PSD and keep editing in Photoshop
Built on nodes 2.0.
This whole mocap pipeline was built and is operated end-to-end by an AI agent.
Left: AI-generated video.
Right : automatic retarget onto a Mixamo rig in Blender real foot contact, zero manual keyframes.
Any Mixamo character.
Open source: https://t.co/cq58JxTVX5
#b3d #mixamo #mocap #vibecoding
working on projects in Comfy UI is making like a little easier for sure. A quick test generated in under a minute in Wan 2.2 and upscaled in nano tools
#animation#VFX#upscale#comfyui#workflow
I like to spend some time upstream looking on the best way to prepare my game animation direction/vision.
It can be by prototyping my vision of the game or making easy rigs to play with.
From the technical side to the artistic side.
#animation#workflow#gamedev#game#3d
MoLingo, a text-to-motion (T2M) model that generates realistic, lifelike human motion by denoising in a continuous latent space. Recent works perform latent space diffusion, either on the whole latent at once or auto-regressively over multiple latents. This paper studies how to make diffusion on continuous motion latents work best.
Paper Title: MoLingo: Motion-Language Alignment for Text-to-Human Motion Generation
Project: https://t.co/ISK0eWtuT7.
Link: https://t.co/yqR19EI3LT
Google has open-sourced GNM Head, its parametric model for generating 3D human heads
The model, based on real-world scan data, provides 250 controls for head shape, and 380+ for facial expressions
A free add-on integrates it into Blender
https://t.co/bFZLwM7rWZ
#B3D
Introducing ARDY — real-time, controllable 3D human motion generation
Streaming text prompts + flexible kinematic constraints — root waypoints, full-body keyframes, joint targets — all at interactive speed
To be presented at SIGGRAPH 2026, Paper & demo
https://t.co/ujS94CQAto
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