Phase 1 / May 2026

PXLsuite, the PXL toolkit family

A coordinated VFX toolkit family.

Forged on Thresholds, built so other VFX teams can use them. 20+ years of supervision, the pipeline I always wanted on a real show, finally shipping. AI closed the gap between knowing exactly how this should work and writing the code, without me pretending to be a pipeline TD.

3
Production tools
11
DCC tools
3,000+
Trusted by artists

From script to shot

One shared data pipeline. A bid becomes a live production plan, no re-typing, no glue scripts between tools.

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Why PXLsuite exists

I'm not a coder. I'm just a supervisor with a clear vision, powered by AI.

Over the last years I've shifted focus from shot work to workflow optimization and pipeline development; the tools, the workflows, the UX a VFX team actually needs. Claude Code and AI made it possible to build all of it. Before, the gap between “I know exactly how this should work” and “I can ship it as production software” was a five-person engineering team. Now it fits inside one supervisor's head and a weekend of work.

My strength

Workflow analysis, workflow optimisation, pipeline design. Twenty years on the floor, as a VFX & CG Supervisor and former 3D Generalist, spent watching exactly where pipelines hurt, where producers struggle, where clients lose patience. I know what a CG department needs, what a VFX department needs, what's important and what isn't.

What I'm not

I'm not trying to replace pipeline TDs or production engineers. I don't have their coding background. What I have is the supervisor's view of where the workflow actually breaks, and now, thanks to Claude Code, the ability to prototype and ship the fix without waiting for engineering bandwidth that never comes.

The result

Three tools, built by the person who uses them, refined by the producer who depends on them. PXLbid -> PXLflow -> PXLtools, end-to-end, one data contract. Not a product looking for a market, the pipeline I always wanted, now hardened enough to drop into someone else's show.

01 Script breakdown & bidding

Drop a script in. AI agents, trained as a Producer and a VFX Supervisor, read it, scope it, decompose it into departments, price it, and schedule it. The whole thing flows straight into PXLflow, so re-bidding a revision becomes a delta, not a redo.

PXLbid landing screen, drag-and-drop a script to begin

How it works

is simple as 1-2-3

Phase - 1: Surface scope, in a few minutes

Counts shots, sequences, assets. Flags complexity. Enough to know whether the project is a 50-shot commercial or a 400-shot feature before you call the client back.

Check, give feedback, change what's needed and proceed to Phase 2, while the tool learns from you.

Phase - 2: Department breakdown

Continue from Phase 1. The AI re-reads in depth and decomposes every asset and shot into detailed department tasks (model, texture, lookdev, rig, muscle, CFX, etc). Honors your bible, your folder structure, your naming convention, and gives you back a file that you can ingest directly into PXLflow.

A complete department-level breakdown the producer can plan against, not a spreadsheet skeleton you still have to fill in by hand.

Phase - 3: Bidding

A visual, cost-driven bid you can edit line by line. Every shot and asset is priced by discipline through an effort baseline, a complexity grade, and a seniority multiplier, all of them yours to tune in the Library. Re-grade a line or drop it and the whole quote recomputes live, down to overhead, contingency, margin, and a best-to-worst range.

Export it as XLS or PDF for the client, or ingest it straight into PXLflow, not a static file the producer has to re-type into the planner.

Phase - 4: Scheduling

From the same breakdown, a solver lays out the most predictable crew to hit a date: recommended headcount per discipline, a dependency-aware Gantt, the critical path, and the bottlenecks holding the show back.

Set a start and a client target, toggle overtime or a feedback buffer, and watch the window move. An entire production planned for you, under your supervision.

02 Asset review & tracking

Took inspiration from ShotGrid and ftrack for the review side. From Notion and Monday for the planning side. Threw out everything that felt like it was built by someone who'd never sat in a dailies room. What's left is the tracker I always wanted.

PXLflow assets view, grouped by type with status at a glance

Built on the floor, refined by the producer

I use it daily as the supervisor. My producer uses it daily as the producer. Every feature in there got fought for in a real review, hardened by a real schedule, killed if it didn't earn its place. No one's writing tickets from a roadmap they imagined.

Dependency-aware, fed by the bid

Tasks know what they depend on. Move a deadline, the schedule reflows. Approve a concept, the downstream modeling task wakes up. And the plan does not start from a blank page: PXLbid's bid and schedule ingest natively, so the production opens already laid out, ready to assign.

Review built in

Per-asset notes, versioned submissions, annotated frames, daily review sessions. Open any version straight into PXLrv, the built-in review player, and the notes round-trip back to the same sheet. The dailies room conversation becomes a permanent record without anyone having to write the minutes.

Zero-server architecture

Electron desktop app. Google Sheets and Drive backend. Client-side OAuth. No server to maintain, no SaaS lock-in, no monthly bill that scales with seats. Mac and Windows installers, auto-update via Cloudflare R2.

Built in, not bolted on

PXLflow ships with PXLrv, its own review player

A real review player, no extra license

PXLrv is a PXLsuite-branded build of OpenRV (Apache 2.0): full-quality playback, color management, frame-accurate scrubbing. It does the job studios pay a commercial RV review-player license for, with nothing to pay per seat.

Wired straight into PXLflow

Open any version from PXLflow and it loads in PXLrv, with the PXLflow notes panel living inside the player. Read the shot's notes, add new ones, and they write straight back to the same sheet. One backend, one data contract, no exporting and re-importing.

03 Production toolkit

Every tools' development comes from a real production need on the floor. Each one fixes something the DCC should have done out of the box.

Built for Maya 2025 (PySide6) and Nuke 15 (PySide2), with versioned releases, a proper installer, and a shared dark UI. Each tile opens to the longer story.

TB3DTT turntable scene rendered in Maya Maya
Maya, turntable scene + AOVs
TB3DTT turntable composited in Nuke Nuke
Nuke, composite, contact sheet, deliverables

Multi-DCC · 3,000+ downloads · Released 2024

TB3DTT, The Best 3D Turntable Tool

The natural evolution of the turntable scene I released on Gumroad two years ago and that downloaded over 3000 times from artists worldwide.

Now wrapped in a full easy-to-use UI on both Maya and Nuke, end-to-end.

Production-grade quality at a glance.

In Maya: import an asset, load the tool and run an easy-to-follow setup.

You end up with a production-grade turntable in the viewport, with Macbeth chart, reference balls, six perfectly balanced HDRIs (plus 2 free slots for your own HDRI). Render layers come pre-configured with embedded AOVs and shader.

In Nuke: the Maya export drops in cleanly.

The Nuke side handles asset name, side reference, background colour, and output whatever passes you want: colour, beauty, wireframe, all driven by a compact UI and because one render layer (from Maya) contains all the AOVs needed.

Build a client-ready turntable for any assets in a few minutes, not hours/days.

One tool, across two DCCs.

One seamless workflow, hardened on real client work, and the foundation of every other PXLtool that grew around it.

PBR Material Creator interface in Maya Maya

PBR Material Creator

Scan a vendor texture library, build hundreds of PBR materials in your naming convention, in one click.

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Advanced Batch Renamer interface Maya

Advanced Batch Renamer

A complete, robust batch renamer. Simple where it should be simple, deep where production demands it.

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Legacy Render Layer Creator interface Maya

Legacy Render Layer Creator

Generate dozens of render layers from selection, auto-named from your group and object hierarchy.

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OBJ Exporter interface Maya

OBJ Exporter

Bulk-export a master model split into hundreds of pieces, each as its own OBJ, in one click.

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GLB Manager interface in Maya Maya

GLB Manager

GLB import and export with the right twist. Textures extracted, PBR materials built, asset centred, all on one click.

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mAIa Claude for Maya interface Maya Prototype

mAIa

The first prototype of Claude integrated directly inside Maya. Drive repetitive tasks by prompt.

Animatic Builder interface Maya Prototype

Animatic Builder

Turn a script into a Maya Sequencer build, sequences, shots, frame ranges, ready to previs.

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Camera Matchmaker interface Maya Prototype

Camera Matchmaker

Camera matching for Maya, because Maya never shipped one.

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MU Bridge interface in Maya Maya Unreal Engine Prototype

MU Bridge

Send Maya transforms to Unreal/MU — writes an FBX plus a .pxlbridge.json sidecar for the engine side.

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Image Option Changer interface in Nuke Nuke

Image Option Changer

Batch-set the colour space on selected Read/Write nodes — pick the space, tick Read/Write, apply.

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About

Built by Cristian Spagnuolo.

VFX & CG Supervisor for over twenty years. Former 3D Generalist. Now also a pipeline-optimization consultant: studios that have outgrown their workflow bring me in to look at it the way I'd look at my own.

PXLsuite is the practical answer to a problem most VFX teams run into eventually. The pipeline grows organically, every project bends it a little, and after enough years the workflow no longer fits the way the team actually thinks. The pre-made tools made certain assumptions a decade ago and never revisited them. The team has the experience to fix it but not the engineering bandwidth.

That gap is what changed for me with Claude Code and modern AI. The same supervisor who knows exactly where a tracker should hurt now also has the ability to build the fix in a weekend, harden it on real client work, and ship it as production software. PXLsuite is the proof. Three tools, built by the person who uses them.

If your studio's pipeline used to fit and now doesn't anymore, that's usually a workflow problem dressed up as a tools problem. I look at pipelines the way I look at my own; 20+ years of supervision behind the audit and the ability to build the fix, not just write the slide deck. The door is open.