One ecosystem.
Script to final review.

Closely connected, modular tools for the hybrid VFX and AI workflow. Each one speeds the work up and stops the mistake before the next department finds it, and leaves the artist free to work their way.

Orchestrated by

reads the standard today connects next PXLnexus acts here

Stage by stage, nothing retyped.

Each stage hands structured data to the next, not a spreadsheet or an email. The magenta marker shows where PXLnexus acts; the tools do the work and keep the record.

filled = reads the standard todayhollow = connects nextdashed edge = comingmagenta = PXLnexus acts here

PLAN
MAKE
TRACK + REVIEW
PXLsuite
Every tool follows one production standard;
the core tools read it
workflows versioned in PXLconnect, coming
Scriptthe input
PXLbidscript breakdown and bidPXLlibrarypick from the libraryPXLtoolsMaya, Nuke, SubstancePXLrvevery version reviewedPXLflowthe hub, with a producer's assistant
connected to
the main DCC
DIRECT
Host apps
Jetset Sync
+ Bridge
Maya to Unreal
bridge, coming
PXLconnectevery app connects
Serveronline + local
sets up the project
publish to server + local
pull from server
live link to PXLflow
3D model libraries
No affiliation with
or sponsorship by these libraries.
searches 3D libraries
for the bid
PXLsuite
Every tool follows one production standard; the core tools read it
PLAN
Script
the input
PXLbid
script breakdown and bid
searches 3D libraries for the bid
3D model libraries
No affiliation with or sponsorship by these libraries.
into PXLlibrary
PXLlibrary
pick from the library
connected to the main DCC
MAKE
ComfyUI
image and video workflows, linked over MCP
workflows versioned in PXLconnect, coming
PXLtools
the full suite for Maya, Nuke and Substance Painter, with mAIa
Host apps
Maya logoNuke logoSubstance Painter logoZBrush logo
Jetset Sync + Bridge
DIRECT
Maya to Unreal bridge, coming
Unreal Engine
every app connects here
PXLconnect
sets up the project · publish to server + local · pull from server · live link to PXLflow
TRACK + REVIEW
PXLrv
every version reviewed
PXLflow
the hub, with a producer's assistant
filled = reads the standard today
hollow = connects next
dashed = coming
magenta = PXLnexus acts here

PLAN

The script becomes a breakdown, a bid and a schedule, and the models it calls for land in the library.

PXLbid breakdown of a script into sequences, shots and assets

MAKE

Every application connects through PXLconnect. Pick from the library, set up the same way every time, check, and carry the work between apps.

PXLconnect in Maya, building the production folder tree from the standard
ComfyUI workflows (AI acts here)AI image work, driven by PXLnexus. Next: versioned in PXLconnect.coming

TRACK + REVIEW

Every asset tracked on one record; notes and status land back on it.

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

DIRECT

The director shoots his own cameras, and they come back in Maya.

Jetset Sync and Bridge interface in Maya
Maya to Unreal bridgeCameras and assets on to Unreal.coming

The full pipeline behind Thresholds

PXLsuite started as a few fixes for Thresholds, the CG series I co-created and am currently supervising. A bid that took weeks in Excel. A naming convention nobody could remember. Notes scattered between email and dailies. Each fix solved one problem, and each one needed the one before it.

That’s how it grew into a pipeline rather than a toolbox. It supports a complex hybrid VFX and AI production, and the deeper that pipeline goes, the more tools I build under it to speed it up and automate it. Every piece is hardened on a real show, in production now.

The partner tools sit at the stages where they take out a whole step. XGRIDS captures the locations and Volinga brings the splats into Unreal, relit. 3D.sk scans and Faceform Wrap give us the digital humans. The Reallusion suite builds, rigs and animates the characters. Dash builds the worlds in Unreal. Lightcraft’s Jetset puts the director’s camera on his phone, and Jetset Sync and Bridge bring each take back into Maya.

Each one is tested on Thresholds, in production, not in a demo. The work they produce lands in the same folders, under the same names, and is tracked in PXLflow with everything else.

The whole pipeline is orchestrated by PXLnexus →

An environment from Thresholds, the CG series PXLsuite was built on
Thresholds, the CG series I co-created and am currently supervising. PXLsuite runs its pipeline.See the show
PLAN
MAKE
DELIVERY
Claude Codeorchestrates the whole pipeline over MCP
01Pre-productionDIRECTboards, previz
02Spatial capturePartnersPLY splats
03Digital humanPartnerswrapped heads
04Character & assetsDCCsREALLUSION SUITEPartner · Reallusionassets, FX + CFX, CC rig, mocap
05Unreal corePartner · Dashmulti-pass EXR, ACEScg
06Comp + AIcomp EXR
07Editcut, voiceover, music, SFX
08Colour + deliveryProRes + EXR master
Jetset Sync + Bridge
Maya to Unreal bridge, coming
PXLsuite under the pipeline
Serveronline + local
publish to server + local →
← pull from server
sets up the project
live link to PXLflow
searches 3D libraries
breakdown + bid
assets into Maya
animatic, Jetset
Scene QC, PBR, mAIa
comp setup, sheets
workflows, coming
scan folders
asset publishes
shot publishes
comp publishes
turntables, playblasts
shot renders
comp versions
cut review
grade review
plan, producer's assistant
capture tasks
scan tasks
receives publishes
tracks shots
comp status
edit status
delivery
PXLsuite
Every tool follows one production standard; the core tools read it
reads the standard todayconnects nextcomingPXLnexus acts herePartnerThresholds partner
Claude Codeorchestrates the whole pipeline over MCP
PXLsuite
Every tool follows one production standard; the core tools read it
PLAN
01Pre-productionPXLbidPXLtoolsPXLconnectPXLflow
ComfyUIconcept art, AI base meshes (.glb)
Photoshopconcept boards
Jetset (Lightcraft)previz with the director, camera tracks
Unreal Engine 5previz sequence
In: the script, broken down in PXLbid
Out: boards and AI base meshes to 04; previz cameras and the Unreal sequence to 05
Jetset Sync + Bridge: each take comes back as an animated Maya camera (04)
PXLsuite here: PXLbid, breakdown and bid · PXLtools, Animatic Builder and Jetset Sync + Bridge · PXLflow, the plan and a producer's assistant · PXLconnect, ComfyUI workflows versioned, coming
MAKE
02Spatial capturePartnersPXLflow
XGRIDS PortalCam + LCC Studio PartnerLiDAR and multi-camera capture, 3DGS processing, PLY
Volinga Partnersplat import and relight in Unreal
In: the locations
Out: PLY splats through the Volinga plugin to 05
PXLsuite here: PXLflow, tracking
03Digital humanPartnersPXLconnectPXLflow
3D.sk Partnerhigh-resolution photogrammetry scan library
Faceform Wrap + ZWrap Partnerretopology and deformation transfer
In: scans from the library
Out: scanned, wrapped heads into Character Creator 5 (04)
PXLsuite here: PXLconnect, scan folders · PXLflow, tracking
04Character & assetsPartner · ReallusionPXLlibraryPXLtoolsPXLconnectPXLrvPXLflow
Mayamain DCC, linked over MCP; mAIa does the routine scene work
ZBrushblend shapes, sculpt detail
Substance PainterPBR texturing in ACES
Marvelous Designercostume design
HoudiniFX and CFX in the main DCC pipeline: character FX and asset FX
Character Creator 5 Partnercharacter and digital human hub (Reallusion suite)
iClone 8 Partneranimation, mocap, Live Link (Reallusion suite)
AccuRig Partnerauto-rig of AI meshes; ActorCore for mocap (Reallusion suite)
In: boards and base meshes from 01; Jetset cameras through Jetset Sync + Bridge; scanned, wrapped heads from 03
Out: USD/FBX and PBR EXR to 05; CC rig and mocap into Unreal through Auto-Setup (05)
Maya to Unreal bridge, coming
PXLsuite here: PXLlibrary, assets picked into Maya · PXLtools, Scene QC, PBR Material and UDIMs, GLB, OBJ, renaming, render layers, TurnTable, mAIa · PXLconnect, every DCC connects through it: project setup, publishes to the server and locally, live link to PXLflow · PXLrv, turntables and playblasts · PXLflow, receives the publishes
05Unreal corePartner · DashPXLconnectPXLrvPXLflow
Unreal Engine 5Sequencer, Lumen, Nanite, Niagara, Live Link
Dash (Polygonflow) Partnerprocedural world build, layout, scatter
EmberGenreal-time fire, smoke and sparks for Unreal
LiquiGenreal-time fluids for Unreal
ZibraAIreal-time VDB compression for volumes in Unreal
In: Character Creator 5 via Auto-Setup and assets from 04, splats from 02, previz from 01
Out: multi-pass EXR (beauty, depth, normal, AO, specular), ACEScg, to 06
PXLsuite here: PXLconnect, shot publishes and pulls from the server · PXLrv, shot renders · PXLflow, tracks the shots
06Comp + AIPXLtoolsPXLconnectPXLrvPXLflow
Nukemulti-pass EXR compositing
ComfyUIrender enhancement, upscale, pass enhance
In: multi-pass EXR from 05
Out: comp EXR into the cut (07)
PXLsuite here: PXLtools, TurnTable Comp Setup, Contact Sheet Generator, Image Option Changer · PXLconnect, comp publishes · PXLrv, comp versions · PXLflow, tracking
DELIVERY
07EditPXLrvPXLflow
Premiereoffline cut, timing, linked over MCP
ElevenLabsvoiceover, music and sound effects, linked over MCP
In: comp EXR from 06
Out: the locked cut to 08
PXLsuite here: PXLrv, cut review · PXLflow, edit status
08Colour + deliveryPXLrvPXLflow
DaVinci Resolvemaster grade and ACES output, linked over MCP
ACESone colour space end to end
In: the locked cut from 07
Out: ProRes 4444 XQ and an EXR archival master
PXLsuite here: PXLrv, grade review · PXLflow, delivery status
PXLsuite across the pipeline
0102030405060708
PXLbid
PXLlibrary
PXLtools
PXLconnect
PXLrv
PXLflow
filled = here, hollow = coming

Third-party logos identify the software used on the production. No affiliation is implied unless named as a partner. Partner = Thresholds partner.

Select a stage or a tool to see what runs there.
Thresholds partners
ReallusionDash by PolygonflowFaceformVolingaXGRIDS3D.skLightcraft

Third-party logos identify the software used on the production. No affiliation is implied unless named as a partner.

How the tools run with

  1. PXLnexus plans and checks.
  2. PXLsuite speeds up the work and keeps the record.
  3. A person decides. There is no AI in review: in PXLrv, a person makes the call.

AI multiplies what you know. It cannot supply it.

See how PXLnexus works →

Cristian Spagnuolo portrait

Built by Cristian Spagnuolo

VFX & CG Supervisor

Over twenty years in VFX and CG, with DNEG, MPC, Mill Film, Framestore and Pixomondo, among others. Former 3D Generalist, now also a pipeline consultant. I co-created Thresholds and am currently supervising it; PXLsuite is the pipeline I built to run it, and every tool is hardened on that show before it reaches anyone else.

  • Autodesk Certified Professional
  • Autodesk Approved Instructor
  • Proud member ofVisual Effects Society
Clients and productions
Disney PlusApple TV PlusNetflixParamount Plus20th Century Studios
Studios I’ve worked at
DNEGMPCMill FilmFramestorePixomondo...among others.
Thresholds partners
ReallusionDash by PolygonflowFaceformVolingaXGRIDS3D.skPartners of Thresholds, the CG series I co-created and am currently supervising.
  • One data chainBid, tracking, review and the DCC tools share one data chain, so work moves between them without re-typing, or exporting and re-importing.
  • Self-hostedRuns on your own Google Sheets and Drive. No tracker server to maintain, no per-seat SaaS bill.
  • Google sign-in, updates on their ownSign in with your Google account. New versions arrive on their own.
  • Ready to hand offVersioned, documented, and hardened on a real show, so a TD can take it over instead of reverse-engineering it.

See PXLsuite on your own production.

Half an hour on a call, on your pipeline. I walk you through the tools on a real shot, from the script to the review, and we look at where they would fit in the way your team already works.

Book a call