Shotcraft
Visual Effects

VFX Supervisor

Decides how each effects shot will be achieved and makes sure the plate shot on set can support it.

What they do

Starts in prep, breaking the script into shots and settling methodology for each one: practical, in-camera, LED volume, full CG, or a two-dimensional fix. Bids and schedules with the VFX producer, then works with previs to test sequences before anything is built. On Solo the train heist was previsualised against a photo-model of the Dolomites assembled from roughly 25,000 photographs, and the plates were later shot from a helicopter nose mount in the same real canyons. On set they are the person who says the crane needs to move, the tracking marker belongs on that wall, and this take is unusable because the eyeline missed a creature that is not there. They run data capture: HDRI and lighting reference, chrome and grey spheres, colour charts, lens and camera data, LiDAR and photogrammetry of sets, cyberscans of cast and props, clean plates and witness cameras. The Solo team captured tens of terabytes of on-set reference and scanned over 500 characters, props and sets. In post they run reviews, first internal dailies with artists and then approvals with the director, giving notes on light, integration and story, and renegotiating scope every time a sequence changes after lock. A large part of the job is protecting the shot list against the schedule and telling a director what a change will cost.

What they decide

The calls that belong to this role and no other.

Principles of the craft

Common mistakes

How to learn it

Exercises and routes in, not a reading list.

Where generation touches this job

Generative tools already do real work inside visual effects pipelines, including rotoscoping, cleanup, upres and element generation, and they change what a bid looks like. What they do not do is hold a persistent scene, cast or set between generations, so the continuity and integration problem this role exists to manage gets harder rather than easier once generated elements enter a sequence. Model physics is learned appearance rather than simulation, so contact, weight and object permanence still need judging by someone who can see what is wrong.

Written to be honest in both directions: this site does not claim a model replaces this role, and does not pretend nothing has changed.

Tools and kit

  • Script breakdowns, shot lists and methodology documents
  • Previs and techvis, usually with a previs vendor
  • On-set data capture: HDRI rigs, chrome and grey spheres, colour charts, lens data sheets
  • LiDAR, photogrammetry, cyberscanning and witness cameras
  • Simulcam and real-time on-set compositing systems
  • Nuke and Maya for review, plus shot-tracking and review databases
  • Turnover specifications agreed with editorial

Works with

  • director
  • cinematographer
  • previs-artist
  • compositor
  • matte-painter
  • editor
  • assistant-editor
  • production-designer
  • colorist

What to read about the machines

Explainers this role's own page refers to. Each one is listed because the text above names the term shown beside it.

The models that touch this work

The parts of the directory relevant to visual effects, rather than all of it.

Prompt craft

The vocabulary, on the other side

Lenses, film stocks, lighting patterns and mood recipes, written in the words this department already uses. Useful if you are briefing a model rather than a crew.

Open the cinematic reference · Safe zones

Also in Visual Effects

Sources