ZFORGE · SCENE STAGER · MMXXVI
CAMERA · LIGHTING · ATMOSPHERE

SCENE
STAGER

Cinematic camera physics married to dynamic lighting.

Seven rig profiles. Eight starter scenarios. Target-linked lights that hold exposure as the camera moves. An AI Inverse Cinematography loop that matches reference frames in 30–90 seconds. Bakes to keyframes in Blender, Maya, and Unreal — same math, same output, every host.

BLENDER · MAYA · UE5 7 RIGS 8 SCENARIOS FILM STOCKS ▸ INVERSE CINEMATOGRAPHY · NEW

STUDIO · TIER III

CITADEL CORRIDORS · 55 s · WITH SOUND · GOTHIC MECHANICA UNMUTE FOR AUDIO
▸ FOR VIRTUAL CINEMATOGRAPHY STUDIOS

You already bought the hard part.

The 6-axis arm. The LED volume. Unreal driving the wall in real time. A techno-dolly that hits the same mark to a tenth of a frame, take after take. Form Studios, Pixomondo PXO AKIRA, MRMC have spent the last five years productionising it.

What you didn't buy is the layer above it — the one that turns a reference frame, a storyboard panel, or one line of prose into the camera move, the key-fill ratio, and the volumetric fall-off that match it. Today a DP and a tech-vis lead sit in a room and translate intent into fcurves by hand. That's the layer Scene Stager replaces.

A reference still goes in. The Inverse Cinematography loop recovers the camera move, the key-fill ratio, and the volumetric fall-off that match it, then bakes deterministic fcurves on whichever host you point it at: Blender, Maya, or Unreal. The intermediate representation and the inversion method are proprietary — withheld pending filing. The techno-dolly path, the UE VCam animation, and the Maya post-shoot replicate are the same keyframes, by construction. No per-host drift. No re-keying between previz and final. Eval(plan, manifest) → USD, pure.

Tool
Slots into your stack
Replaces
Scene Stager
▸ MARQUEE
DP / tech-vis chair: reference still → camera + light fcurves, identical across DCCs and the robotic rig path.
Manual translation from storyboard to Sequencer keys.
Scene Composer
Pre-shoot previz: prose → staged USD scene.
First-pass Unreal layout by a junior tech artist.
HolyGrail
LED-wall content prep: clean quads → predictable shading on the wall.
Manual retopo of boolean assets before they go to UE materials.
Kitbash Conductor
On-set asset lookup: shape-similar match across a TB-scale kit in ms.
Filename grep across a terabyte kit library.
Topo Doctor
Interchange gate between every DCC the studio touches.
Manual STL / FBX / Alembic cleanup before USD round-trip.

Five tools, one deterministic math substrate, one USD output. They sit on top of your robotic stage the way Sequencer sits on top of Unreal — as the layer that turns intent into the exact motion the hardware will execute.

▸ The stack we plug into
  • Form Studios — 6-axis robotics + LED volumes + UE pipeline (Atlanta, LA)
  • Pixomondo PXO AKIRA — UE5 + techno-dolly on 59 ft of track, one of four worldwide
  • MRMC — motion-control for frame-accurate repeatable camera moves
  • Unreal VCam Core — virtual-camera framework, any tracking source feeds it
  • SIGGRAPH 2023 — "Virtual Cinematography with Unreal Engine," camera-art best practice

These are the renderers and the rigs. ZForge is the agentic layer that decides what they execute.

▸ ROADMAP · WHERE THIS IS GOING

Six destinations the substrate is pointed at.

The same deterministic compiler keeps shipping into new surfaces. Some are already green; some are staged for the next cycle. None of them require rewriting the core — every new adapter just exposes another DCC or another output modality to the SceneScript that already runs.

✓ SHIPPED

Cross-DCC parity

1360 / 1360 tests green. Blender ↔ Maya ↔ Unreal bake parity already proven across the line.

▸ STAGED · WALKTHROUGH LIVE

5-act demo workflow

Mock-studio loop: UE5 → 3D print → LED dome → recorded plate → corpus. The staged walkthrough is live; authentic captures drop in act by act.

▸ Watch the demo →
→ QUEUED

Houdini native host

Fourth DCC adapter on the same compiler. Same SceneScript, same bake guarantees.

→ QUEUED

Volumetric NeRF / LDM backdrops

Fifth output modality joining USD / 3D print / HDR dome. Diffusion-extended infinity backdrops trained on the scene's motif corpus.

→ QUEUED

Film-stock authoring app

DPs ship their own LUTs straight into the SceneScript vocabulary. Custom stocks alongside Kodachrome 25 / Vision3 / Tri-X.

→ QUEUED · STUDIO-FACING

Robotic-rig path export

KUKA / MRMC IK targets baked alongside UE cinecam keys. The techno-dolly path comes out of the same compiler.

Updated against the live .planning/STATE.md on each milestone close. What ships next is decided by which adapter the queued shots demand — not by a marketing roadmap.

§ 01 / 06

Three pillars, one substrate

▸ The pivot story

Originally shipped as two separate products — Light Stager and Camera Director — they collapsed into Scene Stager the moment we realised they were two halves of the same idea. The lights and the camera obey the same physics. The bake is one operator.

01 · CLASSIC

Scene Stager

Pick a rig. Pick a scenario. Bake. Done.

Lights parented to the focal target stay perfectly exposed as the camera moves. A single slider drives wind drift, fog scatter, and light flicker together.

  • full physical-rig taxonomy (tripod → drone → handheld)
  • 4 starter film stocks (Kodachrome · Vision3 · Tri-X)
  • deterministic bake DAG
  • rig + imperfection math — withheld
02 · AI LOOP

Inverse Cinematography

Hand it a reference still. It analyses, fits a matched look, renders a preview, critiques, calibrates, iterates — to convergence.

30–90 seconds per match. Batch operation.

  • multi-model AI inspector behind one protocol
  • winning matches promote into classic mode
  • extractor · calibration loop — withheld
03 · GEOMETRIC

Geometric Substrate

Each heuristic in the loop has a theorem-grade counterpart with named, bounded failure modes — closed-form constructions from discrete topology and Riemannian geometry.

The specific constructions — patent-candidate methods — withheld pending filing.

  • closed-form, not tuned heuristics
  • named, bounded failure modes
  • 5 proven theorems — math withheld
1360
Tests green
0
Regressions
3×
DCC hosts
5
PROVEN_THEOREM
§ 02 / 06

Scientific abstract

Inverse Cinematography as Geometric Compiler

From heuristic to theorem-grade — closed-form geometry, one substrate.

Scene Stager is a typed compiler with an AI calibration loop bolted onto its boundary. The geometric tranche replaces every estimator inside that loop with a closed-form construction from discrete topology, persistent homology, and Riemannian geometry — theorem-grade where the heuristic baseline was tuned.

Architecture Withheld
The five geometric substitutions — detail removed from this build

The specific constructions that make the loop theorem-grade — each mapping a named closed-form geometric result onto an estimator the loop would otherwise eyeball — are patent-candidate methods. The constructions, the math-to-effect mappings, and the equations are proprietary and withheld pending filing. The public claim stands: closed-form, host-portable, fewer iterations to converge, robust to clutter.

§ 03 / 06

Module map

Architecture Withheld
Module map — internal architecture removed from this build

Scene Stager is a layered system — a typed substrate and compiler, host adapters for Blender · Maya · Unreal, an image-metrics front-end, a fuser + calibration loop, a persistence layer, an AI inspection/promotion layer, and the geometric topology core. The specific module decomposition and the algorithms inside each layer are proprietary patent-candidate methods and are withheld pending filing.

What's public is the envelope: ~1,000+ tests green cross-DCC parity by construction pure-math IR boundary.

FIG. SS-01 — SS-04 · FORMAL DIAGRAMS

Schemas · taxonomy · loop · coupling

Four reference plates, in the same Nostromo Deep treatment as the math page. The schemas behind them — the typed scene representation, the rig taxonomy, the closed inverse-cinematography loop, and the atmospheric phase broker — are withheld pending filing; the plates below show the envelope only.

Scene Stager scene-representation schema — withheld pending filing
FIG. SS-01 · SCENESCRIPT · prose decomposes to a typed scene representation · schema withheld pending filing
Architecture Withheld
The typed scene representation — schema removed from this build

Scene Stager compiles free prose into a compact, typed scene representation: a small set of controlled-vocabulary slots that together pin shot, lens, detail, cinema, style, light, and atmosphere. The exact slot set, vocabularies, and target bindings are a patent-candidate method and are withheld pending filing.

Scene Stager rig taxonomy — withheld
FIG. SS-02 · RIG TAXONOMY · physical-camera profiles & imperfection signatures · detail withheld pending filing
Scene Stager inverse cinematography loop — withheld
FIG. SS-03 · INVERSE CINEMATOGRAPHY LOOP · reference image in, matched 3D out · closed-loop method withheld pending filing
Scene Stager atmospheric coupling — withheld
FIG. SS-04 · ATMOSPHERIC COUPLING · one slider drives multiple coupled channels · coupling method withheld pending filing
FIG. SS-05 · HEAT-KERNEL BLOOM · live breathing Gaussian over the grid · the diffusion equation made visible · what atmospheric dilation looks like when it's literal physics, not artist knobs
§ 05 / 06

Distribution

Primary
Gumroad
▸ Staged · awaiting push
Gumroad store →
DCC marketplace
Unreal Marketplace
Planned · MotionMacro pack
Coming soon
Asset community
ArtStation
Planned · reference frames
Coming soon
Free + open
zforge-core
▸ Live · MIT · pip install
pypi.org/project/zforge-core →
§ 06 / 06 · TECHNICAL EDGES

What's next

The geometric tranche is fully realised. The remaining items are integration edges between what shipped and the real world — each one is small, isolated, and individually mappable.

R · 01
Live Gumroad push for Scene Stager

Create the draft in the Gumroad UI · assign gumroad_product_id to the manifest · run publish.py --no-dry-run with GUMROAD_API_TOKEN. Cover, listing, dry-run all green.

▸ User · manual UI
R · 02
Blender smoke against real Eevee

Final shakedown of the matched-preview pass inside live Blender. The harness is staged and tested headless; remaining work is the live-render confirmation. Method withheld pending filing.

▸ User · run in Blender
R · 03
Host-side MISSING_TARGET_* spawn

Blender & Maya adapters honour the universal ProxyNullSpec contract by spawning Empty / Locator on unresolved selectors. Universal-layer contract shipped (Option 3); host integration is a small adapter PR.

Adapter PR
R · 04
Real reference frames per renderer

Drop 3–5 Eevee, Cycles, and Lumen reference renders into assets/calibration_refs/. The per-renderer attached fields (qualitative baselines shipped) re-fit to ground truth via the calibration loop itself.

▸ User · drop reference renders
R · 05
Research thread adopts the shared classifier

An adjacent research implementation converges onto the shared topology classifier extracted earlier. Cross-citation in place; conversion is incremental. Method withheld pending filing.

Research thread
§ 07 / 07 · STUDIO SCALE

Where this sits in the studio stack

Scene Stager is one node in a larger workflow: a hybrid 3D × AI film pipeline where image-driven generation, virtual cinematography, and physical 3D-printed mini-bigatures all share one USD substrate. Scene Stager drives lighting and camera physics from reference images. Kitbash Conductor browses asset libraries by shape. Topo Doctor enforces interchange-grade meshes between every stage. HolyGrail produces clean quad topology from triangulated booleans. Scene Composer orchestrates them all from prose prompts.

▸ Engineering roadmap · Image → Staged Scene

Drop a concept render, get a staged 3D scene.

Three tested producers converge into one deterministic bake. The plumbing is already built — what stays public is the promise, not the recipe. The convergence method is a patent-candidate invention and is withheld pending filing.

Architecture Withheld
The Bridge — method detail removed from this build

The typed scene representation, the convergence socket, the additive merge, the cross-DCC parity guarantee, and the function that lands one producer's output into the other are proprietary and withheld pending filing. What stays public: reference image + silhouette / intentstaged, lit, filmed 3D scene → identical bake across Blender · Maya · Unreal.

The bridge roadmap →
(a) DIGITAL · UE5
Virtual cinematography stage

Sequencer · EXR · ProRes. UE5 Symmetry/PCG widgets. Tracked camera + 3D-stage match. RED-VRAPTOR 8K VV virtual cinematography.

(b) PHYSICAL · 3D PRINT
Mini-bigatures + LED stage

Same USD asset, printed at scale (1 uu = 1 cm). HDR dome / LED stage backdrop. Camera match. In-camera weight.

(c) LATENT · HDR BACKDROP
Custom LDM extension

Diffusion-extended infinity backdrops trained on the scene's motif corpus. Non-linear feedback loop into ideation.

Coalition Maana-class freighter in dry dock — Scene Stager reference target
Reference · Maana freighter dry dock · 75 mm Kodachrome
EscherGate — recursive archway used as the hybrid pipeline test motif
EscherGate · hybrid-pipeline motif · master scene
▸ Forthcoming whitepaper
Hybrid 3D × AI Film Workflow

Sketch → photoreal → curate → custom LDM → image→3D → ZBrush sculpt → Maya retopo → USD interchange → UE5 assembly → variant generation → branch to digital / physical / latent. The eleven-step pipeline that ties every ZForge AI-tier tool together. Scene Stager is the lighting/camera node.

Read the workflow PDF →