
🎨 3D Rendering & VFX · Database ERD
A schema for managing 3D assets in a studio: projects, assets, versions, dependencies (textures, rigs), shots and reviews.
Drawing diagram…
ERD for 3D asset management: Project has Assets (character, prop, environment) and Shots; AssetVersion records each publish with file path, artist and status; AssetDependency links a version to versions it uses; ShotAsset records which asset versions a shot uses; Review records notes and approval on a version.
erDiagram
PROJECT ||--o{ ASSET : owns
PROJECT ||--o{ SHOT : contains
ASSET ||--|{ ASSET_VERSION : "published as"
ASSET_VERSION ||--o{ ASSET_DEPENDENCY : uses
ASSET_VERSION ||--o{ SHOT_ASSET : "used in"
SHOT ||--o{ SHOT_ASSET : includes
ASSET_VERSION ||--o{ REVIEW : receives
ASSET {
int id PK
int project_id FK
string name
string type
}
ASSET_VERSION {
int id PK
int asset_id FK
int version
string file_path
string artist
string status
}
REVIEW {
int id PK
int version_id FK
string reviewer
string decision
string notes
}Where each part of a cloud render farm runs: artists' workstations, the render queue manager, autoscaling GPU render nodes and shared storage.
How assets move through a 3D animation or VFX pipeline: modelling, texturing, rigging, animation, lighting, rendering and compositing, with review in between.
The states of a render job on a render farm: submitted, queued, rendering frame by frame, failures and retries, and completion.
How a VFX shot is reviewed: the artist submits a version, the supervisor reviews in dailies, the client approves, and notes flow back.
The studio systems that tie a VFX pipeline together: production tracking, asset management, render farm, storage and client review.
The steps a VFX shot goes through from plates to final delivery: matchmove, modelling, animation, FX, lighting and comp.