AKMON ENGINE 2026.2 RELEASE•Vulkan 1.3 & Metal 3 Multi-GPU

Surgical topology wrapping. Infinite-resolution texture painting.

Akmon Labs builds professional DCC software for elite visual effects and AAA game studios. Non-rigidly wrap 50M-polygon photogrammetry scans into clean animation quads in under 30 seconds, and paint multi-tile 16K UDIM textures with real-time subsurface scattering.

14×Faster Wrapping
16K32-bit Float Painting
< 0.4sOptiX Ray-Bake
100%OpenUSD & MaterialX
VULKAN 1.3 / METAL 3 RT VIEWPORT
Click & drag to rotate 3D mesh
Akmon Wrap3D: Scan-to-Quad Non-Rigid Registration

Algorithmic landmark guidance with symmetry anchors converts raw 50M photogrammetry scans into production animation topology in under 30 seconds.

ENGINE: AkmonCore v2026.2.4-rt
Non-destructive History:128 Levels Cached

PROVEN IN ACADEMY AWARD-WINNING VFX PIPELINES & AAA GAME RELEASES

WĒTĀ FXFeature Films / VFX
INDUSTRIAL LIGHT & MAGICVisual Effects & Virtual Production
EPIC GAMESUnreal Engine Character Labs
FRAMESTOREDigital Double Pipelines
CD PROJEKT REDNext-Gen Game Assets
REMEDY ENTERTAINMENTHigh-Fidelity Photogrammetry
UBISOFT MONTREALAutomated Scan Ingestion
ENGINE ARCHITECTURE & CAPABILITIES

Engineered for zero compromise between speed and anatomical precision.

Eliminate weeks of tedious retopology and sluggish viewport painting. Akmon Labs re-architected the 3D asset pipeline from the ground up on modern Vulkan & Metal hardware ray-tracing backends.

AKMON WRAP3D PRO

Neural & Guided Topology Wrapping: From Raw Scans to Quad Meshes in Seconds.

Traditional retopology of 4D facial performance scans or dense photogrammetry takes 3–6 hours per model. Wrap3D uses a constrained non-rigid ICP solver that wraps production base geometry over high-density target scans with zero self-intersection.

64-Point Anatomical Pinning: Automatic optical registration of eye corners, lip vermilion, and nasal landmarks with manual micro-adjustment.
Batch Blendshape Transfer: Automatically propagate clean FACS facial shapes across 300+ performance expressions without volume loss.
Watertight Poisson Relaxation: Preserves edge loops around mobile facial regions for seamless deformation in Maya and Unreal Engine 5.
Interactive Mesh ComparisonDrag slider to inspect edge flow
INPUT: Raw 3D Scan (48M Tris)
Unordered Triangle Soup
Artifacts: Non-manifold edgesTopology: Unriggable
OUTPUT: Wrapped Clean Quads (84K)
Watertight Quad Flow
Convergence: 99.98%Rig Ready: 100%
Photogrammetry Scan50% Akmon WrapClean Quad Topology
Multi-UDIM Painting Stack16K (16384 × 16384) 32-bit
Channel 01: Micro-Normal Cavity
Projective Overlay
16K Float
480 MB
Channel 02: Subsurface Epidermal Albedo
Dual-Scattering SSS
16K sRGB / ACEScg
512 MB
Channel 03: Specular Roughness & Anisotropy
Microfacet GGX
16K Linear
256 MB
Channel 04: Procedural Grunge & Edge Cavity
Curvature Mask Dynamic
Vector Node
128 MB
Stroke Latency: < 3.8msActive Tiles: 32 UDIMs concurrentACEScg 1.3 Calibrated
AKMON PAINTER STUDIO

Native 16K Texture Painting Across 32+ UDIMs with Zero Proxy Lag.

Never downgrade to 4K proxies while painting. Akmon Painter streams virtualized texture tiles directly into GPU VRAM, allowing artists to stroke 16K micro-skin pores and vehicle rivets at 120 FPS across seamless UV seams.

Continuous Multi-Tile Projection: Brushes paint fluidly across UDIM borders (1001, 1002, 1003...) without seam artifacts or clamping.
Real-Time ACEScg Path-Traced Viewport: Accurate subsurface scattering, anisotropy, and coat depth simulated under custom HDR studio environments.
Procedural Dynamic Masks: Automatically generate wear-and-tear, dirt crevices, and edge wear derived directly from mesh curvature.

Akmon Weaver: Hardware Ray-Bake Engine (OptiX & Metal)

Bake 8K ambient occlusion, bent normals, curvature, and displacement maps in sub-seconds. Weaver fires 120 million hardware-accelerated rays per second directly against high-poly scan cages.

Ambient Occlusion (8K, 256 samples):0.42 seconds
Object Space & Tangent Normals:0.18 seconds
MaterialX 1.38 Clean Shading:Native Direct Export
Learn more about Weaver Node Graph

Akmon Nexus: Headless Python 3.12 & OpenUSD Automation

Run automated topology wrapping and texture generation overnight across studio render farms using Deadline, Tractor, or Kubernetes. Full Python SDK with complete asynchronous typing.

# Batch wrap 100 character photogrammetry scans
import
akmon.nexus
as
akn
pipeline = akn.Pipeline(preset="digital_double_hero")
mesh = pipeline.wrap_scan(scan_usd="scan_48m.usd", landmarks="facs_64.json")
mesh.bake_maps(resolution=8192, export_mtlx=True)
View Nexus SDK Documentation
STUDIO PRODUCTION WORKFLOW

From raw photogrammetry capture to final Unreal 5 & Maya stage in 4 steps.

Discover how leading visual effects and AAA game studios automate the most demanding stages of digital character creation.

Akmon Ingest & AlignmentPIPELINE STAGE 1 OF 4

Import dense 50M+ photogrammetry or 4D volumetric performance captures.

Imports multi-camera scans in OpenUSD, Alembic, or OBJ. Automatically filters floating non-manifold vertices, closes sub-surface scan gaps, and aligns character heads to coordinate origin with eye-line symmetry.

Verified Pipeline Metrics
Scan Density: 48,200,000 Tris
Pre-process Time: 1.8s
Zero Mesh Inversion
PyAkmon Nexus Script (Headless Execution)
Python 3.12
import akmon.nexus as akn

# Ingest raw photogrammetry capture
scan = akn.load_geometry("raw_capture_042.usdc")
clean_cage = scan.denoise_and_align(axis="y_up", mirror_plane="xz")
STATUS: AUTOMATION COMPLIANTOpenUSD v24.11 ABI Verified
MEASURED PRODUCTION BENCHMARKS

Tested on production VFX shots. Validated by pipeline TDs.

All benchmarks executed on identical workstation hardware (Dual AMD EPYC 9654, 256GB RAM, Dual NVIDIA RTX 4090 24GB, Rocky Linux 9.4).

Scan Retopology & Wrap Time

per 50M-tri scan

14× Faster
Akmon Labs Engine28.4s
Legacy DCC Workflow38 min
Non-rigid optical flow algorithm converges with 0.012mm tolerance.

16K Multi-UDIM Stroke Latency

latency at 120 FPS

12× Lower
Akmon Labs Engine3.8ms
Legacy DCC Workflow46.0ms
Zero brush hitching across 32 active 16K UDIM tiles in ACEScg.

OptiX Ray-Bake AO & Curvature

8K 256-sample map

18× Faster
Akmon Labs Engine0.42s
Legacy DCC Workflow180.0s
120M hardware rays/sec directly against high-res cage geometry.

Headless Farm Batch Ingestion

4x RTX 4090 node cluster

20× Throughput
Akmon Labs Engine2,400 assets/day
Legacy DCC Workflow120 assets/day
Dockerized PyAkmon engine running parallel Tractor / Deadline tasks.
VERIFIED STUDIO CREDITS

Trusted by the artists behind cinema’s biggest creatures and games’ richest worlds.

See how lead technical directors and look-development artists use Akmon Labs to eliminate production bottlenecks.

ER
Elena Rostova
Lead Character TD • MPC Montreal
Wrap3D Pro Pipeline

“We had over 400 photogrammetry actor scans to wrap and rig in a four-week crunch. Previously, that would have required an army of retopology contractors. Akmon Wrap3D processed the entire batch with 64-point landmark guidance and transferred all facial blendshapes with zero volume loss. It literally saved our delivery schedule.”

Hero Digital Doubles for Tentpole Feature Film Verified Production
MV
Marcus Vance
VFX Surface Supervisor • Framestore London
Akmon Painter Studio

“Viewport paint lag on 16K UDIM tiles has plagued texture artists for a decade. Akmon Painter is the first tool where a 16K brush stroke at 120 FPS feels as instantaneous as sketching on paper. The real-time ACEScg viewport matches our final Arnold and Karma renders pixel-for-pixel.”

Creature Assets with 32x 16K UDIM Tiles Verified Production
AT
Dr. Aris Thorne
Head of Technical Art • Guerrilla Games
Nexus Python Automation

“Akmon’s headless Python SDK integrates directly into our AWS Deadline farm. We spin up 20 cloud nodes at 2 AM, and by 7 AM morning dailies, 200 character variations have clean production quad loops, baked displacement maps, and OpenUSD stage assemblies ready for Unreal Engine 5.”

Next-Gen Facial FACS Deformation Verified Production
SJ
Sarah Jin
Senior Asset & LookDev Artist • BioWare / Electronic Arts
Weaver Node Graph

“Akmon Weaver’s hardware ray-baking is absurdly fast. We used to wait 15 minutes for 8K ambient occlusion and bent normal raycasting on dense scan cages. Weaver completes the entire bake stack in 0.4 seconds. Iteration speed in look-development went through the roof.”

AAA Sci-Fi Hard Surface & Skin Synthesis Verified Production
30-DAY PRODUCTION EVALUATION

Equip your character & look-dev team with Akmon 2026.

Test Akmon Wrap3D and Akmon Painter inside your active Maya, Houdini, or Unreal Engine pipeline. Complete with floating network license keys, PyAkmon SDK wheel, and unrestricted 16K baking.

Air-gapped offline floating licenses supported (RLM)
Includes PyAkmon 3.12 wheel & headless Docker images
Direct Slack/Teams channel with Akmon core engineers

Request Studio Evaluation License

Zero credit card required. Evaluated by VFX & Game studios globally.