The Other Large Thing isnât just one of the most visually ambitious episodes of Love, Death + Robotsâit also features what might be the most technologically advanced Persian cat in CG history.

We caught up with the team at AGBO who animated the furry feline to talk about how they broke new ground using Unreal Engineâs Path Tracerâand why fur was the final boss.
Hereâs how it all came together.
So⊠why this cat? What made it such a VFX breakthrough?
This was, as far as we know, the first short film to feature a fully furred character rendered with Unreal Engineâs Path Tracer. The real game changer? We had a real-time version of the groom throughout production. That meant immediate insight into how much visual space the cat would occupy in each shot. Instead of waiting for long FX sims, we could instantly test composition, framing, and performanceâspeeding up everything from pre-vis to polish.
Most unexpected challenge?
Easy: strand count limits. Unreal caps each hair groom at about one million strands. Sounds like a lot, but for a fluff monster like Sanchez the cat? Not even close. To maintain the soft volume we wanted, we had to get clever: splitting the groom into components and strategically layering or swapping them per shot. What started as a limitation ended up becoming the innovation.
Tools of the trade?
We used Houdini for grooming and guide simulationâtotal control over direction, clumping, and density. Those guides were then rendered using Unrealâs Path Tracer, letting us iterate with the fidelity of final frames while staying in a real-time workflow.
Real-world reference? Or all vibes?
Persian cats were the foundation, of courseâhow they move, how their fur reacts to light and physics. But our team also studied stylized animal animation from Zootopia and The Secret Life of Pets to strike the right balance between realism and charm.
Did different departments have to stay in tight sync?
Absolutely. It was full-on cross-departmental collaboration:
- Animation focused on movement and performance
- FX pushed for a groom that looked good in motion
- Lighting worked to elevate every final frame
Having a real-time groom in animation meant we werenât waiting to see how fur behaved. We could instantly flag clipping, fix silhouette issues, or even amplify a moment if the fur was hiding emotional beats.
Be honestâany weird inside jokes on this one?
Oh, absolutely. The space between Sanchezâs brows was tricky. At certain angles, the fur clumped in a way that made him look a little... Klingon. Once someone pointed it out, we couldnât unsee it. We called it âThe Klingon Fix,â and it became a recurring note.
What do most people not know about animating fur?
Most people donât realize animators usually work with bald charactersâfur gets added much later. But on this project, we had the groom in real-time. That changed everything. We could animate knowing exactly what the final silhouette would look like. It made everythingâfrom framing to performanceâmore intentional and efficient.
Did this raise the bar for how youâll work in the future?
Completely. Itâs hard to imagine going back. With the groom available from the start, everyone could make better creative choices, earlier. It saved time. It saved stress. And the end result? Better across the board.
If you had to top thisâwhat would you animate next?
Weâve all done dragons at this point. The next frontier? A Chimera. Multiple anatomies, multiple textures, multiple behaviors. Itâs the ultimate flex for a creature team. And creatively? The skyâs the limit.
Want more behind-the-scenes breakdowns like this one?
đ Stay tuned at AGBOVERSE.com
đ Or rewatch The Other Large Thing on Netflix and keep an eye on the fur. Literally.
â
Related Articles
.jpg)
Hello from the Russo Brothers!
We make content for fans, and here on AGBOVERSE we are giving you an exclusive behind the scenes look at our content. Sign up now to make sure you donât miss a thing!