Illenium ODYSSEY at Sphere Las Vegas, real-time visuals by Comix

Real-time

Visuals that happen live.

Live-camera IMAG FX and generative worlds, built in Notch and rendered in the room at show speed. For Sphere Las Vegas, world tours, festivals and residencies.

The case for real-time

A file can be generated. A show has to be performed.

Anything that can be rendered in advance can now be generated in advance. Real-time is a different product: not a file, but a system that makes the picture in the room, from what is happening on stage.

It responds to the camera, the performer, the lighting desk, the timecode and the crowd. It has to run at 16K on a venue’s hardware without dropping a frame, hold up night after night, and take a note from the artist in the afternoon with the change live by doors. That is live performance craft, with a toolchain of Notch, disguise, camera and lighting that takes years to learn and can only be finished at the desk in rehearsals.

Comix has been building that craft since the Avicii and Tiësto years, and in 2025 and 2026 put it on the biggest canvas there is.

  1. It happens in the room

    It reacts to the performer, the camera and the crowd. A file cannot.

  2. It survives the note

    When the artist changes the set at soundcheck, the show changes with it. No overnight render, no compromise.

  3. It is never the same twice

    Operators ride it. Residencies and tours stay alive across a run.

  4. It scales to the canvas

    16K at Sphere, 10K at Soundstorm, stadium LED at San Siro, from the same craft.

  5. It unifies departments

    Lighting, camera and video in one system, which is where show design is heading.

  6. It is defensible

    The skill is in the system and the people at the desk, which is the part no prompt replaces.

What real-time means at Comix

Five things we mean when we say live.

01

Live-camera IMAG FX

Camera feeds treated as material rather than a window: distorted, delayed, mapped onto geometry, dissolved into particles and lit to match the content around them, so the performer is inside the world rather than cut into it.

02

Generative worlds

Environments built as 3D scenes and rendered live in Notch, so camera moves, timing, colour and density can be changed in the venue instead of re-rendered overnight.

03

Exposed parameters

Every look ships with controls the operator rides during the show: blur, trail length, particle density, intensity. It can be pushed when the moment allows and pulled back when a performer is moving too much for it.

04

Integration

Built on disguise, with 4K camera inputs and timecode, and with lighting fixtures controllable from inside the Notch scene so video and lighting react to each other rather than running in parallel.

05

Previs in the same tool

Because the show is Notch end to end, the previs is the show. What is approved on a monitor is what plays on the canvas.

Case study

Illenium, ODYSSEY at Sphere.

Nine shows on the 16K canvas, March and April 2026. Comix provided visual direction across the show’s arc, the walk-in experience, the real-time IMAG effects inside the main show, and a fully real-time system for the opening sets.

“Combined with stunning visuals across the venue’s massive wraparound screen, the opener nearly stole the night.”EDM.com, reviewing opening night. The opening-set visuals were the real-time system.
Particle Worlds, rendered live in Notch
Particle Worlds, rendered live in Notch
Live camera inside the world
Live camera inside the world
Particle Worlds
Particle Worlds
ODYSSEY at Sphere
ODYSSEY at Sphere

The main show

Six real-time IMAG looks, each living inside a rendered world

The looks were built so that the live camera felt native to the world around it rather than inset over it. Three 4K camera inputs came from disguise and were split and treated in Notch, timed to the show’s timecode, with the operator riding the exposed parameters live. The team tested at Sphere in January, ran previs on site through February and refined up to opening.

  • Feel Something

    Timecoded IMAG reveals cut into the world, the camera window scaled to the moment, the feeds re-choreographed through the song’s rotating vortex.

  • Lonely

    Ethereal trails and delays on the performer, gold dust falling from the frame to match the feathers, with an exposed blur control so the effect can be pulled back when he is jumping.

  • Good Things Fall Apart

    A gold recolour of the look family, particles stripping away in the wind, built around an eagle and multiple cover feeds.

  • Fractures

    Camera feed projected through moving 3D geometry, matched to the content’s camera path.

  • Sideways

    Feeds mapped onto shattering glass, flying out across the canvas and seemingly through the audience.

  • The Tree

    Live feeds flanking an electrified tree growing out of the feather clouds: the show “grew a literal electrified tree out of feather clouds and live band projections” (Live for Live Music).

The opening sets

Particle Worlds: a show generated live, every night

Rather than render content for the opening sets, we built a system that generates the show live. Five worlds were designed and modelled as 3D environments by the Comix team, brought into Notch and rendered in real time on the Sphere canvas, with transitions designed to match the motion of the world they were leaving.

Each world has a wireframe twin so the look can shift between solid and line-drawn. IMAG is integrated with softened, ethereal frames. Lighting fixtures are controllable from inside the Notch scene, so the lighting designer and the Notch operator could jam together, and a previs rig on site meant the system kept developing outside the main room.

The build pushed the software. The team worked directly with Notch’s developers on new nodes and on moving textures from disguise into Notch at Sphere scale, and shipped on Notch 1.0. The same system then served different guest artists on different nights: one build, many shows.

  • Spice Desert

    Dunes generated procedurally in Notch, two monumental faces in profile, a procedural tree grown from a modelled base.

  • Altar Room

    A ritual interior with a patterned roof and plinth.

  • Great Hall

    A vast hall with windows cut for light and a place for the artist’s mark.

  • Portal Chamber

    A room of doors and hanging lamps, light beams masked by geometry inside the scene.

  • Cosmic Gate

    A textured gateway into space.

Comix team: Emil Bardh and Armin, Notch design and build; Josh Gallagher, creative direction; Sofia Wang, project management and environments; Sam Hodgkiss and Aryan Ratra, 3D environments and wireframes; Harry Bird, visual direction and producer. Programmed and operated on site by Brett Bolton. Main-show rendered content by Woodblock.

The wider body of work

Real-time, everywhere we work.

Building a show that has to be live?

Sphere, a residency, a tour or a festival stage. Tell us the room and the dates and we will tell you what real-time can do in it.

Tell us about the show