The Carpenter's Son
Sector
Film & SeriesType
VFX
A remote village in Roman-era Egypt explodes into spiritual warfare when a carpenter, his wife and their child are targeted by supernatural forces in The Carpenter’s Son.
Joseph (Nicolas Cage), Mary (FKA twigs) and their teenage son Jesus (Noah Jupe) have lived for years under threat, clinging to their faith and traditions. But a stopover in a small settlement unleashes growing chaos when a mysterious stranger (Isla Johnston) tries to entice young Jesus to abandon his devout father’s rules. With every pull of temptation, the boy is lured into a forbidden world, as a terrified Joseph realizes that a demonic power is at work. Violent, unnatural events inexplicably follow Jesus, and he begins to experience nightmarish visions of the future. Finally, he learns the fearsome truth about his new playmate, as well as the child’s real name: Satan.
Writer and director Lotfy Nathan, drawing from his Coptic Christian background, delivers a meticulously crafted, genre-bending supernatural thriller packed with unshakeable images of the divine and demonic at war.
Our teams spent 6 months crafting 125 VFX shots to bring this biblical horror story to life, supervised by Hugues Namur with Laurence Hoeters on VFX production, Barthélémy Beaux as 2D Supervisor and Ryan Bardoul as 3D Supervisor at Liège.

How do you bring a supernatural creature to life, integrate flames into a scene shot without real fire, or transform a practical wound into something deeply unsettling, all without breaking the audience’s immersion?
That was the challenge facing The Mill on The Carpenter’s Son, a supernatural horror film directed by Lotfy Nathan. Inspired by apocryphal accounts of Jesus’ childhood, the film follows a family caught in a world where manifestations of evil gradually take on a terrifying physical presence.
The VFX needed to support this escalation without feeling like a standalone digital spectacle. The goal was to preserve the film’s tactile qualities, its performances, environments, textures, and lighting, while introducing elements that could not necessarily be captured in camera.

Over six months, The Mill’s teams, working across Paris and Liège, delivered 125 VFX shots. The work included a CG snake, fire and smoke effects, digital body transformations, environment reconstruction, and the addition of supernatural elements.
The production highlights a fundamental relationship between two disciplines: 3D creates elements that cannot be filmed practically, while 2D compositing integrates them into the live-action plate to make them feel as though they belong there.
The Approach: Designing the Effect Before Building It
The process starts with understanding the director’s intent. Before choosing a technique or software package, the team needs to establish what each effect should communicate and how it should make the audience feel.
In The Carpenter’s Son, the supernatural gradually encroaches on the natural world. Not every effect should have the same visual intensity: some simply extend the reality of the environment, while others introduce a more pronounced disruption.
That creative intent informs production decisions from the outset. Some elements can be achieved practically on set through special effects (SFX). Others require a digital approach for reasons of safety, artistic control, or precision.
Coordination between the VFX and SFX departments is therefore essential. Practical references can be used on set to help actors interact with a creature or provide lighting cues for the digital elements that will be added later. These references can then be removed, replaced, or enhanced in post-production.
This preparation helps minimise integration challenges and ensures that the final effects remain consistent with the cinematography, actors’ performances, and camera movement.
The Snake: Balancing Realism and Symbolism
One of the film’s key VFX challenges was bringing a snake to life as it interacts directly with the characters.
The creature needed to be convincing from an anatomical perspective, but it also carried a deeper narrative meaning. As a representation of evil, it had to inspire a sense of unease that went beyond the threat of an ordinary animal.
The visual reference was the desert horned viper. However, the director wanted a larger, more intimidating creature with greater facial expressiveness than a real snake could provide.
The challenge was to strike a balance between naturalism and stylisation. A creature that strays too far from reality risks looking artificial; one that adheres too closely to nature may lack the dramatic impact the story requires.
The solution: A CG creature integrated into the live-action plate
During production, a wooden reference prop was used to represent the snake. A retractable prop fitted with a snake head also gave the actors a tangible reference, particularly when they needed to handle the animal.
The digital pipeline then took over to bring the creature to life.
The 3D process involved modelling, texturing, animation, and rendering. ZBrush was used for digital sculpting, Substance 3D Painter for texturing, and Autodesk Maya with Arnold for animation and rendering.
The role of 2D compositing
Once rendered, the CG snake had to be integrated seamlessly into the live-action plate. The compositing work involved several key tasks:
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Removing the practical reference elements used during filming.
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Matching the snake to the perspective, framing, and camera movement of the plate.
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Adjusting lighting, shadows, contrast, and colour.
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Managing occlusions between the actors’ hands and the snake’s body.
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Matching edge detail, texture, and depth of field to the live-action photography.
Physical interactions were particularly demanding. When a character grips the snake’s head, the contact needs to feel authentic. Finger placement, depth relationships, and occlusion all have to align with the photographed action.
The challenge is not simply to create a CG snake, but to make the audience forget it was created digitally. The success of the shot depends as much on the quality of the integration as on the creature asset itself.
Fire: Combining CG Simulations and Live-Action Elements
Fire plays a central role in the film’s atmosphere. It signals danger, intensifies dramatic moments, and contributes to the supernatural dimension of certain sequences.
However, shooting with real flames can introduce safety risks for both performers and practical environments. The solution was to tailor the approach to the requirements of each shot.
A hybrid approach
For smaller flames, the team used footage of real fire, which was then integrated into the shot during compositing.
For larger flames and torches requiring greater control, the team relied on CG simulations. SideFX Houdini was used for fire simulation, with rendering carried out in Maya using Arnold.
This hybrid workflow made it possible to choose between the organic detail of real fire footage and the greater artistic control offered by CG simulations.
The real challenge: Lighting interaction
Creating a convincing flame is only part of the process. The fire also needs to appear as though it is illuminating its surroundings.
During filming, lighting setups were used to reproduce the behaviour of firelight. These provided practical references for how the flames should affect faces, clothing, and environmental surfaces.
In post-production, the digital flames were integrated to match these lighting conditions. The team also had to remove any on-set lighting equipment visible in the frame and reconstruct areas of the environment that had been obscured by the rigs.
Compositing therefore became a process of reconstruction as much as integration.
Lighting consistency is critical. A flame can be highly detailed, but if its intensity, colour, or interaction with nearby objects does not match the plate, it will immediately feel like an added element.
This case study demonstrates that an effect’s realism depends not only on the digital asset itself, but on the entire network of interactions between the asset and the photographed environment.
Wounds and Body Transformations: Integrating CG with the Human Body
Wounds and physical transformations form another important part of the VFX work.
Some injuries were created practically on set by the special effects team. The digital work then enhanced, modified, or extended these practical effects to achieve the intended result.
The challenge of movement
Unlike a rigid surface, skin is constantly deforming. Breathing, muscle contractions, and changes in posture all affect the apparent geometry of the body.
A digital wound must follow these movements without sliding across the skin or looking as though it has simply been pasted onto the image.
To achieve this, the team used techniques based on motion vectors. These provide information about movement across the image, helping digital elements respond to the deformations visible in the plate.
The compositing work had to preserve continuity between the original footage and the digital modifications. Texture, edges, shadows, and lighting variations all needed to remain consistent with the surface of the body.
This requires considerable precision: even subtle movement can reveal an imperfect integration.
The crucified bodies: Moving to full CG
For the crucified bodies featured in the film, the team created the characters entirely in 3D.
Their appearance needed to suggest that they had been exposed to the elements for days, or even months. The task was therefore not simply to reproduce human anatomy, but to convey the passage of time and the physical deterioration of the bodies.
Modelling, texturing, lighting, and rendering all had to work together to produce a believable result that remained consistent with the film’s visual language without distracting from the scene.
Once again, compositing played a crucial role in ensuring that the CG elements sat convincingly within the live-action environments and matched the cinematography.
2D Compositing and 3D: Two Disciplines, One Goal
The examples above highlight the complementary roles of 3D and 2D compositing.
3D builds what does not exist in the original footage. It provides the geometry, materials, movement, and appearance of digital creatures, bodies, and simulations.
2D compositing makes those elements feel like part of the shot. It integrates them into the live-action plate, harmonises the different elements, and addresses any remaining visual inconsistencies.
The distinction is not absolute, however. Compositing requirements may lead to changes in the 3D render, while limitations in the 3D setup can influence how a shot is prepared and composited.
A continuous feedback loop between departments is therefore essential.