
GITNUXSOFTWARE ADVICE
Art DesignTop 10 Best Cgi Editing Software of 2026
Top 10 cgi editing software for 3D and compositing, ranking Blender, Maya, and Photoshop by features, workflow, and tradeoffs.
How we ranked these tools
Core product claims cross-referenced against official documentation, changelogs, and independent technical reviews.
Analyzed video reviews and hundreds of written evaluations to capture real-world user experiences with each tool.
AI persona simulations modeled how different user types would experience each tool across common use cases and workflows.
Final rankings reviewed and approved by our editorial team with authority to override AI-generated scores based on domain expertise.
Score: Features 40% · Ease 30% · Value 30%
Gitnux may earn a commission through links on this page — this does not influence rankings. Editorial policy
Blender is the most practical pick for teams that want open, scriptable 3D edits and compositor-driven output in one workflow, while Adobe After Effects fits CGI artists focused on typographic motion and comp refinement, and you’d choose Autodesk Maya when character-driven animation needs tight animation-to-render iteration.
Editor’s top 3 picks
Three quick recommendations before you dive into the full comparison below — each one leads on a different dimension.
Blender
Python scripting can generate and modify rigs, materials, and compositor node graphs automatically per shot.
Built for fits when teams need scripted 3D edits and compositor-driven output in one workflow..
Adobe After Effects
Editor pickGPU-accelerated rendering and effects preview for interactive comp refinement on layered media and effects stacks.
Built for fits when CGI teams need typographic motion, comp refinement, and edit-to-finish iteration..
DaVinci Resolve
Editor pickFusion-style node compositing is embedded in the same deliverable timeline and shares tracking-driven transforms with editing and grading.
Built for fits when editorial, tracking-driven cleanup, and color-managed comp finishing must stay in one project..
Related reading
Comparison Table
CGI editing tools matter because production outcomes hinge on how geometry, materials, and compositing layers move through a render pipeline. This ranked list targets analysts and technical operators who must compare integration depth, automation and extensibility, and how each tool handles production-grade workflows from 3D scenes to composited output. The ranking prioritizes verified capability coverage across modeling, animation, rendering, and compositing over brand claims, with Blender and Maya treated as the 3D backbone reference point.
Blender
SMBOpen-source software for modeling, animation, rendering, compositing, and video editing.
Python scripting can generate and modify rigs, materials, and compositor node graphs automatically per shot.
Blender’s core capability for CGI editing is the combination of a full 3D editor with a compositor that can build multi-pass outputs using node graphs. The pipeline model is file-centric, with assets referenced by paths or linked data blocks, which makes scene portability strong for team review and iteration. Python automation can traverse scenes, generate rigs, drive render settings, and batch export image sequences for repeatable shots.
A tradeoff is that advanced studio governance features like granular RBAC and centralized audit logs are not built into Blender itself, which pushes those controls to external systems. Blender fits teams that need scriptable production workflows and frequent format interchange, especially for shot-based rendering and compositor-driven look development.
- +Integrated modeling, animation, and node compositing in one scene workflow
- +Python API enables repeatable batch rendering and procedural asset steps
- +Supports Alembic and FBX interchange for common production handoffs
- +Node-based material and compositor graphs support deep look development
- –No built-in RBAC or centralized audit log for enterprise governance
- –Large scenes can become slow without careful scene organization
- –Some interchange edge cases require exporter or importer tuning
- –High-end render pipelines often need add-ons for full parity
Indie studios and small VFX teams
Batch render shot sequences with custom looks
Faster shot turnaround and fewer manual steps
Technical artists
Procedural material and rig authoring
Consistent assets across projects
Show 2 more scenarios
Post-production departments
Multi-pass compositing from 3D scenes
More flexible conform and revisions
Node compositing assembles passes into OpenEXR-friendly outputs for grading and delivery.
Pipeline engineers
Interchange to and from DCC tools
Reduced friction in asset movement
Alembic and FBX exports support geometry and animation transfer for review and handoffs.
Best for: Fits when teams need scripted 3D edits and compositor-driven output in one workflow.
More related reading
Adobe After Effects
enterpriseMotion graphics and visual effects software for compositing CGI with video.
GPU-accelerated rendering and effects preview for interactive comp refinement on layered media and effects stacks.
After Effects builds comps from layered media with a timeline-first workflow and a node-based effects chain that can be reused as presets. It handles effects like motion blur, tracking-based stabilization workflows, keying and matte operations, and color management for finishing. Pipeline-fit is strongest when renders arrive as layered image sequences or pre-rendered passes and the job needs typographic motion, comp refinement, and edit-to-finish iterations.
A key tradeoff is limited native support for 3D scene authoring, so camera and material work must be handled in a dedicated 3D tool like Maya or Blender and brought in as renders. It also tends to require careful project organization for large comps because effects stacks and nested compositions increase playback and review overhead. A typical usage situation is compositing OpenEXR image sequences for plates and characters, adding titles and dynamic graphics, then exporting an edit-ready master for review.
- +Strong keyframe animation and timeline controls for motion finishing
- +Node-style effects workflow with reusable animation and preset assets
- +Round-trip workflow with Premiere Pro timelines and Photoshop layers
- +Reliable compositing around layered renders and image sequences
- –Not a native 3D authoring tool for scene, rigging, and materials
- –Large effects stacks slow previews and complicate troubleshooting
- –Advanced automation relies on scripting rather than first-party APIs
- –Pass-based pipelines need careful naming and layer management
Post-production compositors
Finish character and effects plates
Faster approval-ready deliverables
Motion design teams
Create animated titles over CGI
Cohesive, branded edit outputs
Show 2 more scenarios
CGI pipeline coordinators
Integrate render passes into comps
Lower manual rework
Image sequence imports and nested comps organize multi-pass deliveries for review and versioning.
Editor-driven post teams
Iterate comp timing with cuts
More stable revision cycles
Premiere-oriented workflows reduce resync friction between editorial edits and finished composites.
Best for: Fits when CGI teams need typographic motion, comp refinement, and edit-to-finish iteration.
DaVinci Resolve
SMBVideo editing, color grading, visual effects, motion graphics, and audio software.
Fusion-style node compositing is embedded in the same deliverable timeline and shares tracking-driven transforms with editing and grading.
DaVinci Resolve’s compositor is built around Fusion-style nodes embedded in the larger editing and grading project structure, so media management and timeline context stay consistent while building effects. Editorial work, keyframing, and color adjustments can feed compositing, which reduces the need for duplicate project state across separate applications. The platform’s tracking tools can generate masks and transforms directly for stabilization, roto-like workflows, and guided cleanup. DaVinci Resolve also supports exporting layered and high-dynamic-range composited outputs using industry formats used in VFX finishing.
A tradeoff appears in automation and extensibility because the scripting surface is not as central as in 3D DCC apps, so pipeline automation often requires more manual discipline around project templates and repeatable node graphs. Resolve works best when editorial, grading, and compositing are handled by the same team on the same deliverables, especially when camera work needs tracked cleanup and color-managed final renders. Resolve is less ideal when a studio requires headless rendering at scale with a deeply programmable orchestration layer for every pipeline stage.
- +Node-based compositor runs inside the same edit timeline
- +Integrated tracking generates masks and transforms for effects
- +OpenEXR-focused finishing output supports VFX-grade workflows
- +Color pipeline stays linked to comp transforms and timing
- –Automation depth for complex pipelines is weaker than dedicated DCC scripting
- –Tracking and comp setups can be slow on large node graphs
- –3D scene authoring stays external and needs interchange discipline
- –Cross-tool iteration can be fragile when formats or color metadata drift
Film and broadcast finishing teams
Plate cleanup with tracking-based comp
Fewer handoff steps
Small VFX studios
Compositing OpenEXR renders into edits
Faster shot delivery
Show 1 more scenario
Post-production editors
Edit and grade with in-project effects
Reduced timeline re-sync
Apply keyframed effects and finish using the compositor without exporting intermediate timelines.
Best for: Fits when editorial, tracking-driven cleanup, and color-managed comp finishing must stay in one project.
More related reading
Autodesk Maya
enterprise3D software for character animation, modeling, simulation, and rendering.
Advanced rigging and deformation workflow built around Maya’s skinning, constraints, and animation layers.
Autodesk Maya is a dedicated 3D content creation tool with deep rigging, animation, and shading workflows tied to its production-centric scene pipeline. It supports polygon and NURBS modeling, node-based material authoring, and production scene exchange via FBX and Alembic.
Maya also includes extensive simulation toolsets and a compositor-free render workflow through supported renderers and Arnold integration for final image generation. For CGI editing and iteration, Maya’s timeline, layered animation, and non-destructive animation editing systems accelerate repeatable changes across shots and assets.
- +Strong rigging toolkit for characters with production-grade deformation workflows
- +Layered animation and time editor support for non-destructive shot iteration
- +Extensive simulation tooling for cloth and particle effects inside the same scene
- +Wide interchange coverage for FBX and Alembic-based pipelines
- –Compositing requires external node-based compositors rather than in-app editorial
- –Scene complexity can slow down viewport and evaluation on large shot files
- –Tool customization relies on scripting and plugin development for deep automation
- –Render output tuning often needs renderer-specific knowledge and shader alignment
Best for: Fits when character-driven CG teams need tight animation-to-render iteration across shared assets.
Cinema 4D
SMB3D modeling, animation, simulation, and rendering software from Maxon.
MoGraph toolset enables parameter-driven motion graphics without rebuilding rigs for every variation.
Cinema 4D edits 3D scenes end-to-end with modeling, rigging, animation, and material authoring inside one application. Motion graphics workflows use Cinema 4D’s MoGraph toolset and node-like material system for fast iteration on render-ready assets.
For CGI output, it supports physically based shading and exports interchange formats like FBX and Alembic. For compositing handoff, it can render image sequences suitable for downstream node-based compositing.
- +MoGraph and procedural tools support high-volume motion graphics edits quickly
- +Physically based material workflow produces consistent looks across renders
- +Native Alembic and FBX interchange supports common DCC handoffs
- +Render output as image sequences supports compositing workflows cleanly
- –USD scene exchange and USD stage workflows are not its primary scene model
- –Advanced automation relies more on scripting than on a broad visual API surface
- –Complex lookdev often needs careful material setup to match other DCCs
- –Large scenes can stress viewport performance without optimization discipline
Best for: Fits when motion graphics teams iterate quickly in a single 3D editor, then hand off sequences for compositing.
Unreal Engine
enterpriseReal-time 3D engine for virtual production, animation, visualization, and interactive content.
Sequencer shot control combined with engine-native rendering lets edits drive camera, lighting, and output consistently.
Unreal Engine is a real-time 3D engine built for in-editor iteration using a unified scene and asset workflow. It supports authoring via Blueprint visual scripting and C++ extensions, plus rendering pipelines that include real-time raster and path tracing.
Content exchange is handled through formats like FBX and Alembic, and asset reuse is driven by Unreal project packaging and engine-side tooling. For CGI editing, it functions less like a compositor and more like a timeline-based, programmable render environment for shots, lighting, materials, and cinematic output.
- +Blueprints and C++ extensibility enable automated shot assembly and render iteration
- +Sequencer timelines support shot-based renders with controllable camera cuts
- +Material authoring and shader graphs stay tied to in-engine preview
- +Path tracing output supports physically based lighting workflows
- –CGI compositing is not a node-based compositor replacement for pixel workflows
- –Large projects require disciplined asset organization to keep iteration fast
- –Python automation is limited for deep editor control compared with full pipeline tools
- –Custom tooling often depends on engine-specific workflows and knowledge
Best for: Fits when teams need programmable, shot-based rendering inside one engine-driven pipeline.
More related reading
Unity
enterpriseReal-time 3D development platform for games, animation, simulation, and visualization.
Prefab-driven workflows with versioned asset references for maintaining consistent scenes at scale.
Unity differentiates itself as a real-time 3D engine workflow that also serves as an authoring and deployment environment for computer-generated imagery. It combines scene editing, material authoring, and scripting so assets and behaviors can be tested in the same runtime context.
For CGI teams, Unity supports physically based materials, animation timelines, and rendering pipelines suitable for both raster and higher-end lighting approaches. Its value for compositing and CGI finishing comes from exporting predictable render outputs and feeding post steps with consistent asset transforms.
- +Scene authoring plus scripting lets behavior and visuals iterate together
- +Rendering pipeline options support different lighting and quality targets
- +Animation tooling handles rigs, animation clips, and timeline sequencing
- +Asset import and prefab workflows reduce rework across multiple scenes
- –Compositing features are limited compared with dedicated node-based compositors
- –Custom rendering and export setups can require build and pipeline engineering
- –High-fidelity offline renders depend on specific pipeline paths
- –Large projects can accumulate performance and organization overhead in-editor
Best for: Fits when teams need real-time 3D iteration and reliable renders for downstream CGI finishing.
Foundry Nuke
enterpriseNode-based compositing software for film, television, and visual effects.
Nuke Studio connects editorial timelines with camera-linked workflows inside the same compositing project.
Foundry Nuke delivers node-based compositing with deep control over multi-layer image workflows and production-ready render pipelines. It includes Nuke Studio for editorial and camera data handoff, plus NukeX for 3D scene assembly through card and 3D components.
Nuke’s script-driven workflow centers on reusable node graphs, repeatable grading and roto processes, and tight integration with industry image formats used in VFX pipelines. Its extensibility through Python and scripted nodes supports automation around ingest, conform, and batch renders.
- +Node graphs scale well for complex compositing trees
- +Python API supports automation for ingest, conform, and batch renders
- +Nuke Studio ties editorial timelines to camera and effects workflows
- +Strong multilayer and deep compositing support for VFX plates
- –High learning curve for managing large node graphs
- –3D capabilities are compositing-oriented rather than full DCC modeling
- –Pipeline integration depends on consistent scripts, plugins, and conventions
- –Advanced setups can require careful performance tuning
Best for: Fits when VFX teams need scalable node-based compositing with scriptable automation and editorial-aware camera workflows.
More related reading
Marvelous Designer
vertical specialist3D clothing design software for digital garments and character costumes.
Drafting and editing garment patterns directly on a dress form with immediate cloth simulation results.
Marvelous Designer turns 3D dress forms into sim-ready garments using a real-time cloth workflow built around pattern drafting. Garment panels can be edited like a garment designer, then simulated with layered fabrics for realistic drape and folds.
Export workflows support common interchange formats for downstream DCC and rendering pipelines, including retargeting to characters. The tool is aimed at fabric-first creation rather than polygon sculpting or shader authoring.
- +Pattern-based garment editing with immediate simulation feedback
- +Layered fabric setup supports thickness and multi-material clothing stacks
- +High-iteration garment workflow for walk cycles and pose-driven drape checks
- +Export options fit common DCC pipelines for animation and look development
- –Character-scale setup can take time for consistent fit across multiple poses
- –Topology control for final meshes is limited compared with dedicated retopology tools
- –Round-tripping materials into render-specific shaders requires extra downstream work
- –Complex scenes can slow down once multiple garments and high detail are simulated
Best for: Fits when a pipeline needs repeatable cloth garments from patterns through animation-ready output.
Marmoset Toolbag
vertical specialistReal-time rendering and baking software for game assets and 3D presentations.
Integrated Marmoset viewport look-dev workflow with per-material physically based lighting response previews.
Marmoset Toolbag is a real-time renderer and viewport tool used for physically based rendering work where visual feedback matters during look-dev. It focuses on asset import, material authoring, and fast lighting iteration with a renderer that supports raster and path tracing modes.
The workflow also includes baked resources for meshes, camera tools for repeatable framing, and a built-in post stack for final image and sequence output. It can function as a CGI finishing step for compositing handoff when the priority is fast preview and consistent render settings.
- +Real-time viewport with path tracing mode for quick look-development checks
- +Material and lighting controls support repeatable renders without round-tripping
- +Camera and render output tools reduce friction for stills and image sequences
- +Baked lighting and mesh resources improve interactive iteration speed
- –Not a full DCC for modeling, rigging, and animation authoring
- –Scene interchange depth can limit complex Blender and Maya pipelines
- –Automation options are thin compared with scriptable DCC toolchains
- –Advanced compositing requires external node-based tools
Best for: Fits when teams need fast CGI look-dev previews and consistent still output before compositing.
Conclusion
After evaluating 10 art design, Blender stands out as our overall top pick — it scored highest across our combined criteria of features, ease of use, and value, which is why it sits at #1 in the rankings above.
Use the comparison table and detailed reviews above to validate the fit against your own requirements before committing to a tool.
How to Choose the Right cgi editing software
This buyer’s guide covers cgi editing software used for 3D modeling, animation adjustments, and compositor-driven finishing with Blender, Maya, and Photoshop-style pixel compositing workflows that also appear as timeline comp tools. It ranks ten options across a single “edit-to-finish” question, from Blender’s Python automation that can modify rigs, materials, and compositor node graphs per shot to Foundry Nuke’s Python API for scalable editorial-aware node comp projects.
Across the list, Adobe After Effects and DaVinci Resolve focus on layered timeline refinement, while Unreal Engine and Unity push shot assembly and rendering control through engine-native timelines. The goal is to map each tool’s integration depth, automation surface, and governance controls to real CGI production handoffs between 3D scene work and node-based compositing.
CGI editing software for 3D and compositing work in one pipeline
CGI editing software is used to revise 3D scenes and rework pixel output, then package the result for compositing review and delivery as image sequences or render outputs. In practice, teams edit geometry, materials, motion, and shot timing in Blender, and they also reshape layered comp outcomes through embedded node workflows in tools like DaVinci Resolve Fusion. For teams that need procedural repeatability, Blender’s Python API can generate and modify rigs, materials, and compositor node graphs per shot, which supports batch rendering and procedural asset steps without manual relinking.
For teams built around node compositing scale, Foundry Nuke’s Python API supports automation for ingest, conform, and batch renders while Nuke Studio ties editorial timelines to camera-linked workflows within the same compositing project. The category’s main differentiators show up in whether a tool keeps edits inside one project for tracking-driven transforms and node comps, whether it prioritizes character deformation and animation layers in Maya, or whether it shifts “editing” into engine timelines like Unreal Engine Sequencer shot control.
CGI editing criteria that actually change handoffs
CGI editing software becomes valuable when edits stay connected from 3D scene work into compositing output, so the same timeline context drives both changes and renders. Blender and Foundry Nuke win this criterion by keeping edit orchestration inside a single automation surface rather than forcing manual relinking across tools.
Automation surface for shot repeatability
Blender’s Python API can generate and modify rigs, materials, and compositor node graphs automatically per shot, which supports repeatable edit pipelines. Foundry Nuke’s Python API supports automation for ingest, conform, and batch renders, which targets scale in node-based comp projects.
Integration depth between editing and compositing
DaVinci Resolve embeds a Fusion-style node compositor inside the same deliverable timeline and shares tracking-driven transforms for effects. Blender keeps modeling and compositor-driven output in one scene workflow, so scene edits and node work share a single project context.
Pipeline fit for character deformation and animation layers
Autodesk Maya centers rigging and deformation workflows on skinning, constraints, and animation layers for non-destructive shot iteration. Blender supports procedural rig and compositor node automation through Python scripting, but Maya is the tighter choice for character-driven deformation pipelines.
Procedural motion graphics iteration without rebuild overhead
Cinema 4D’s MoGraph toolset uses parameter-driven motion graphics so variations can be generated without rebuilding rigs for every change. Unreal Engine Sequencer shot control drives camera and output consistently from engine-native timelines, which suits shot assembly rather than DCC-style comp refinement.
Engine-native shot assembly and extensibility
Unreal Engine combines Sequencer timelines with engine-native rendering and supports automation via Blueprints and C++ for shot assembly and render iteration. Unity provides prefab-driven workflows with scripting for behavior and visuals iteration together, but its compositing capability stays limited versus dedicated node-based compositors.
Look-dev validation before compositor handoff
Marmoset Toolbag provides a real-time viewport with a path tracing mode for quick look-development checks and per-material physically based lighting response previews. Blender supports look-dev too, but Toolbag focuses on consistent still output without round-tripping complex Blender and Maya pipelines.
Who benefits from each CGI editing workflow
Different teams need different ownership boundaries between 3D edits and compositing delivery. Blender and DaVinci Resolve serve teams that want one project to carry both scene and node comp work, while Foundry Nuke serves teams that need large node graph compositing with editorial-aware camera context.
CGI teams building scripted edit-to-finish pipelines
Blender fits teams that need Python scripting to generate and modify rigs, materials, and compositor node graphs automatically per shot. Foundry Nuke fits teams that need Python API automation for ingest, conform, and batch renders across node-based comp projects.
Editorial and finishing teams running tracking-driven comp work
DaVinci Resolve fits finishing workflows where a Fusion-style node compositor runs inside the same deliverable timeline and shares tracking-driven transforms with effects. Blender fits teams that prefer a single scene workflow that outputs compositor-driven results without leaving the project.
Character-driven CG animation studios
Autodesk Maya fits character production where skinning, constraints, and animation layers drive non-destructive shot iteration. Blender fits studios that also want procedural rig and compositor node generation through Python, but Maya remains the tighter fit for deformation-first work.
VFX teams scaling node comp with editorial-aware camera workflows
Foundry Nuke fits VFX pipelines where Node graphs scale across complex compositing trees and Python automation supports ingest, conform, and batch renders. Unreal Engine and Unity serve other pipeline roles because their compositing strength is limited compared with dedicated node compositors.
Cloth-focused garment production pipelines
Marvelous Designer fits production where garment edits begin as drafting and pattern editing on a dress form with immediate cloth simulation results. Maya and Blender are better aligned when edits require deformation-first animation layers beyond cloth drafting.
Common CGI editing mistakes that break handoffs
A recurring failure mode is choosing a tool by its effects or 3D preview strength without mapping the workflow boundary between scene edits and compositing delivery. After Effects can support typographic motion and comp refinement, but it lacks native 3D authoring for scene, rigging, and materials, which forces extra handoffs for CG changes.
Buying for comp effects strength when the pipeline needs DCC scene authoring
After Effects handles layered media and effects stacks but does not serve as a native 3D authoring tool for scene, rigging, and materials. That gap forces round-tripping if the real work is geometry and deformation edits.
Assuming an engine timeline tool replaces node-based compositing
Unreal Engine and Unity can drive shot assembly and rendering via Sequencer or prefab workflows, but CGI compositing is not a node-based compositor replacement for pixel workflows. Node comp delivery still needs a tool built for node graphs.
Ignoring iteration costs on large node graphs or large scenes
DaVinci Resolve can show slower tracking and comp setups on large node graphs, while Blender can slow down large scenes without careful scene organization. Graph and scene structure planning prevents frame-time loss during iteration.
Expecting deep governance controls inside Blender workflows
Blender’s limitations include no built-in RBAC or centralized audit log for enterprise governance. Teams that require those controls need to plan governance outside the editor or select a tool that includes governance features in the production environment.
Choosing compositing-first tooling for full DCC modeling and rigging
Foundry Nuke is compositing-oriented with Python automation for ingest and batch renders, but its 3D capabilities are not a full DCC modeling and rigging replacement. Maya or Blender is still needed when modeling, rigging, and deformation workflows are central.
How We Selected and Ranked These Tools
We evaluated Blender, After Effects, DaVinci Resolve, Maya, Cinema 4D, Unreal Engine, Unity, Foundry Nuke, Marvelous Designer, and Marmoset Toolbag on features 40% and on ease and value 30% each. Features scoring prioritized integration depth between edit and delivery, including Blender’s in-scene Python automation and DaVinci Resolve’s embedded Fusion-style node compositing in the same timeline.
Ease scoring emphasized practical iteration speed signals such as Blender’s integrated modeling and node compositing workflow and Resolve’s shared tracking-driven transforms in the timeline. Blender ranked highest because Python scripting can generate and modify rigs, materials, and compositor node graphs automatically per shot while keeping modeling, animation, and node compositing in one scene workflow.
Frequently Asked Questions About cgi editing software
How should teams combine 3D edits and compositing when Blender and Nuke are both in the pipeline?
Which tool is better for character rigging workflows, Maya or Blender?
When does a motion-graphics editor like After Effects beat a 3D-focused editor such as Maya for CGI finishing?
What breaks if a pipeline relies on Unreal Engine for compositing instead of using Foundry Nuke or DaVinci Resolve?
Which integration pattern suits most VFX handoffs for camera-aware compositing, Nuke Studio or DaVinci Resolve?
How do Python automation and scripted nodes differ between Blender and Nuke?
When do teams choose Marvelous Designer over Maya for CGI garment work?
Where does Cinema 4D fit in a CGI editing setup that also uses compositing in After Effects or Nuke?
What security and access-control gaps typically appear when a studio uses Unreal Engine or Unity for asset iteration without a dedicated admin workflow?
Tools reviewed
Primary sources checked during evaluation.
Referenced in the comparison table and product reviews above.
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