- the problem blender is solving is super hard
- the competition was way ahead
- FOSS don't have great track record for this kind of challenge (gimp has never replaced photoshop nor LibreOffice MSO)
- they don't have that much resources
- professionals are very demanding
- the graphic space is not really foss friendly
- the amount of work they poured into this is incredible
They are heroes really.
It's so modular that it's very easy to extend.
A new fluid sim algorithm? A few months later Blender is shipping it.
That's also the reason it's fast. It starts in one or two seconds.
But if you take into account how the Blender project is handled with consideration of how to sustain itself via the Blender Foundation, and all the related projects, you can observe how an outlier it is compared to all similar ambitious projects that are not doing so well.
This is a bad and a good sign: it makes evident how little FOSS projects take in account it's sustainability over time, on the other hand it presents an opportunity for huge improvements in this area.
My hunch is Professionals as users might also be a benefit as they will tend to put up with bigger learning curves if they see benefits in the end. Also professionals don't tend to care as much about look of the UI (harder to do without dedicated design resources) vs efficiency of using it.
That's like saying Linux doesn't have a great track record cause it hasn't replaced MS Windows. To be successful, they don't have to replace, just service a different niche / enable new or additional uses (e.g. I don't have $$$, I need better support&customization)
Gimp was used for a few movies https://en.wikipedia.org/wiki/CinePaint
A few successful examples of usage of X (like Gimp) in the industry doesn't make it remotely in the same league as proprietary star Y (like Photoshop). Don't try to create a reality out of the thing we all wish were true. FOSS is not winning those battles yet.
Agreed on Maya, but Houdini's node based workflow has ruined me on essentially any other piece of 3D/CAD software. As a programmer it is so obviously the right way to do 95% of the things...
But really, as much as I like blender and open source, you hit the nail on the head, Houdini is on another level of awesomeness. Basically functional modelling done right.
I just wish that it had as good of tools for NURBS as it does for polygons, but at that point it basically becomes Rhino/Grasshopper, and that's not really what Houdini's for. I also kind of wish that VEX wasn't a thing, I don't really want to have to learn an entire mini language to get into the guts. I try to do all of that in VOPs unless it gets complicated.
Is this true in professional environments? I thought Maya was still far ahead...
For effects most shops use Houdini.
I'm not aware of any major studios or effects houses using Blender, but that would be cool!
https://www.blendernation.com/2017/02/23/man-high-castle-sea...
https://www.reddit.com/r/IAmA/comments/5rvwo2/comment/dddidn...
Technically you can use it standalone, but it's not a great experience. There are no binaries, it's painful to build, and the only way to interact with it is via an undocumented XML format; and I haven't found any way to do truly procedural volumes or geometry (i.e. via a density function callback specified by the user).
Right now I have an extremely patched version of Povray, but I'd love to switch to something faster.
The nicest renderer I've found, API-wise, was OSPRay, which was simple and elegant to use... but doesn't support volumetric rendering in any way. I have in the past got this working, more or less, with Mitsuba with some custom code but I'd rather like to avoid customisations. They're too much work to maintain.
I personally think Mitsuba is the dark horse of free renderers. Blazing fast, good highly modular design, good docs, super easy Python bindings, GPU preview. The only problem is it's a one-man show, and the one man seems to have been doing other things lately. Nevertheless it's the renderer I think deserves to become the "standard".