Why Pixar uses Microsoft's Azure
blog.seattlepi.com
blog.seattlepi.com
The biggest issue with a cloud farm like this is going to be bandwidth. For cinematic CG the models, textures and other assets are absolutely huge - it's not unusual for a single shot to come to hundreds of gigabytes. And you tweak and render, and tweak and render. Often the size of the data is such that when there is a need to collaborate with a different FX shop the files are sent over Sneakernet - HDD via courier or overnight FedEx.
If I was to guess, I would say this is basically virtualization technology developed for in-house use (which is very useful) that has been turned into a cloud demo for Azure. Why I don't know, but Pixar won't be switching to Azure anytime soon (or ever).
Or would getting the assets there in the first place be impractical?
Meaning you'd still have bottle necks and bandwidth issues in getting them somewhere. That's why large projects just send HDDs.
This is just a proof of concept.
For a character animator, there's an IK rig which, depending on the character, can be quite complicated, and IK involves a lot of math. Then there's the mesh deformation and blended IK/FK. And then things like hair and cloth simulation. And texture rendering. Doing that on a cloud would have latencies that would make it excruciating to work with.
Compositing would be just as bad; the amount of data involved is larger, and as you add layers and masks, filters that affect those layers and masks, you can pretty much throw any hope of interactivity out the window. Now imagine trying to paint out safety wires over a cloud...
Digital art requires a LOT more computing power than creating software.
Try playing a first person shooter on a laggy network, you'll get a sense for how frustrating and counter-productive what you're suggesting would end up being, though I suspect that it's because you're vastly underestimating how much goes on in digital artists' tools more than anything else.
A good example of a big FX shop is WETA Digital (they did LOTR and Avatar) who own supercomputers at 279, 280, 281, 282, 283 and 413 on the Top 500 Supercomputer List. I'd be amazed if Azure had anywhere near that kind of power (in any kind of suitable configuration).
I recall reading an article, IIRC in CineFX, about the Godzilla model in Gozilla 2000 (the Devlin and Emmerich film). The textures for their Godzilla model alone were something like 900 MB.
Honestly I wouldn't be surprised if Pixar introduced a renderfarm hosted in Azure.
Although the amount of data is very large, you don't general end up taking the bandwidth hit all at once. If you have your renderfarm set up on Azure, you could set up a plugin for your animation software, e.g. Maya, that uploads the assets for the scene you're working on and renders it on an Azure virtual machine configured with multiple processors, then download the rendered image data. One you upload the assets once, you will rarely if ever have to upload the whole lot of them again if the render management software is smart enough to keep track of which files you've modified since the last time you rendered. So you've modified a mesh but none of its textures, it only needs to upload the mesh in order to re-render.
It's hardly trivial, and for the larger shops like WETA Digital that are creating massive, virtual sets with massive, virtual armies modeled and rendered with Massive (couldn't resist :)), they can afford an in-house renderfarm -- and the costs will favor it.
For a smaller shop, that might not be so easy, BUT there are shops that are pulling off some pretty amazing animations without buying the pricey software... outfitting a renderfarm with Photorealistic RenderMan or Mental Ray or Final Render licenses can get quite expensive -- when last I checked, it was something like $2000 or $2500 per machine for a Mental Ray rendernode license. PhotoRealistic RenderMan was in the same price range.
http://jordanopensource.org/freeplanet/article/ubuntu-linux-...
The only example I've seen of windows deployment was dpreview.com, and the comments I read from them were in the line of "it's not as bad as everyone says it is and we're familiar with the stack so we use it".
Is windows a large percentage of EC2 for example? I tried to google for that but couldn't find anything.
Clarification: The RenderMan/Azure demo shown was a proof of concept.
I could see Pixar working with Microsoft to make Azure-hosted Renderman available for other groups doing rendered projects. For a small film project, I'd think that could be really useful.
Then again, Photorealistic Renderman was in NeXTSTEP 3.0, and you could split a rendering job among local NeXT machines as easily as choosing render hosts from a GUI list. That didn't mean Pixar was rendering their Listerine commercials on 25Mhz 68040 boxes.
a) If you have a small headcount, a dedicated server wrangler's salary would be better used to pay for a person with a more product-oriented profile. That's what makes the difference between you and your competition: you aren't writing your own renderers anyway.
b) When maintaining your own serverfarm it can be difficult for you to have the jobs pipeline full at all times, and you can either have a lot of spare capacity sitting around between jobs, or need more horsepower during peaks.
c) This also allows small-to-medium shops to tackle problems bigger than they could otherwise from a pure cashflow point of view. If you are renting rendering-as-a-service, your clients are paying for the hardware their jobs need, no need to invest, amortize, etc. Just pay an invoice coming in and an cash an invoice going out.
It seems to me that these are exactly the kind of problems SaaS is designed to solve, and that small-to-medium shops can benefit from this solution more than big studios who can:
a) amortize their server wranglers over bigger installations, so their sysadmin/creative ratio is lower.
b) keep the rendering farm working efficiently, or even rent it out if they have lulls in work.
c) afford big financial investments.
They even use Azure. They don't specifically support Renderman, though. (At least, not yet.)
Like other posters here, I would be curious to know why these companies are using Azure instead of some other cloud platform.
Pixar is founded by George Lucas then bought and nurtured by Steve Jobs though :)
Mad props to roadnottaken though for this other gem: http://news.ycombinator.com/item?id=1744214