Houdini Engine for Unreal and Unity Now Free
sidefx.com
sidefx.com
I ran into this recently when we needed an interactive rendering technique that Houdini doesn't support. The Houdini Engine API would have been perfect, but we use Indie and it doesn't support anything but the official plugins.
Instead, I'm writing HDK nodes in C++ that accomplish the same thing by copying to shared memory in a subprocess running Optix 7. It works, but it's ugly as hell. Oh well.
It seems to be down to economies of scale - the business model of something like Maya, moving a small amount of "units" at high margins essentially, has been relatively easy to surpass in volume. Get the governance right, make sound technical decisions and ... you can't really compete with it without emulating it.
I don't say this with any particular glee. This niche genre of proprietary software has always appealed to me as a confluence of some amazing complex problem-solving and UX innovation - I'm still so impressed by Modo, for example.
It seems like overall the pattern is for the commercial options to be significantly more popular (and arguably more featureful) than the open source options. Why has Blender been able to reverse this pattern?
- Blender came out of commercial, and the community was never really anti-commercial. Lots of classic FOSS communities have trouble identifying with paid development for example, worrying it will lead to a form of classicism in the community, etc. Blender, OTOH, tried to make sure there's core staff doing it fulltime basically from the get-go, I think. This makes a lot of stuff happen - taking care of not-fun things, having stable contact points, professionalism, doing good fundraising, etc.
- Blender took dogfooding seriously, with their open movie projects
- Blender took user research seriously, running events and inviting artists over and watching them use the software
- Blender did good community management, with Blender Artists and other initiatives
- In Blender's area integration, automation, tooling are all very complex, and they made some good key decisions, e.g. adopting Python for scripting just when Python was becoming the default programming language for non-programmers
- Because the application domain Blender is in is so complex, training is important, and the competition probably underestimated making their products affordable for teaching institutions (call me out if wrong, I am not as confident on this point). Blender supported creation of training materials pretty well, too
They simply got a lot of things right. Projects that paid attention (e.g. Krita) are also blossoming.
1) Godot: No. Godot is doing pretty well with the resources they have. Making a 2D/3D game engine is an incredibly complex task and they have only a handful of people writing code. To compete with unreal and unity they'd have to have a ton of funding, a layer of FOSS-competent management (a somewhat rare thing), and many more developers.
2) Gimp: Yes but that will never happen. Gimp has a handful of issues. They're chained to a difficult framework and a large amount of the value they provide as a tool comes from their plugin library so they can't just start ripping things out. They also have rather questionable branding (both in the name and the splashscreens, especially the ones in development versions) and a hearty resistance towards throwing on even a veneer of professionalism. Whether or not they should change to fit what the rest of the world considers appropriate is a philosophical question I'm not touching, but the effect of their not doing so is pretty evident.
Krita (a very well managed project in comparison) has basically eaten Gimp's lunch for a lot of workflows and will continue to do so while gimp withers away (which has basically already happened, gimp's GTK3 builds are only just now about to release, 10 years after the first GTK3 release and right after GTK4 dropped -- bear in mind that GTK was originally developed as a custom widget toolkit specifically for gimp).
As I recall, pricing of 3D modeling/animation/rendering suites was much steeper when Blender started gathering momentum.
[Checks pricing]
Umm, it looks like the price is still quite high (Maya and Max are each $1.6k/y). Where are you getting that figure from?
Software like Clip Studio Paint, SAI, and Krita have definitely taken a bite out of the digital painting audience for photoshop.
I'm not sure how good the alternatives are for photo editing/manipulation.
GIMP is still an unusable mess. I've tried so many times but it's just too different to the industry standard.
The best change they made was add a single-window mode but it's still nowhere near Photoshop.
That's the same way I had always felt about GIMP or Audacity - the windowing system, icons, layout, and other tools never quite felt natural or intuitive and it never made me want to get into it more.
I know this is kind of unrelated to your point, though :) Additionally, I use Ableton all the time and I don't see any FOSS alternatives that hold a candle to it. Then again, I could be one of those entrenched devs just like those I said exist working with Unity!
While the open source image, audio and video editors are not better than the alternatives.
Sure there are other factors to. There are always other factors. But given enough time the best product will win.
I suspect Blender is "winning" in this area in the same way that Adobe was failing: in the minds of people on this website, and nowhere else.
I mean don’t get me wrong, I would love blender to be a direct competitor to Houdini but there is a long long way to there.
I don't feel I fully understand what Houdini can do for me.