Renderman
renderman.pixar.com
renderman.pixar.com
I argue that Blender is right up there in terms of importance and significance in the OS world.
Please consider donating to Blender. I have pledged at least a low 6 digit figure over the past 20 years and I've loved seeing it grow. I don't get any returns obviously just glad I played a small role.
Edit: I'm mainly talking about what I've seen in VFX here. No idea if this also applies to games.
Management of Blender by Ton Roosendaal has been really good.
You would wish something like this for GIMP.
Exactly, but that was also the problem with Blender for 15 years too.
Developers should have enough humility to let the UX design to designers and listen to them. Unfortunately, that's rarely the case according to my experience. The web sector is an anomaly in software development, because better UX translates directly into more revenue.
Production modelling is still overwhelmingly on Maya, mostly because of the pipeline, but also because Blender has some scaling issues with production-scale models.
Happy to hear that Maya is still kicking strong.
If someone is doing hard surface modelling in Blender, I would be shocked if they didn't have Hardops and Boxcutter (and MACHIN3Tools, but that's free). If they're doing environments or characters, maybe not (although auto-rig pro for character work is magic).
Now should Blender improve their topology tools? Of course and I have no doubt with all the grants Blender foundation got that they will.
Today, shaders run in GPUs, and everybody does this, but in a different way.
See also: Disneyland. People really like Disneyland, and it's profitable for Disney, but it's also one enormous advertisement for their products.
The feature film animation studio was sold to Jobs as a way to market their technology, in order to sell more licenses and create the market which would want their (still theoretical) dedicated GPU hardware.
Turns out the better play was making an animation studio that would rival and then eventually demolish and replace (via merger and integration) the iconic hand-drawn Disney animation.
I suspect the heads of the animation studio within Pixar knew what they were doing though.
https://blog.siggraph.org/2019/01/leading-the-way-celebratin...
I thought renderman was Pixar’s in-house magic juice - the tech that puts them apart kinda thing.
The off-the-shelf tools have come a long way for a lot of tasks, but studios still create really awesome in house software that in a bidding situation (VFX) can help a bit. Though to be frank the bidding process is an absolute mess.
When it comes to rendering, it all depends on the focus of the projects and the direction/needs of the studios. Though the end results may be similar, the way you get there will have varying degrees of optimization and flexibility depending what the stack is built on (besides the typical necessities of traced rendering).
Some examples:
- Pixar: Renderman
- Weta Digital: Manuka [0]
- Framestore: Freak [1]
[0] https://www.wetafx.co.nz/research-and-tech/technology/manuka...
[1] https://web.archive.org/web/20210126083056/https://beforesan...
[Even though you could theoretically generate a lot of detail, especially textures, algorithmically on the fly, nobody goes for that: the only known good way to band limit textures for level of detail reduction without aliasing artifacts is to sample and filter them - generating the whole texture anyway.]
So I guess I expected last copy to be sold around Toy Story 1.
It appears that Pixar is becoming a little more friendly to solo end users now that there are more rendering choices out there.
You can also rent 10 nodes per week fot $50 (for example rendering on multiple nodes in a small render farm)
For non-commercial there is a free-non-commercial license so you can learn how to use it at no cost.
Then a few years ago, to stem the tide from Arnold (which was 1000 euros per node), they lowered their price to this current $600 price point and free for academic/non-commercial. They kept MPC/Technicolor and ILM as well as many smaller shops, but the other major studios either have their own renderer (including Disney Animation!) or use Arnold.