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.
https://blog.siggraph.org/2019/01/leading-the-way-celebratin...
It appears that Pixar is becoming a little more friendly to solo end users now that there are more rendering choices out there.
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.
Today, shaders run in GPUs, and everybody does this, but in a different way.