Free Non-Commercial Renderman
renderman.pixar.com
renderman.pixar.com
There is a narrow line between "personal project" and "commercial". What if you come up with something that has ads on YouTube, are you commercial now? What if you come up with something, and then subsequently make a kickstarter with the characters you created in the original "non-commercial" project?
edit: as people pointed out in the replies, there is an exception for video ads, which really just reinforces how complicated free-as-in-beer can get
13. Are there any profit earning exceptions to the "Non-Commercial" use rule? Yes. Indirect revenue generating activities such as personal images or clips posted on YouTube or Vimeo that may result in advertising revenue are permitted. Please include a credit that your work was rendered with Pixar's RenderMan. If you are uncertain as to whether your requirement qualifies as non-commercial, please contact rendermansales@pixar.com for clarification.
Don't put ads on it? It would be nice if it had a $100/year or so exclusion, I guess.
Edit: Apparently the FAQ says video hosing ads are okay. Don't push it too hard, perhaps?
>What if you come up with something, and then subsequently make a kickstarter with the characters you created in the original "non-commercial" project?
That seems obviously not direct.
I was curious to see what a full license costs, and I was surprised to see that it's only $500 plus maintenance. Didn't this used to cost $10,000 or so?
> Indirect revenue generating activities such as personal images or clips posted on YouTube or Vimeo that may result in advertising revenue are permitted. Please include a credit that your work was rendered with Pixar's RenderMan. If you are uncertain as to whether your requirement qualifies as non-commercial, please contact rendermansales@pixar.com for clarification.
Alternately, around $800 upfront for an already outdated copy of LT that's missing features like the Unreal Engine exporter. Because screw anybody who wants to buy software instead of renting it.
EDIT: Maya LT costs $30/month and the "buy an outdated version" option is being terminated after this year. $20/month is the rate if you pay for a 1-year subscription upfront. The version with rendering is $185/month.
Actually, this seems to be the official position of Autodesk going forward:
http://www.cgchannel.com/2014/10/autodesk-to-go-subscription...
Assuming it's like AutoCAD, any file modified in an edu version gets a "PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT" watermark, and if you so much as import one line from that file to another, the watermark infects that other file as well.
But mostly it's the .edu email address requirement that makes it a no-go for me.
http://forums.autodesk.com/t5/maya-general/student-version-o...
Get your 3 year free license here:
http://www.autodesk.com/education/free-software/maya
I believe you don't need an .edu address, it's on the honour system.
> To join the Education Community, you must be one of the following:
> Faculty Member - An individual person who is an employee or independent contractor working for an educational institution which has been accredited by an authorized governmental agency within its applicable local, state, provincial, federal, or national government and has the primary purpose of teaching its enrolled students.
> Student - An individual person enrolled as a student at an educational institution which has been accredited by an authorized governmental agency within its applicable local, state, provincial, federal, or national government and has the primary purpose of teaching its enrolled students.
> Autodesk-sponsored competition mentor or competitor - An Autodesk-sponsored design competition mentor is an individual who provides guidance, advice, coaching, or instruction to competitors engaged in competing in an Autodesk-sponsored design competition. A competitor is a student or other individual who is registered and accepted or otherwise approved by a design competition organizer as a competition participant. A list of Autodesk-sponsored competitions can be found at Design Competitions & Events.
Still, things seem to evolve at Autodesk's : Fusion 360 is a really nice industrial design modeler tool and it's free for... well, nearly everything that's not commercial, or starting startup.
What I hope is that people will keep on realizing that in those space, the price is out of range for all amateurs - and that it cost them nothing to let them play with it. That's a luxury hardware tool maker envy us...
Ouch.
* via Rib files (there used to be Blender exporters) * via the RI API * via Katana (not that that's free either, but...)
Seriously, nice job. I look forward to seeing what Clara.io can do.
I'm sure Clara is lovely for people trying to whet their appetite for 3D modelling but it's unfair to present it as equivalent to a real 3D software suite. It makes me sad when people only ever have access to shitty tools and they don't realize what they could do with a bigger lever.
https://news.ycombinator.com/item?id=6725792 <--- relevant comment
Our teams previous software is widely used across the vfx industry and used on a likely majority of vfx heavy films released from Hollywood.
But we are like google docs compared to microsoft word. Aiming to be good enough for most tasks but we will not replace Maya at the high end.
I'm not calling into question your or your team's skill.
I think that your browser based 3D package will likely serve as the entry point to 3D graphics for lots of people just like shitty shareware was for me in the 90's which is a really good thing.
What does "good enough for most tasks" mean to you? I'm guessing by a hobbyist definition you're probably already there. I can't imagine an FX house or a game development studio using something like this for real work. I'd give you some useful input but I don't know how to bound the search space. I don't really understand what the point of the tool is from an optimization perspective. It doesn't look like you've got a business model in place?
P.S. I see in your comment history that you wrote Krakatoa?? I thought that was Bobo Petrov?
Given that it is free, you can just try it. :)
> I think that your browser based 3D package will likely serve as the entry point to 3D graphics for lots of people just like shitty shareware was for me in the 90's which is a really good thing.
The most common criticism of our tool is that it is too advanced and uses paradigms that are more familiar to experienced artists than new ones. We are working on solutions to this.
> What does "good enough for most tasks" mean to you? I'm guessing by a hobbyist definition you're probably already there. I can't imagine an FX house or a game development studio using something like this for real work.
One issue we've found is that it can be hard to work a cloud tool into a traditional desktop pipeline. But the advantages of our tool is that we have both a JavaScript plugin SDK as well as a rest API: https://clara.io/learn/sdk
> I'd give you some useful input but I don't know how to bound the search space. I don't really understand what the point of the tool is from an optimization perspective.
We generally know the features we are missing compared to Maya and 3DS Max. We are mostly modeling and rendering and publishing right now. We are adding more animation features next. Still no schedule for simulation features.
> It doesn't look like you've got a business model in place?
We are doing okay on that front. :)
> Krakatoa?? I thought that was Bobo Petrov?
I wrote the core of the actual renderer (the piece that generates the images) with help from Marc Wiebe. Bobo wrote the 3DS Max GUI -- which is very important as well. One of the first films to use Krakatoa was Wes Craven's Cursed: http://exocortex.org/siggraph/2005-2.html
I also created Deadline (a popular render manager), and started Frantic Films Software to sell it. Proof: http://cgpress.org/archives/frantic_films_software_releases_...
But I left that group in 2005 to start Exocortex, which has its own popular VFX-related products: http://exocortex.com
Blender often has trouble dealing with scenes at production scale. Not that it can't do it (as the blender movie projects prove) but generally you have to know the strengths and weakness of it well to set up a scene at production scale. And to be honest, the scale of the blender shorts is pretty small compared to a typical maya production scene.
It's getting better with every release though. A lot of the tools, for example the texture painting and matchmoving tools, are already better than maya. Render layers have recently caught up.
I think maya still has an edge in production use, but we're starting to see blender being used in real production situations. If you look at the trajectories of development of both programs, blender is moving fast and maya is more or less sitting still.
Blender's got most of the functionality in theory, but it's really not well architected / designed in terms of workflow - a bit like old Nokia Nxx phones - they had all the features, but they weren't user-friendly for many things.
But it's still painful doing many things in a fluid / connected way, and generally it just doesn't scale for assets.
E.g. I tried to import the .obj (because the FBX support is pretty crap and there's no .abc support) of a fairly small model I had of a voxellated (shape made out of cubes) shape, which consisted of around 300,000 primitives (all cubes), and blender took over 6 hours to import it. Maya, Houdini (and 3D apps I've written) opened it in seconds.
With so much functionality, where to find the things you are looking for can be a bit difficult. I think doing as you did and rebuilding your workflow around the tool is probably the best way to get productive.
I've yet to see a 3D program where it's easy (except, maybe Google Sketchup). They are complicated beasts, so new users should expect a learning curve. In my experience, though, Blender gets easier once you master the basics (while most other packages let you do a "hello world" type project easily, but mire you down with their "friendly" UI for more advanced stuff).
Another important thing that sets Blender apart WRT learning curve, is the abundance of good tutorials and help (it's even got its own stack exchange site[1] - incredibly helpful!).
Or... should I sum it up as Maya is used by studios who already has c++ experience, and Blender is used by studios that has python experience?
In my opinion Blender should introduce two file formats:
- .blend: The existing format; fast to load, save etc., but not for reading from external programs
- .blend_external: A format that presents exactly the same information as a .blend file, but can be read easily by external software and is thus completely documented in all details. Perhaps more slow to load/save (which should not matter for the purposes of .blend_external).
You practically never can when exporting in any format, from any program, since few formats are subsets of any others. The important thing is to be able to export the information you need. Most formats cover the same things, so chances are you can export what you need.
FWIW, I've seen a few projects that import blend files. Serialized memory dumps are not a bad thing and are easy to write loaders for (as long as they're documented sufficiently and/or have libraries available.)
I don't see why you would need to have a separate format. As long as .blend is fully documented up to the point of being able to recover all the application-agnostic data I don't see a benefit to splitting off another format. It might make sense to omit the Blender-specific UI data and so on, but I don't think that really needs a separate format to accomplish.
> and I had bad experience with the Blender exporters in the past on this point
Bad experiences with Blender exporters will probably never cease. Many of them are written by a single person to scratch an itch and do the minimum they need from it. That isn't to say you won't find quality ones, but unless and until all formats have exporters in-tree and are dutifully maintained, there will be occasional breakage. The good news is the quality tends upward, so exporters for common formats are probably a lot less disappointing today than when you last tried them.
So external formats become quite difficult to specify, and generally require that everything gets baked/bounced down to the lowest common denominator - eg per-frame animation channels, or EDL-level edits in a video.
The .blend format isn't actually that bad, if you really need to access it. I've seen a number of external libraries written in C or Python that do this, and it's one of those formats where you can skip over the unknowns (as indeed Blender itself does when loading files from the future).
If you want to do 3D interchange, this will depend much on your particular application. We have FBX for mesh, scene and animation data which is pretty good. OBJ is always there for the simplest of things. ABC (Alembic) support is coming to Blender for more complex geometry, and there's talk of OpenVDB for voxel data.
Other roads out include numerous exporters for various game platforms - THREE.js, the new Khronos gITF format or OpenGEX.
The gold standard for UI for me, though, is still Wings3D (based on Nendo). It has way better UV unwrapping support than anything else I've tried. It is as good as it is specifically because the functionality it aims at is quite limited.
Sketchup gets an honorable mention for UI, but the scripting and geometry it makes is such garbage I can't recommend it.
What it's missing really is some of the universal, underlying data flow architecture that the likes of Maya and Houdini had from the start. But it's getting there.
Could you elaborate on that? I'm not sure I understand what you mean by "data flow" in the context of a CGI package.
You'll generally see these pipelines depicted as editable, directed graphs (DAGs) in the application. Blender uses DAGs for a number of things - eg an image compositor, and for shading networks. It also provides modifier layers (like 3DS MAX) for geometry transformation. But it doesn't go down to the core of the application which is why you can get some problems when it comes to certain tasks in animation for instance. But they are working on this.
It's a bit like all these various architectures for the web - Flux, RxJS etc. They're making explicit the transformations and dependencies that happen, by means of a data flow graph (even if it is not visualised). This usually means less surprises and more opportunity for optimization.
Here's a hotkey chart for Blender.[1] You must memorize this. "Note that charts and references relate to common or frequently used actions in Blender so should not be regarded as a comprehensive list of shortcuts. Note also that triggers are context sensitive, the same key may function differently depending upon the Editor open or operation performed".
[1] http://www.katsbits.com/tutorials/blender/useful-keyboard-sh...
Things that are commonly used will be memorized automatically.
"First they try to sue you into oblivion, claiming it unimaginable that you wrote a renderer yourself without having stolen from theirs, and then 12 years later they write a new renderer with your ideas at the foundation. #theironyitburns"
https://twitter.com/mattpharr/status/472392344646340608 https://twitter.com/mattpharr/status/472392393342201856
All I hear is you listing a bunch of prisons.
The renderer is more or less on feature parity with Pixar's product. It does some things better and others worse but if you needed a free RenderMan compliant offline renderer to do a non-commercial project, these differences would reasonably not be of any concern to you.
Edit: It's working a lot better now. I don't know much about 3D but this tool looks amazing!