Disclaimer: Worked for them as a Blender developer on Next-Gen
It has also been used for many of the VFX shots in the TV show "Man in the High Castle".
https://www.blender.org/user-stories/visual-effects-for-the-...
"Normal days" changed during the course of the project. In the beginning, it was work on new features for months if necessary, towards the end it were overnight patches for "frame x in shot y looks wrong/crashes/takes forever".
https://www.youtube.com/watch?v=iZn3kCsw5D8
Yes, almost everything is made in blender except for some textures which were painted in Substance Painter and volumetric effects like explosions which were generated in FumeFX and Houdini before being imported, rendered and composited in blender.
- motion blur render times. (They patched Cycles to use Embree as its ray engine to solve this)
- memory consumption
- lack of UDIM
- clunky compositor
https://www.blendernation.com/2018/08/20/next-gen-blender-pr...
Looks like a good movie. And Netflix dubbed it to Swedish! Will probably watch it with my kids some time.
"Yes, cycles was used for everything, though our version of cycles was modified (with stefan's embree core, and crypto-mattes which were beyond valuable for compositing). The version of blender we used was the studios own dev version (which I believe was using blender 2.78 as it's base?)"
https://www.blendernation.com/2018/08/20/next-gen-blender-pr...
The reason why it’s not used more: as good as it is Blender is still not Maya or Cinema 4D. Each 3D application has its own strengths and Maya has a LOT of tools that are application specific and that other applications might struggle to copy because they are so intertwined into its UX/UI and of course lots of proprietary R&D.
There’s also the question of pipeline - .fbx file format is the standard in the industry and for good or for bad it’s ruled by Autodesk afaik. Other applications have to adversarially replicate it (i think?) a bit like .doc files going onto iWork
And on your comment of having employees working on Blender - I believe Disney has a few people who contribute to Blender. But lots of the other applications like Maya and Katana are also extensible and studios like ILM have extensively modified Maya and others so to answer your question - they do extend other applications like Maya, Katana and NUKe and they have people on staff working on those extensions.
The thing those extensions or plugins turn out to often be excellent competitive advantage against other studios so it’s actually helpful to keep them in house. All the big VFX studios have multiple proprietary technologies that they don’t share them with anyone at all - unless it becomes advantageous to sell it to others, in which try often spin it off or sell it to The Foundry.
It learned 3D modelling with one of those "very expensive software packages" and it made me feel appreciated at the time. The knowledge however is now completely useless for me because the software, while still existing, is totally niche now. Blender would have been a lifetime investment...
Getting to learn skills that you can't use unless you continue to pay for the expensive right to use those skills should be valued negatively by a rational economic agent.
only someone who hasn't really used the tool in anger and mastered it would claim this. I can't even switch to eclipse from intellij and not have a huge productivity hit for several months. and that's just typing code! A real 3D modeller would have so much muscle memory for their modelling app of choice it't not funny.
I can only imagine what it would be like to switch from something that you've used a flavor of for your whole career to something entirely new, and 3D modelling for animations is way more complex than what I've ever dealt with.
Keeping it in a programming paradigm, CAD is more like assembly. It's different from platform to platform and even if you know one there's no guarantee you can make another work. Contrast that with 3d modeling packages which mostly use the same concepts, and order of operations rarely matters.
I understand why people use Blender as a CAD package a lot more now, thanks!
As someone who had a prior career in VFX using mostly Autodesk and Adobe software, there are people who spend their whole career in one of these packages and have a lot of difficulty becoming fluent in a second one.
They are designed with completely different metaphors and workflows and yes, the end result is always pixels, but learning multiple high end creative software is nothing like learning different programming languages.
Just like a programming language.
I'm sorry you're so shit at your job that switching IDEs screws you up. Not all of us are so incompetent.
Have you found this to be true in your experience?
That’s exactly it, developing a high-end plug-ins is very expensive; to give that away for free is completely illogical. It’s a restaurant giving away sandwiches and selling napkins. Selling “service” and “support” or “hosting,” is ridiculous for the plugin industry. Most people in the business know how to use most of the important plugins already, so what kind of support would be needed at a level that users would pay? In all of my 15+ years of owning Waves audio plugins, I have not once contacted their support. If I need a reverb, I pay someone for a reverb. I am not going to pay someone to provide “support” for my reverb. I’m a pro, I don’t need to pay for help with a tool that has been almost industry standard for years.
I love open source, Postgres, Rails, Sidekiq for example. But the GPL-religious side of open source? Not so much. It seems too culty-dogmatic-restricted. Kind of the opposite of “free.” “You are free to do anything you want, except anything we don’t want you to do. The MIT license is the one that is actually free.
GPL's ideals are good. It's just that the ideals are hard to achieve when there's a need to also make money. I would describe MIT style to be 'free to exploit me [the software] as you please, even if you don't intend to contribute anything back'.
So if you got it free, it is fair to redistribute free or charge for it or whatever. But if the original author sold it to you for $40, you must sell it for at least $41. There's no royalties; all that money is yours, it just means you can't compete with the original author on price alone.
idk tho i gotta think about it
Also, this is assuming your initial software is worth "stealing", it has to be good enough first, which Blender is nowadays.
Most developers know this, but company managers that forbid open source contribution don't understand this. That's why I'm personally not too much against source available licensing. It's the only language old companies understand.
Don’t fall into that trap. The freedoms provided by both Open Source and Free Software licensing are well defined and mean (1) the right to use the program for whatever purpose and (2) the right to fork.
Anything else is unacceptable.
As for what language companies understand, many of us don’t give a fuck. If they are good citizens and distribute software under FOSS compatible licenses all is good, otherwise we’re not interested, because the availability of the source code is not the point, the right to use that source code is ;-)
Looking at source code without the license to copy from it ... is a legal minefield ;-)
how so?
Anyway, so then, when someone else somehow makes money using their code and they don't get a cut, of course that seems like "abuse" to them. If they had any idea what they were doing they would have realized that that's not "abuse" at all, because other people using their code for any purpose whatsoever is literally the point of the license.
It's just as bad if not worse when anyone reflexively GPL's their work without understanding that, because there's a freaking holy hell of a lot more legal consequences to understand about the GPL than there are about say, 2-clause BSDL, which is basically just "this is copyrighted by me and you can't remove my copyright" and "if you use this and something goes wrong, you can't sue me". If they didn't understand such a simple license, what hope do they have of understanding the GPL? None at all whatsoever. People who've been arguing about the GPL for 20+ years rarely understand the GPL, at least not in its entirety.
There's nothing wrong with someone making their code proprietary or GPL'd or whatever- it's their code, and it's their choice to make. But it's also their responsibility to understand all the consequences of that choice, and it's their responsibility to understand why they want to release their code in the first place.
Why anyone would use all third-party proprietary software, I have no idea.
Here's where that procedural texture approach started: "Road to Point Reyes".[1] First "photorealistic" render, 1983. Today, that's not even an acceptable game asset.
I think the notion that people (and companies) pay for proprietary software because there is support or some other reasons are complete BS. They pay for software because they have to in order to use it. It's just a cost of doing business.
As free software has become viable (high quality) in some areas, business folks are more willing to allow it. The primary concern is "can it do the job". The second is how much will it cost me?
Sure, sometimes they buy closed sourcr licenses, but as a corporation providing services to a third party you don't care about the license - you care very much the software adds the value to the output of the employee who uses it.
I don't really see the difference between this and "accept its drawbacks", except that if your developer turns out to be productive, you have something a lot more valuable on your hands, and if the developer fails, you can replace them (whereas for a given proprietary product, you typically can not replace the vendor while keeping the licensing agreement and investment in training [this last bit being a big part of why in-house developers make sense for Blender, as they always have for 3D animation studios]).
The difference is one is known, and the other is unknown. When you're evaluating existing software you can evaluate multiple competitors based on their finished product. You can't do that when you're hiring a developer.
>and if the developer fails, you can replace them (whereas for a given proprietary product, you typically can not replace the vendor while keeping the licensing agreement and investment in training [this last bit being a big part of why in-house developers make sense for Blender, as they always have for 3D animation studios]).
I'd say this argument supports using only existing established successful products, to avoid being burnt.
Only if the software you're buying meets all of your current and future requirements, and is maintained indefinitely. If new requirements come up, they're at least not any more helpful than in-house resources (unless a lot of people suddenly have the same requirements at the same time); and if they stop maintaining it, there's a good chance you literally can't do anything about that.
You just have a different set of unknowns, one of which seems more manageable (which is probably why it is more popular), and probably is more manageable in some subset of use cases.
Nobody expects 3d design software to be maintained indefinitely or expects 3d design software to satisfy future requirements magically. You buy a 3d design software to make you money by creating content. Either it makes you money or it doesn't. The easiest thing to do is to simply buy what everyone else is using because it makes it easier to hire talent from a pre-existing pool of experts, or if need be, train them on a software for which training programs already exist because its popular.
>If new requirements come up, they're at least not any more helpful than in-house resources (unless a lot of people suddenly have the same requirements at the same time);
Well, wait a minute. Before you even get there, you not only have to be good at producing 3D art/content (or atleast good enough to make a decent chunk of change), you have to now hire dev/test/pm folks and successfully run a software development team in-house. I don't find this to be a realistic proposition.
>and if they stop maintaining it, there's a good chance you literally can't do anything about that.
A vendor for any software that you rely on can go out of business. Do you plan to run independent software development teams for your OS, accounting software, browser, IDE, etc ? The answer obviously is no. And the same reasoning applies to your 3d design software.
>You just have a different set of unknowns, one of which seems more manageable (which is probably why it is more popular), and probably is more manageable in some subset of use cases.
I don't agree at all. I think it actually is more manageable.
Do you? Depends on what you need done.
> I don't agree at all. I think it actually is more manageable.
Well, at that point it is a matter of opinion.
I don’t think the popularity of proprietary solutions is vanity, it’s rather that switching between 3d modellers is really hard. It might be months before you’re even close to productive again. Also interoperability between packages is a huge problem. Blender only really started to get a good UI this decade, and I think you’re more likely to see it get picked up in new shops rather than old shops migrating.
COMPLETELY ALTERING YOUR PRODUCTION PIPELINE TO ACCOMMODATE ONE PACKAGE gets the point across a little bit better.
There are studios out there that have decades of in-house scripts and programs built around a given set of software. If you do a lot of architectural rendering you may have your own outdoor lighting systems. If you focus primarily on title sequences you may have certain effects that you developed. Having to completely rewrite all of that in-house code would be a MASSIVE undertaking.
DIY is time-consuming, difficult, and doesn't scale. Small companies often start out with as cheap a solution as they can, but as they grow they'll find they're doing way more work just to support the DIY solution, and features are difficult and time-consuming to produce. If you have the money and you need a feature now, licensing makes sense.
Because prior to Blender 2.8 it was really really bad software compared to commercial alternatives.
Blender is becoming quite good. Which impresses the hell out of me. But it’s taken a long, long time to get there.
If you are not a software shop you really would like to outsource those risks.
Hence, they pay the capital cost to get a fixed, known deliverable.
Developing new software is hard and risky. Sure, if you can get the right team for the job it can work out wonderfully but this just creates another level of risk - you need to find the right developers.
Even then, Pixar's advantage was the people they hired and allowed to thrive... not Renderman.
Conversely, if you're a software company and have media production needs, you generally don't in-house it — you focus on your core competency and outsource media production.
Software people tend not to question outsourcing when it's done by a software company outsourcing things outside their core competency.
If the returns to the particular company that employed the developer was higher than the opportunity cost of expending that money elsewhere in the company, then you'd have a strong case for that. However, most medium sized graphics shops are probably concerned that they'd effectively be subsidising their competitors' production costs, since the 'exclusive' returns to the shop employing the developer are likely minimal compared to any other user of the feature they develop.
The free rider problem / tragedy of the commons strikes again.
What causes most usage of big proprietary software is that the software has 10,000 features and every customer only needs five of them, but for each customer it's a different five. That makes it hard for a free competitor to get users because adding five features only gets one customer; it scales poorly without revenue.
But as the customer yourself, having your developer add the five things you yourself need is completely feasible, and doesn't help your competitors that much because the five things they need are different.
Comparing paying a FLOSS developer to paying for commercial software doesn't make sense. Companies don't see themselves as funding development either way.
And yet they still want them, and things take non-zero time to implement regardless of who is doing it. It's not as if proprietary software appears from whole cloth in zero time containing every feature requested by every customer.
> If they have work to do, they need a solution NOW.
If they have work to do they can do it the same way they did it last week. But when the question comes whether to upgrade to the new version of the proprietary software, you should ask whether it makes more sense to pay the money to do that this year, or stay on the existing version for a year while you use the money that you would have spent and instead get the free software equivalent into a state that it satisfies your needs, then never have to pay for the proprietary software again.
> Then once the purchase has been made, the question of paying someone to work on it is a separate issue. Most rational people would say "why would I do that?"
Because you have twenty or more full-time people using it and if you can make them each even a single digit percentage more efficient on a permanent basis, it becomes highly profitable to hire the software developer that allows that to happen.
> Comparing paying a FLOSS developer to paying for commercial software doesn't make sense. Companies don't see themselves as funding development either way.
What did they think the proprietary software license money was funding?
I'm curious as to why the community working on it hasn't taken steps to change this- the software is equally if not more functional than alternatives like Maya and making it a bit more familiar to industry professionals could go a long way
I bought plenty of commercial software, specially developer tools, that had source available on the installation floppies.
If anything we are turning back to those days, after many are starting to realize how hard it is to keep a business living from donations and occasional consulting gigs.
The real question being: was the comment inaccurate? Can we just discuss that? I know how Foundations and Donor Advised Funds make their decisions, people that aspire to support open source dont have the discretion.
Everytime I ask for clarity I just get immediately shadowbanned like "this guy questioned our authority thats the last straw"
Let's look at it the other way. Let's say your intention is to contribute to thoughtful conversation and that you indeed know a lot about "how foundations make their decisions". I'm quite willing to believe that. In that case, though, you should make your contribution in a 180-degree different way. You need to explain what you know in terms that aren't grandiose and provocative, but rather, scrupulously accurate. You need to explain how you know it. You need to tie it to the topic at hand in a way that explains why it's relevant. And you need to somehow include the limits of what you know, to leave some oxygen for anyone who might know different things than you do. All that is not hard to do, but it requires a different genre of comment: more information, less grandstanding.
There's a simple reason Blender doesn't see much use in film production: Support. There is no way the Blender Foundation could provide the level of support that a company like Autodesk does. When you run into problems you call your enterprise support team and get it fixed. This is why you pay them the big bucks. Their support staff does nothing but fix problems, where anyone that you could hire to do the same would necessarily spend most of their time sitting on their ass doing nothing since stuff just doesn't go wrong all that often. That alone will keep Blender out of a LOT of shops, especially those that are just large enough to be working on major projects.
The idea that a company should just hire a programmer they don't otherwise need just so they can make some software work is asinine. That's like saying a home builder should hire a full time auto mechanic instead of taking their work vehicles to the shop when they break down. No, hiring a guy will not offset the cost of purchasing licenses and support. This is especially true when you hit one of those moments where things get so shredded that the cost of enterprise support seems like a bargain.
There are other, more technical, issues that keep Blender from being used much. Chief among them is that it isn't really exceptional at anything. It's not uncommon for things to be modeled in one program, textured in another, then imported into another for animation, and then brought into a final one for lighting and rendering. There are better programs for modeling than Blender. There are better programs for rendering, texturing, animation. Blender is oatmeal. It's there, it works, but it's not really great at anything and as a result has never found a niche.
Because, ultimately, that's what it's all about.
Weren't you just saying the magic ingredient was "support"? Do you believe a first line help-desk is going to provide better support than a guy whose livelihood depends on it and you can call to your desk?
>That's like saying a home builder should hire a full time auto mechanic
In this specific case, it's more like fairly large transporters having their own mechanics, which they have, because it's cheaper, and better, and faster, and generally very convenient all round.
I can guarantee you there are no top-level VFX houses or game developers that ever speak to first-line support.
If you're not top level you have no need to waste money on a programmer that will likely be sitting on his ass 23/7. No, that isn't a typo. The vast majority of the time these systems work as intended. When they don't, who do you think is going to respond better? The multitude of professionals that are paid to work on this code day in and day out... or Steve, who spends most of his time pretending he isn't shopping for waifu pillows? WE KNOW IT'S YOU, STEVE. CLEAR YOUR BROWSER HISTORY.
I've always wondered why niche specific software such as Blender doesn't have a ton of industry backing. Any medium sized graphics shop could have a full developer on the payroll for a fraction of the repeated licensing costs of proprietary solutions, that is, someone who works full time on Blender and whom you can directly approach, in-house, for features and fixes.
And it wouldn't even interfere with their competitive edge, since the software isn't their business. They don't have to care about the GPL as long as the software does what they want.
I think it has something to do with appealing to an employee's vanity, where getting a very expensive software package "for free" to do your job makes one feel appreciated.