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Blender Debuts Fourth Open Source Movie: Tears of Steel

An anonymous reader writes "On September 26th the Blender Foundation released their fourth open source short movie called Tears of Steel. This time around, Blender, the fantastic open source 3d modeling/animation/shading/rendering package, was used to mix 3D digital content with live action (PDF). The short was produced using only open source software and the team did an outstanding job."

32 of 126 comments (clear)

  1. Kudos to Blender! by Anonymous Coward · · Score: 5, Interesting

    And thanks to George Lucas for supporting the project. His vision made it possible.

    1. Re:Kudos to Blender! by quadrox · · Score: 2

      I read these comments before watching the movie and thought it was just some troll spreading his hate. But after watching it... I am sorry to say that even Lucas could have done better than that. That was the absolutely lamest thing I have seen in a long time. Yuck.

      It's not even good for a tech demo, because the overall crappiness distracts from the CGI.

    2. Re:Kudos to Blender! by Tough+Love · · Score: 2, Interesting

      I am sorry to say that even Lucas could have done better than that. That was the absolutely lamest thing I have seen in a long time.

      Don't be such a flipping jerk. Sure, the acting is cheesy, the screen writing is cheesy, but it's still an awesome achievement and it has its entertaining moments. Hey, I've got an idea, why don't you come back here and make another whiny post after you've made a live action film with integrated CGI?

      --
      When all you have is a hammer, every problem starts to look like a thumb.
    3. Re:Kudos to Blender! by quadrox · · Score: 2

      I really wanted to like the movie but I just couldn't - is that now somehow my fault and am I being a jerk for it? It doesn't matter how hard they tried, how little resources they had, whatever else excuses you want to list. I watched the movie, and it was bad, that is all that matters. The previous movies done by the blender foundation were awesome but this one is pure shit - with the exception of the technology itself.

      The CGI is fine, maybe even Hollywood level, the acting was surprisingly decent, but the screenplay/storyboard, the premise, the plot, all the stuff that really really matters in a movie, that was utterly pure horseshit. And no matter how cool blender is, you won't get me to say otherwise. And I'm not being a jerk, I'm just being honest. But some people apparently can't handle honesty.

    4. Re:Kudos to Blender! by RockDoctor · · Score: 3, Interesting
      It is, overall, pretty lame I agree.

      On the other hand, I pay a subscription to an ink-on-paper SF magazine with a 50-odd (sometimes downright peculiar) year history of publishing and encouraging novel authors to cut their teeth in the art of the short story and novella. Why? Because it takes time for any individual to learn to use the simple tools of word and non-word.

      I'd expect it to take a lot longer to learn the more complex tools of the CGI movie. Particularly if it's not your day job.

      So I'd say, "Quite well done, but you're not going to scare the professionals. Yet."

      --
      Birds are not dinosaur descendants;birds are dinosaurs, for all useful meanings of "birds", "are" and "dinosaurs"
  2. Re:Not entirely open source software by firex726 · · Score: 2

    NVIDIA might have supported them as a matter of advertising, since it is a GPU related project.

    > Come buy our stuff, it was used to render that movie you liked!

  3. It still has a long way ahead by Eugenia+Loli · · Score: 5, Informative

    As a filmmaker and a graphics artist these days, I like Blender and its idea behind it, I really do. This is a copy of what I wrote on my blog about all that: The CGI on this movie still looks like VFX animation and not realistic. It looks fake. Camera tracking is good, modelling seems ok, but lighting and animation aren’t. There are no shadows to talk about, everything it’s too HDR-ish. If that’s what Blender can do in 2012, then color me unimpressed. That’s no Hollywood-worthy CGI. And let’s not forget that this movie was produced by the Blender guys themselves, with hand-picked Blender artists.

    Unfortunately, that quality is not even good enough for TV anymore. Sure, there have been worse VFX on TV than what Blender can do, for example the re-imagined version of “V”, but thing is, there have been better ones too. Back in 2010, Stargate:Universe had some amazing VFX in some episodes, more realistic than anything I’ve seen on TV, before or after. An even more important point for TV is the time it takes to do things with the app (since their deadlines are extremely strict). Blender is not that easy to use, Maya can do better, faster.

    That doesn't mean that Blender is useless. It’s not. You can’t beat its price and features in the advertising sector (which doesn't require extreme realism, it mostly needs some animation tricks), schools (for obvious reasons), or as a hobbyist artist. Blender can also prove to be a life-saver for indie filmmakers who primarily have the time to deal with Blender (rather than the money to buy other packages). So if *I* was doing an indie short movie, I would use Blender, because it's good-enough for what I would need to do, and I have indefinite time on my hands. So it’s got its uses in the world. It’s just that I don’t see it being able to compete for Hollywood movies and serious TV shows.

    1. Re:It still has a long way ahead by binarylarry · · Score: 4, Insightful

      Just admit it, you're freaked out by my robot hand!

      I've watched more than a couple of movies recently that were done wth maya that didn't look this good (total recall and dredd 3d come to mind.)

      --
      Mod me down, my New Earth Global Warmingist friends!
    2. Re:It still has a long way ahead by Anonymous Coward · · Score: 5, Insightful

      Yeah, Cycles, the new Blender internal renderer use to render this is a new GPU based path tracer renderer and it's not perfect yet, but I think a lot of what you're complaining about can be blamed on the artists not being of hollywood quality and lack of time/resources, and not the actual renderer or animation program (although both areas could use a lot of improvement in Blender). Cycles is a path tracer like any other that should, in theory, be able to do most things that other modern renderers can do (and in some cases more, since it's a path tracer). That being said, to set up a photorealistic scene, to match lighting, to get the materials right, takes a lot of experience and time and that does not come cheap. The goal of the Blender Foundation and these projects is to make "tech demos" to run the software through real world trials and develop features that are useful in a real world production pipeline. The goal is not to make things perfect. Besides. If you don't like the look Cycles gives to renders with blender you can use any number of external renderers including fully unbiased ones like luxrender or commercial GPU based unbiased path tracers like Octane.

    3. Re:It still has a long way ahead by Psyborgue · · Score: 5, Interesting

      Blender isn't perfect but Maya has it's own bag of very frustrating issues. Almost nobody uses Maya straight out of the box anyway. Most major studios do a serious amount of custom development to get Maya into a workable state and while Mental Ray is a very good renderer, Maya's internal is not at all. FWIW, there is a Blender exporter for MR as well, but i'm not sure how developed it is. If you don't like the look of Cycles, which is understandable since it's still in it's infancy and needs a lot of work (it doesn't even support true motion blur yet, although it can output motion vectors), there are any number of external renderers. The advantage to Cycles is that it's a path tracer that runs on the GPU and can give you realtime feedback in the viewport that is identical to a render (WYSIWYG). It's very very fast, but still needs a lot of work to bring up the level of accuracy and usability. Absolutely it's not ready for Hollywood out of the box, but if studios, collectively, all put the same amount of work into Blender as they did into developing scripts, plugins, and so on for commercial projects, it would be ready. It would be nice if studies could learn to cooperate like that. If they did, not only could they shatter the Autodesk monopoly, they could take the software out of the equation and focus more on things like artist talent and so on.

    4. Re:It still has a long way ahead by Intrepid+imaginaut · · Score: 4, Insightful

      It looks a damn sight better than most TV shows.

    5. Re:It still has a long way ahead by Bram+Stolk · · Score: 4, Informative

      My major criticism in the lighting. It seems greatly over-exposed in several places.

      That's easy to fix.
      Source material is all open source, you can render it again at different exposure settings if you have a render farm.

      It's more than just a movie, it is an open sourced renderer PLUS open sourced model/animation data.

      Well done, Blender Foundation.

      --
      Bram Stolk http://stolk.org/tlctc/
    6. Re:It still has a long way ahead by Anonymous Coward · · Score: 2, Interesting

      It's a good job that making hollywood movies isn't the only reason to use a 3d package then. Considering the software is free and (I'm assuming) the artists involved have not been paid hollywood cgi money for their involvement, this movie is very impressive. The story was not, however.

      Maya is quite an under featured and buggy if you use it out of the box. Autodesk add a few new features each iteration, but rarely fix long standing bugs or improve polygon modelling tools or productivity features like better and more consistent real-time feedback. As far as I'm concerned, Maya's best features are the animation tools, the ability to animate just about any parameter and the ease of customisation. Where I work, for almost every step of production other than animation, external software or plug-ins are used to do the major work. Here are a few examples: Nex for modelling, zbrush for high poly modelling, uvunwrap for uv mapping, octane for rendering. I mostly do 2d so I can't recall the other plugins used, but I'm pretty sure almost every step has some plugin that is used over the default tool because the in Maya the default tool is often no good.

      That's not to say you can't do great things with out of the box Maya, it's just way more hassle to get good results.

      Blender feels fairly solid and polished, but I have to admit that I HATE the non-standard interface and controls... Why the fuck does the left mouse button by default do nothing (well, it moves the pivot thing, but that's basically the same thing when you are just getting started), why can't you deselet objects (aside from pressing a to toggle ALL on off), why do you have to press a key to activate anything, why is it so easily to accidentally move objects? The keyboard shortcuts are mental. Instead of mapping the most common translations to qwer (select, move, rotate, scale), where they are easy to find, they are on g (grab), r (rotate) and s (scale). What happens if your primary language is not English? What useful meaning do those bindings have? There are too many single key controls that do major things that you might accidentally press... I could go on. Then I watch some Blender tutorial and the person doing the tutorial seems to have no problems with the UI and I just feel like I'm a retard.

      Somehow, however, I feel like I can trust Blender more than Maya - I just have this feeling that Maya is built on top of a massive horrible messy codebase that the programmers don't really control anymore - but Blender's UI keeps me from getting used to it since I have to keep using Maya at work - it's very hard to switch between the two because the interfaces are so different.

    7. Re:It still has a long way ahead by deathguppie · · Score: 2

      As a long time blender user, I can tell you that it is quite possible to get realistic results while compositing in blender. If you don't like the results you can use Mentalray or one of many rendering alternatives.

      Having a bit more experience with the software I can tell you without trying to sound like a fanboy that the problem you (and I) see with this film is a product of the new cycles rendering system. Depending on how long you let it run it can give very good results. My experience with it is that it takes quite a lot of render cycles (that is not a reuse of the name, it is a description of the render process) to get rid of the grainy look in the renders. What it looks like they did in the film is was cheat the render time for each frame down to what they thought they might be able to get away with once the vector blur for compositing in the footage was added. It looks like the spec/shadow/ambient occlusion has been washed out. It gives it that realtime game feel and doesn't sit in the scene well at all.

      But if you have been doing CG for a while you should know that there is almost always a way to get things to look right. So it should be easy to understand that this is not a result of the software itself, but a combination of an experimental renderer and perhaps some bad decisions on the part of the artist.

      --
      once more into the breach
  4. Great little story by Andy+Prough · · Score: 2

    Loved it! Man, those graphics are stunning. I never would have thought Blender would turn into this all those years ago.

  5. Re:Not entirely open source software by Psyborgue · · Score: 4, Informative

    The renderer they used is a GPU based path tracer called Cycles (there is a CPU fallback as well but in comparison it's very, very, very slow). The renderer supports both OpenCL and NVIDIA's CUDA but is a lot faster more mature with CUDA... and yes, to take advantage to CUDA in Linux you do need to use the NVIDIA binaries so far as I know. I'm not familiar with the details but if NVIDIA has supplied hardware to the blender foundation it could explain CUDA being more mature.

  6. Re:Not entirely open source software by Psyborgue · · Score: 3, Insightful

    Yeah. My portfolio could use work but anything I said inaccurate?

  7. Now I've seen it .. by dgharmon · · Score: 4, Funny

    Now I've seen it, what's it about?

    --
    AccountKiller
    1. Re:Now I've seen it .. by Jackie_Chan_Fan · · Score: 4, Insightful

      it appeared to be some negotiation between man and robots, and there is a love despute between 1 man and 1 robot. It seems that the human military was aware of this and were using it as some attempt to bridge relations between the humans and robot species.

      But who the fuck knows. I loved it.

    2. Re:Now I've seen it .. by GameboyRMH · · Score: 2

      That's how I interpreted it.

      Graphics were Hollywood-quality though so that's pretty good.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    3. Re:Now I've seen it .. by guruevi · · Score: 4, Interesting

      Ya know, YouTube has this setting where you can watch movies in HTML5 instead of Flash and then put the setting higher than 360p, maybe closer to 720p.

      As far as an independent demo, this is pretty awesome. This isn't a multi-million dollar Hollywood cutscene or even a video game cutscene - this is a freaking demo made by some art students and a set of programmers that is supposed to show off how these scenes render natively without any post-production modification or filtering.

      If you ask me, the effects were on par with the effects in the Transformers blockbusters in terms of quality. The render could use some polishing up in some places but for a tech demo this is pretty good.

      --
      Custom electronics and digital signage for your business: www.evcircuits.com
    4. Re:Now I've seen it .. by edxwelch · · Score: 3, Funny

      Going a bit off-stopic, I wonder what she uses that tiny chainsaw attachment for? Sawing tiny trees?

  8. Re:okay when do the current DOCS debut?? by alexbgreat · · Score: 2

    On topic 3 I recommend the "remesh" or "decimate" modifiers.

  9. Entirely open source software by dgharmon · · Score: 2

    "Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License". link

    "The film itself -- as well as original footage and all the studio files -- will be released as free and open content; the Creative Commons Attribution license". link

    --
    AccountKiller
  10. Re:okay when do the current DOCS debut?? by Psyborgue · · Score: 2

    The current docs are mostly available here. As to your first two questions, they are pretty well covered in the manual. As to the third question, there is really no good way to do it while preserving decent topology and UVs. If you have a messy mesh, you probably want to retopologize it and lay out new UVs. You might want to use 2.4 for this and, when you're done, import it into 2.6. I say this becuase I know the tools in 2.4 are good and haven't yet used the 2.6 tools for this (they went through a massive redesign and the documentation was apparently never written). If you're lucky you can bake/project your old mesh's texture onto the new mesh but i'm not sure if Blender can do that (there are, however, programs that can, although I can't think of any open source at the moment).

  11. The movie is hit and miss by Toxicgonzo · · Score: 2

    This movie is hit and miss. The bottom line for the Blender Foundation is to get people talking about Blender. Nobody really expected their underdog 3d program to be able to produce amazing visual effects. The more of these movies they produce, the more people will be talking about Blender.

    However, what they could stand to produce are movies that tell a more compelling story. Is it visually compelling? Sure, but Tears of Steel leaves the audience with all sort of questions about what is happening, who the characters are, what is at stake....and we haven't a clue.

    1. Re:The movie is hit and miss by guruevi · · Score: 2

      I don't think you understand the short movie art style. Go back to seeing Battleship or Spiderman you oaf.

      --
      Custom electronics and digital signage for your business: www.evcircuits.com
    2. Re:The movie is hit and miss by Joviex · · Score: 2

      This movie is hit and miss. The bottom line for the Blender Foundation is to get people talking about Blender. Nobody really expected their underdog 3d program to be able to produce amazing visual effects. The more of these movies they produce, the more people will be talking about Blender. However, what they could stand to produce are movies that tell a more compelling story. Is it visually compelling? Sure, but Tears of Steel leaves the audience with all sort of questions about what is happening, who the characters are, what is at stake....and we haven't a clue.

      Not sure I follow. The story is pretty straightforward. Tom fucked up 40 years earlier and told a machine he was not interested. Flash forward he is trying to amend that past mistake.

      I also disagree about story structure. Not everything has to be a formulaic question, research, resolution. Some of the greatest fiction of all time does not answer every burning question. The audience is left to fill in gaps where appropriate. Mystery is still a good thing in storytelling.

      Now I will grant that this needed a little more foreground story, but all the thematic elements were there to get a good idea of what and why things were happening.

  12. Comment removed by account_deleted · · Score: 5, Funny

    Comment removed based on user account deletion

  13. Maybe it's not meant to be realistic? by aNonnyMouseCowered · · Score: 3, Informative

    "The CGI on this movie still looks like VFX animation and not realistic. It looks fake. Camera tracking is good, modelling seems ok, but lighting and animation aren't."

    Maybe a movie with such a ridiculous plot isn't meant to be realistic? Unrequited love brings the world to ruin but in the end love still saves the day. Really?

    Take a look at the mango juice the black sniper sips. It should have been easy enough to turn the carton in something that resembles a real world brand instead it looks like a generic stage prop simply labeled MANGO, the project code name. Look also at the retro pixelated font used for the text output on the computer terminals. If this were a realistic movie set in a future where virtual reality has become a reality, you'd expect something at least as crystal as Apple's vaunted retina display. There's also that large button that turns red and displays "ERROR!!!" when something goes wrong, a sure sign that this is comic sci-fi.

    So yes the stylistic look appears to be deliberate. You can see examples of such CGI unrealism mostly in fantasy movies like Lord of the Rings, but Tears of Steel isn't exactly straight-up hard sci-fi.

  14. Chalkboard by jones_supa · · Score: 3, Interesting

    I liked the part where they made the boy rerun various lines to see if the outcome of the discussion would be different. And they had previous attempts listed on a chalkboard. Who hasn't sometimes played around with the idea of trying various permutations and seeing how the future shapes.

    By the way the bots kind of reminded me of Alyx's "dog" in Half-Life 2.

  15. Re:Not entirely open source software by Psyborgue · · Score: 2

    Thanks. I appreciate it. I haven't updated that site in about 3 years (busy with work and other stuff), but might do it in the future. Check back in a few months.