Pixar To Give Away 3D RenderMan Software
nairnr sends this news from the BBC:
'The 3D rendering software behind films such as Toy Story, Monsters Inc and Harry Potter is to be given away free for non-commercial use. RenderMan, which is developed by Pixar, has faced increased competition from rival animation rendering programmes such as VRay and Arnold. Although Pixar, which is owned by Disney, produces its own films, it licenses RenderMan to rival studios. In a statement, the firm said it would release a free version of RenderMan "without any functional limitations, watermarking, or time restrictions." "Non-commercial RenderMan will be freely available for students, institutions, researchers, developers, and for personal use," it added.'
It might be that Pixar considers rendering old news, considering what they've come up with for animators:
http://www.cartoonbrew.com/tech/watch-a-rare-demo-of-pixars-animation-system-presto-98099.html
If you're not familiar with computer animation, that might not seem like much. To the animators where I work, though, it induced a weird combination of frenzy (as they lusted after it) and depression (once they re-opened the scenes they were working on in Maya). The rest of the industry has to spend hours rendering (in Renderman, or Vray, or whatever) to get a result that Pixar is now creating in-house in real time.
Not to mention that they were one of the first to pull the "you can't access our online content because your ISP doesn't pay us to let you access it" *. F Disney and ESPN.
* See the section on Criticism
Creationist Textbook Stickers Declared Unconstitutional by CowboyNeal
Oh, come on. They just want to kill off 3Delight or something like that.
You're close - they likely want to kill off licensing money for 3Delight (you can get the engine yourself and use it for free). For instance, these guys license 3Delight as the render engine inside the DAZ Studio product, as do many other hobbyist and lower-end toolsets. They pay quite a bit for the privilege.
There's a decent amount of money to be made not by selling the engine as a product, but by licensing it out to other software houses, much like they licensed out the Unreal or Quake game engines. Making and maintaining a complex CG engine (rendering, game physics, subdivision, etc) is programmatically a PITA, and it's easier to use an existing wheel than to just re-invent it.
Quo usque tandem abutere, Nimbus, patientia nostra?
There's a feature disparity. Blender is mostly polygon oriented, but PRMan rather likes to chew on smooth patches. Blender's NURBS features are of lackluster quality, though, so you're basically left only with Catmull-Clark subdivision surfaces as the lowest common denominator. It's not that polygons wouldn't work, but you'd be missing on some of the coolest features of PRMan - or you'd have to make some geometry transformers of your own for the exporter. It's like running a car's engine on idle all the time. (Also, PRMan loves humongously complex scenes, which Blender is probably unable to provide. Again, you're running your engine on idle.)
Ezekiel 23:20
This is a measure of Blender's success as FOSS. I hadn't expected this kind of reaction for a couple more years, but Blender has been developing a lot faster than I had thought it would.
Will