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's disney
the same company that makes me pay for ESPN even though i never watch it
Pretty sure you reading it wrong. You can get a copy of it for free as a developer; presumably to play with it, maybe develop free plugins for it etc.
I certainly don't read it as being free for you to make animation for commerial apps. (regular paid apps, freemium, or ad supported)
This is Disney we're talking about here.
And TNSTAAFL.
They'll obviously use it as a recruiting tool.
1. Release tool
2. Watch amateur animations spring up online
3. Hire amateurs who create awesome animations
4. Save on training costs
5. Profit
Anyone remember http://en.wikipedia.org/wiki/Blue_Moon_Rendering_Tools? There was a free version a long time ago.
Forget the others; they're basically saying anyone not making commercial feature films can use it for free -- which means small software developers can now create excellent animation sequences for free, as long as they can actually do decent animation. This could usher in Pixar-level animation in App-style games, which would be significantly better than the current options.
Here we come, Bendy Luxo apps!
If I read their pricing schedule correctly a commercial license is only $495; so someone could create some animation and later buy a license at a reasonable price if they decide to do a commercial release.
I'm a consultant - I convert gibberish into cash-flow.
which means small software developers can now create excellent animation sequences for free, as long as they can actually do decent animation
Oh, come on. Compared with 3DS Max or Lightwave, working with RenderMan is like flying a Jumbo Jet instead of driving a car. "Why would small software developers" try to do that when many really small media studios don't bother? And I'm talking about people dedicated to doing video/film work, you're talking about a part-time activity.
This could usher in Pixar-level animation in App-style games, which would be significantly better than the current options.
Uh? What does that even mean?
Ezekiel 23:20
They must only be getting licensing fees from other big companies (too big to use it on the sly), and decided to sacrifice any potential of selling it for a couple hundred bucks per pop, in order to cement their market at the high end.
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.
The high end is where RenderMan shines. This is a tool for experts. The studios that use RenderMan pay people to become experts in very specific domains (modeling, shading and lighting are separate domains for these people) and this software has been the ultimate tool for the shading and lighting stages for the last 2 decades.
However, as the summary notes, Arnold is the new shooting star among production renderers. It's a completely different beast - different basic algorithms which imply different ways of dealing with it, but at the benefit that the results usually obey the laws of physics without further ado. RenderMan was never designed to work that way, yet this is what the VFX industry moves towards.
http://www.moonlight3d.eu/
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
RenderMan is primarily a rendering interface specification and a shading language definition. For convenience, implementations are also called RenderMan.
Pixar's own implementation and toolset (previously called Photorealistic RenderMan/PRMan and RenderMan Studio Tools) is by far the most successful. There are multiple other software implementations of RenderMan: commercial (3Delight) and open-source (Pixie, Aqsis). Also some dead ones (RenderDotC, BMRT).
Finally, there are renderers that have borrowed the concept and a lot of ideas from it (Houdini's integrated Mantra renderer).
Presto is Pixar's proprietary, fully featured, animation package. Besides the main interactive application, Presto is built on top of a rich set of reusable libraries. The application supports integrated workflows for a variety of feature film departments including rigging, layout, animation and simulation. It also provides built in media playback and asset management tools.
For the purposes of this course, we will mainly discuss Presto's Execution System. We will use two common disciplines, rigging and animation, to illustrate how the system works.
One of the challenges in Presto is its integrated architecture. In a single session, the user may wish to animate or do some rigging or run a sim or all three without an explicit context switch. Some of these tasks do not lend themselves well to a multithreading environment, and yet must coexist seamlessly with all features of the application.
Presto Execution System: An Asynchronous Computation Engine for Animation
[George ElKoura, Pixar Animation Studios, July 24, 2013]
I plan on using this software to make a movie like "Cars" only called "Dildoes".
Then there's my porn movie the "Awesomes" and you guess it, it'll be like the "Incredibles."
Oh, and wait till you see MY version of Toy Story - Oh! There WILL be toys!!
I am most assuredly NOT linkable as a shared library! ;)
Peter predicted that you would "deliberately forget" creation 2000 years ago...
just to see what the differences are between it and Mental Ray and / or V-Ray. ( I own both ) Unless it adds some serious " just gotta have it " reasons over Mental Ray or the other commercial renderers, then most folks probably won't bother with it.
The new hotness, however, is GPU rendering. ( eg: I-Ray or Octane )
If Renderman supports GPU rendering, then it will gain a lot more interest as it won't be considered a deprecated rendering solution.
Ah, the ancient trick with registering yourself under a relevant nick ten years before I make a comment? Like I'm going to fall for that!
Ezekiel 23:20