[HN Gopher] Cycles X
       ___________________________________________________________________
        
       Cycles X
        
       Author : Tomte
       Score  : 275 points
       Date   : 2021-04-23 16:08 UTC (6 hours ago)
        
 (HTM) web link (code.blender.org)
 (TXT) w3m dump (code.blender.org)
        
       | vjeux wrote:
       | When I was working on a ray tracer, I found that interpolating
       | the color from neighboring points instead of leaving it blank for
       | in-progress elements was a huge improvement for quickly seeing
       | what the scene is going to look like. In the video examples it
       | doesn't seem like they're doing it. I'm interested to know the
       | rationale.
       | 
       | (See "Progressive Rendering" section for an example:
       | https://blog.vjeux.com/2012/javascript/javascript-ray-tracer... )
        
         | zamadatix wrote:
         | Cycles works a bit differently but the same general idea is
         | supposed to be implemented via "CPU viewport rendering with
         | Open Image Denoiser" which live denoises the rendering in a
         | more advanced way. Unfortunately the video for that section
         | doesn't seem to be set up correctly so you can't actually see
         | it in action.
        
         | amelius wrote:
         | I wondered about the same thing. But look at the other videos.
         | In some of them, the entire viewport is drawn at once and then
         | incrementally improves.
        
         | gmueckl wrote:
         | What do you mean by blank pixels? Cycles is a MC path tracer.
         | This means that it will always trace some paths that don't find
         | high contributions to the final image. When this happens for
         | the first couple of iterations when rendering progressively,
         | these pixels stay darker than the rest. This is just how the
         | algorithm works. You could try to apply a denoiser, but then
         | you're not using the computational power to shoot more rays and
         | you're replacing noise with bias.
        
       | whoisthisguy wrote:
       | I used Cinema 4D for years and a few months ago I gave a try to
       | Blender. I have to say I was extremely impressed. I did some
       | digging and it turns out Blender has an amazing product focused
       | management thats main goal is to serve the users. Extremely well
       | executed product management.
        
       | monkmartinez wrote:
       | Awesome!!! Those initial test results are darn impressive. Good
       | to see they are working directly with Intel, AMD and Nvidia.
        
         | dogma1138 wrote:
         | For GPU rendering anything but NVIDIA wasn't even a second
         | class citizen on Cycles for a long long time.
         | 
         | Cycles X will likely be OptiX only and then OptiX first for
         | quite a while until a true cross vendor cross platform stack
         | appears.
        
           | zlsa wrote:
           | In the linked article, benchmarks are shown for CUDA as well.
           | Of course that's also nVidia-only like OptiX.
           | 
           | And antecdotally, OptiX is around 1.5-3x faster than CUDA
           | with Cycles rendering.
        
       | ravenstine wrote:
       | I've kept an eye on Blender for the last 15 years and tried it
       | again recently after having almost exclusively used Maya. It's
       | continually improved in just about every way, is relatively easy
       | to use with just a trackpad, and it performs really well.
       | 
       | In contrast, Maya is has more features overall but is... a piece
       | of shit in many ways. It doesn't matter what hardware I've used;
       | it's a rule that Maya has to crash randomly when doing basic
       | things. I used to be able to just _open the Hypershade_ , but
       | with Maya 2020 merely opening it causes the entire application to
       | crash.
       | 
       | So I've decided to ditch it for Blender. I'm not doing character
       | animation anymore, but I still enjoy modeling and rigging some
       | things I want to conceptualize in 3D space, as well as create 3D
       | printables, and Blender is absolutely up to the task.
       | 
       | It kind of baffles me how little interest the motion picture and
       | television industries have had in Blender. Big studios are still
       | using Maya, which I _know_ also crashes for them and has
       | performance issues. They could pour all their money into
       | improving Blender and eventually not have to pay Autodesk anymore
       | for licenses for poorly managed software that seems to rarely
       | receive bug fixes.
        
         | gmueckl wrote:
         | Maya was an amazing piece of software once. It is falling
         | behind only because Autodesk seems to be content to just let it
         | slowly rot.
         | 
         | The funny thing is that there are litanies of complaints about
         | many core Autodesk products that echo the same chorus: the
         | software is poorly maintained, bugfixes are promised "for the
         | next released" (paid upgrade, of course) and yet, they never
         | appear. Customer feature requests are completely ignored and
         | each release feels like it's just a version number bump with a
         | few token changes here and there so that sales can act as if
         | they created a meaningful new release.
        
           | raverbashing wrote:
           | Well the cash cow keeps making them money and the Studios are
           | happy to keep giving them money so why bother
           | 
           | It's the same with Sports games, "corporate software" etc etc
        
           | mroche wrote:
           | Some of us admins in the field like to joke that Autodesk
           | isn't a software vendor, they are a licensing company. And to
           | be honest some of their changes with regards to Named User
           | Licensing is going to be a PITA for many studios.
           | 
           | I've gotten the chance to have a few conversations with some
           | on the Maya team before, and they are great people. But they
           | are fairly hamstrung by a company focused on sales and growth
           | than development, one where M&E is less than 10% of their
           | company revenue[0] (those numbers, which are an increase in
           | revenue, can likely be attributed to the forcing of
           | subscriptions), and having to cover a lot of ground re-
           | architecting an application with a ton of technical and
           | legacy debt. The historical idea of Maya being a Fraken-app
           | exists for a reason.
           | 
           | [0] https://investors.autodesk.com/static-
           | files/749abc95-16be-4c...
        
             | gmueckl wrote:
             | Media & Entertainment being a tiny part of their revenue
             | fits with the general wisdom that the market for general
             | purpose 3D software is virtually non-existent. The software
             | is costly to build and maintain and combined with a small
             | customer base and thus high licencing prices, this is a
             | killer.
        
           | packetslave wrote:
           | I mean, ultimately Autodesk doesn't give a damn about any of
           | their other products as long as the AutoCAD money firehose
           | continues.
           | 
           | Maya continues to be the industry leader because VFX studios
           | have spent 20 years integrating it with their pipelines.
           | Blender could beat Maya feature for feature, and places like
           | ILM and Weta _still_ won 't adopt it because of the effort
           | required to fit it into their pipelines.
        
         | qwertox wrote:
         | I learned Maya on Irix, then purchased a License for Plug In
         | development on Windows around 2004, which was pre-Python
         | support. I really got to knew the DAG very well, as well as
         | rendering custom helper tools in the viewport. It was extremely
         | flexible to extend.
         | 
         | I've also kept an eye on Blender since then, and no other piece
         | of OSS causes me so much joy to see the improvements it makes
         | version after version, specially because they are usually
         | linked to small movies which demonstrate the capabilities.
         | 
         | But the few times I've taken a look at the Python SDK, I've
         | felt a bit turned off. It somehow felt a bit like Cinema4D,
         | where you had this huge API to code against, but never ended up
         | with small modules (DAG nodes) which were pretty much stand-
         | alone utilities which you could then connect to anything Maya
         | had to offer.
         | 
         | I've seen that Blender lately has something which feels a bit
         | similar, but it appears to be limited to shading pipelines
         | (Shader Nodes).
         | 
         | There are no such transform, group, deformer nodes and stuff
         | like that which allows you to manipulate geometry, correct?
         | 
         | I mean, in Maya I'd build a simple data node (in C++) which had
         | an input, and I'd route the xyz of an object to the xzy-input
         | of my data node, and then apply particle physics to that object
         | and hit play, and the data node would then obtain a "data
         | stream" in its xyz-input representing the object's position, as
         | a very trivial example. Even vertices could be "streamed" into
         | such data nodes. How would I do such a thing in Blender (with
         | Python)?
        
           | kroltan wrote:
           | In addition to Geometry Nodes [0], and the "Everything Nodes"
           | initiative [1], you might be interested in Sverchok [2] too,
           | which implements this kind of graph-based
           | parametric/procedural modeling technique.
           | 
           | [0]: https://docs.blender.org/manual/en/latest/modeling/geome
           | try_...
           | 
           | [1]:
           | https://wiki.blender.org/wiki/Source/Nodes/EverythingNodes
           | 
           | [2]: http://nortikin.github.io/sverchok/
        
           | haldean wrote:
           | There's Geometry Nodes now which let you write smaller
           | procedurals that you can combine together the way you're
           | describing: https://docs.blender.org/manual/en/latest/modelin
           | g/geometry_...
           | 
           | They're extremely new (2.92 I think) so the framework is
           | there but there aren't many nodes yet; 2.93 introduced a
           | whole bunch of new nodes though.
        
             | qwertox wrote:
             | Excellent! The fact that there's something as basic as the
             | Boolean Math node [1] kind of shows that this is something
             | evolving into that direction. I will definitely look at it
             | and search for the C-code on GitHub. Thanks.
             | 
             | [1] https://docs.blender.org/manual/en/latest/modeling/geom
             | etry_...
             | 
             | Edit: Hmm, it appears to not have a C++ API.
        
         | weinzierl wrote:
         | > is relatively easy to use with just a trackpad
         | 
         | The last time I tried Blender - which admittedly is a while -
         | it was practically unusable with a trackpad. Has this changed?
        
           | wlesieutre wrote:
           | One major change is that it now defaults to select with left
           | click, which should help things.
           | 
           | There's also an official Pie Menus add-on that lets you fit
           | more controls in a smaller laptop keyboard. Numpad is the
           | normal way to switch between view directions, but having them
           | in a radial menu keeps it reasonably usable.
           | 
           | Lack of middle-mouse drag could be awkward and I don't know
           | the solution off the top of my head, but I imagine there's
           | something. You need to have both pan and zoom, I'd guess one
           | is via two-finger scrolling and the other adds a modifier
           | key?
        
             | DonHopkins wrote:
             | Pie menus are actually build into Blender now, but there's
             | also a great Pie Menu Editor add-on that lets you easily
             | build you own pie menus and other user interface widgets
             | without coding in Python! Which is very important for
             | making efficient custom workflows.
             | 
             | https://blendermarket.com/products/pie-menu-editor
             | 
             | Alias (and now Autodesk) has been abusing the patent system
             | and spreading FUD about marking/pie/radial menus being
             | patented for decades, which inhibited 3dsmax and Blender
             | from supporting them for many years. But now Blender has
             | excellent support for pie menus, and they're not encumbered
             | by patents.
             | 
             | Autodesk Advertisement About "Patented Marking Menus":
             | 
             | https://miro.medium.com/max/534/1*3C79dFnlhN__OJ3XmEjN9A.pn
             | g
             | 
             | http://images.autodesk.com/adsk/files/aliasdesign10_detail_
             | b...
             | 
             | Pie Menu FUD and Misconceptions: Dispelling the fear,
             | uncertainty, doubt and misconceptions about pie menus.
             | 
             | https://donhopkins.medium.com/pie-menu-fud-and-
             | misconception...
             | 
             | >The Alias Marking Menu Patent Discouraged the Open Source
             | Blender Community from Using Pie Menus for Decades
             | 
             | >Here is another example that of how that long term
             | marketing FUD succeeded in holding back progress: the
             | Blender community was discussing when the marking menu
             | patent would expire, in anticipation of when they might
             | finally be able to use marking menus in blender (even
             | though it has always been fine to use pie menus).
             | 
             | >As the following discussion shows, there is a lot of
             | purposefully sewn confusion and misunderstanding about the
             | difference between marking menus and pie menus, and what
             | exactly is patented, because of the inconsistent and
             | inaccurate definitions and mistakes in the papers and
             | patents and Alias's marketing FUD:
             | 
             | https://blenderartists.org/t/when-will-marking-menu-
             | patent-e...
             | 
             | >"Hi. In a recently closed topic regarding pie menus,
             | LiquidApe said that marking menus are a patent of Autodesk,
             | a patent that would expire shortly. The question is: When ?
             | When could marking menus be usable in Blender ? I couldn't
             | find any info on internet, mabie some of you know."
        
               | wlesieutre wrote:
               | Even better!
        
           | ravenstine wrote:
           | Try using Maya or Cinema 4D with just a trackpad and you'll
           | realize how well Blender works with a trackpad. ;)
           | 
           | With Blender, it's not only a matter of learning the key
           | combos, but it even has on-screen controls by default so you
           | can at least use that. Maya _used_ to have something similar,
           | but they pretty much got rid of it. It 's possible to
           | configure Maya to make it easier to use with a trackpad, but
           | the configuration for doing so is horribly obtuse and messes
           | with mouse usage.
        
           | blensor wrote:
           | I admit I am a bit of a masochist in that area but I am
           | almost exclusively using blender on my laptop for many years
           | and once you get used to it and have setup your keys
           | correctly, it works
        
           | rideontime wrote:
           | It's surprisingly good on a Mac trackpad, with support for
           | lots of multi-touch gestures. Can't speak for other OSes.
        
         | 127 wrote:
         | Yes, Blender is an amazing project and great 3D production
         | software for being free. However there are many issues that
         | remain unresolved after years. Viewport performance being one
         | of them. There seems to be at least to an extent a mode of
         | development where fun new things get done but old, boring, more
         | critical issues will not.
         | 
         | I give all credit to Blender developers for doing the old,
         | boring and important things. It's just very frustrating waiting
         | for years and realizing that what was the vision a couple of
         | years ago, very few things actually got done.
        
           | mattnewton wrote:
           | Presumably this happens because it's mostly volunteer labour
           | right? Hiring a person to solve those boring old but
           | important-to-your-business issues seems like it could pay off
           | at a certain number of maya licenses.
           | 
           | My guess is it mostly doesn't happen because these shops
           | aren't in the software business and don't want to be, so
           | don't know how to value engineers and don't want to spend
           | money on engineering they aren't sure will pay off in this
           | fiscal year.
        
             | edflsafoiewq wrote:
             | Blender is mostly developed by paid devs I think.
        
               | rguetzkow wrote:
               | I think there are quite a lot more developers
               | contributing to the project than those employed by the
               | Foundation or supported by developer grants [0]. However,
               | the complex changes on the roadmap of Blender's
               | development are planned and implemented by the core team.
               | 
               | [0]: https://www.blender.org/about/credits/
        
           | mkaic wrote:
           | Viewport performance is one of the several major improvements
           | demoed in the linked video by Brecht!
        
           | packetslave wrote:
           | A friend of mine in the industry who is now switching from
           | Maya to Blender for concept art once said: "yeah, Blender is
           | free... if you don't count the $200 in add-ons you need to
           | buy to get anything done."
           | 
           | I wonder what percentage of Blender enthusiasts DON'T have
           | Boxcutter and HardOps installed at a minimum.
        
         | jpm48 wrote:
         | I think one of the main issues for Big studios is the whole
         | pipeline is based around Maya / Houdini and it is easy to get
         | artists who know these tools. It's hard to switch and takes
         | time (see how many studios are still using Python 2.x as a
         | switch to 3 will break so much). I know a lot of people are
         | beginning to look at blender (mainly due to cost and the new
         | licensing models from Autodesk). It is really expensive for
         | studios to use now.
        
         | dagmx wrote:
         | Blender has a lot of things lacking however:
         | 
         | * It too is crash happy just in different ways. However Maya
         | scales better with large scenes than Blender does and that's
         | key
         | 
         | * Blenders licensing is a deterrent. Very few people want to
         | deal with GPL.
         | 
         | * Blender is not good for extensibility if you're looking for
         | performance. The API is unstable and exposed only via Python.
         | Studios need to extend the DCCs and Blender doesn't allow for
         | it in the way they need unless they fork the whole app.
         | 
         | *Blender has no professional support contract. This is very
         | important for studios.
         | 
         | I think Blender is awesome, but a lot of the stuff that makes
         | it appeal to freelancers doesn't appeal to big studios. In some
         | cases like the licensing, it pushes them away.
        
           | semi-extrinsic wrote:
           | Just as a counterpoint: in computational fluid dynamics there
           | are many large commercial companies that use GPL softwares,
           | and there are also commercial companies that offer paid
           | support contracts for those GPL tools. Once it catches on in
           | the community that these tools are good quality, there is no
           | legal risk, and there is good support if you want to pay for
           | that, they tend to spread rapidly.
        
             | dagmx wrote:
             | I think what you're saying is very much in line with my
             | initial comment, if we skip out on extensibility for a
             | second.
             | 
             | If the Blender foundation offered paid support, such that
             | studios used it like a black box (e.g like Maya etc), then
             | the GPL part doesn't matter. They can get someone else to
             | take on the burden and supply them with builds.
             | 
             | Blender however doesn't offer that and I think it's a
             | missed opportunity.
             | 
             | However even if that were the case, extensibility is
             | important. And unfortunately, blender doesn't have any API
             | other than Python, and its API is GPL too. Studios need a C
             | like API for performance reasons, and using the API
             | shouldn't affect the licensing of their own code.
        
           | thomastjeffery wrote:
           | > Blenders licensing is a deterrent. Very few people want to
           | deal with GPL.
           | 
           | I see this claim taken seriously all over the place, and I
           | just don't get it. How in the world is the GPL _actually_ an
           | issue?
           | 
           | The GPL does not apply to anything _made with_ Blender; only
           | changes _made to_ Blender. You can very trivially use Blender
           | without ever dealing with the GPL.
           | 
           | Do studios really think they need to make changes/extensions
           | to Blender itself, _then keep those changes totally private
           | and proprietary_? How absurd!
           | 
           | I just can't for the life of me think of a scenario where the
           | GPL would actually inconvenience a studio. The only potential
           | problems I can imagine are beaurocratic FUD like having a
           | legal team arbitrarily demand every tiny piece of work be
           | owned by the studio. What a silly reason not to use better
           | tools.
        
             | berkut wrote:
             | When you write plugins (which VFX studios write a lot of
             | for various DCCs like Maya, Nuke, Katana, Houdini) for GPL
             | software, are the plugins then derived works? Does
             | Blender's License have an opt-out clause for that?
             | 
             | Sometimes (but not often) these plugins do need to be
             | shared with other studios (or even the vendor - Netflix is
             | starting to get fairly aggressive in asking for copies of
             | the source work, but that doesn't really work well with
             | every studio having a custom pipeline and different ways of
             | doing rigging / deforming), but it looks like it's going
             | that way. In this scenario, is "sharing" "distributing"
             | from the license point-of-view?
             | 
             | Large VFX/Animation studios are not going to open source
             | critical plugins that given them potential edges. They want
             | them to be totally private and their IP.
             | 
             | The large studios have a lot of research / IP stuff going
             | on as well, they are basically tech houses (hundreds of
             | software devs), and they really care about IP (both
             | software and the client's material).
        
             | dagmx wrote:
             | It's not absurd that corporate entities would make changes
             | to their software without a desire to release those changes
             | as code. It has serious implications on patents etc...
             | 
             | If Blender had a stable C API that was dual licensed, you'd
             | see a lot more studio uptake IMHO. Heck, even libc is dual
             | licensed.
             | 
             | This all comes down to the GPL not being well received by
             | most tech corporations. People can argue whether that's got
             | merit or not. However it's a long standing fact that tech
             | companies do not like having dependencies on GPL code that
             | can "infect" their code base. Entertainment studios are the
             | same. They're largely tech companies at their core that
             | create art.
        
           | berkut wrote:
           | This.
           | 
           | Blender has some rather embarrassing performance choke-points
           | even doing relatively simple things in some cases, that
           | software like Maya and Houdini don't have to the same degree.
           | 
           | GPL code (even if you're not distributing anything) is more
           | of a problem than people would think, especially for places
           | working on very strongly defended IP content (Marvel), where
           | the content owners _need_ to have guarantees that the
           | software used is fully-licensed (there have been quite a few
           | incidents in the industry where unlicensed commercial
           | software was used, which causes surprising issues, like films
           | being delayed), and similarly they need to know the software
           | licenses for non-commercial software used doesn 't have
           | "surprises" in (some software has weird additions to
           | licenses, like "must provide credits", and even the artists /
           | developers working on the show for the studio don't
           | necessarily get that).
           | 
           | Extensibility is really the key thing: you wouldn't believe
           | how much custom code is written for glue wrapping around
           | stuff for integration - still mostly Python2, although 3's on
           | the way for the industry, but the fact Blender only supported
           | Python3 when the industry as a whole was still happy with
           | Python2 (they don't really care about unicode, they would
           | have loved the GIL to be removed though) meant it was a non-
           | starter. Similarly, custom plugins (in C++ for performance)
           | are required in huge numbers for various different things,
           | modifiers, deformers, proxy drawing code, etc, etc, and
           | Blender doesn't expose anything like that.
           | 
           | Again, support: Autodesk are far from perfect, but they will
           | fix critical bugs for key customers when they insist - i.e.
           | there aren't work-arounds (often within a week).
        
           | actinium226 wrote:
           | > * Blenders licensing is a deterrent. Very few people want
           | to deal with GPL.
           | 
           | Why would a studio care about this? A tech firm would
           | certainly care, but the entertainment industry? They probably
           | don't know what GPL is and would probably just associate it
           | with "free"
        
             | MattGaiser wrote:
             | GPL may as well mean radioactive as far as legal is
             | concerned.
             | 
             | A friend worked at a company where they banned GIMP as they
             | feared that editing logos and other trademarks in it could
             | invalidate them.
             | 
             | Even working for a tech company, I don't think I would
             | suggest using anything GPL as it would cause a fuss.
        
               | ziftface wrote:
               | I'm not a lawyer, but I'm pretty certain that's not how
               | the GPL works. It has no effect on the content you create
               | using the tool. It places restrictions on redistribution
               | of the code itself. I don't think there are any limits on
               | what you do with gimp or blender, unless you are
               | modifying its code and redistributing it.
        
               | dagmx wrote:
               | Yes the GPL doesn't apply to work created by GPL
               | software. I've heard people in companies be worried about
               | it though because they misunderstand "using GPL
               | libraries" as applying to work created as a product of
               | them, rather than strictly software.
        
               | rguetzkow wrote:
               | The Blender Foundation is quite upfront about this though
               | to prevent misunderstandings. It's directly addressed on
               | the page that explains the license:
               | https://www.blender.org/about/license/
        
               | dagmx wrote:
               | The case in point here though was GIMP not Blender. I'm
               | not sure whether they provide or provided such
               | clarification.
        
               | rguetzkow wrote:
               | They do in their FAQ:
               | https://www.gimp.org/docs/userfaq.html#can-i-use-gimp-
               | commer...
        
               | crazygringo wrote:
               | That is correct, but there are plenty of lawyers who
               | interpret things incredibly overly-conservatively to save
               | their own ass, just in case.
               | 
               | If you're a senior enough manager and have a legitimate
               | business reason then you can often push back enough and
               | get them to give in, but it's really a question of
               | whether it's worth your time and effort internally.
        
             | jandrese wrote:
             | There are definitely management types that see "free"
             | software as "I can't yell at the vendor if something goes
             | wrong." I've seen this many times in government contracts.
             | It's a CYA move IMHO. Even if the vendor is never going to
             | fix the bugs you find, you can at least blame them for not
             | delivering on time.
             | 
             | Of course it's even more silly when you consider that
             | you're never going to be making patches to Maya, so in
             | theory nothing is lost on the Blender side here.
        
               | dagmx wrote:
               | Maya has support licenses (as do most commercial DCCs).
               | Studios can get Autodesk to patch Maya for you and give
               | you custom builds.
        
             | dagmx wrote:
             | Studios are very much tech firms themselves.
             | 
             | Quite a few have released commercial software, share
             | proprietary software with partner/vendor companies , or
             | contribute to OSS.
             | 
             | As with any tech company, the GPL is a very unwelcome
             | license for fear of how far reaching it can be.
        
             | mroche wrote:
             | I can assure you that legal teams in studios are just as
             | aware as those in the tech field, even with the (for the
             | most part) distinct lack of apparent software distribution.
             | 
             | Even if it's just for internal consumption, legal likes to
             | know what's going on and where it might impact them later.
             | 
             | However, the GPL and other copyleft software will not for
             | the most part have much of an effect on studios unless they
             | sharing some of their IP they've created with the broader
             | community, partners, and/or proprietary software vendors.
        
             | packetslave wrote:
             | Studios write a LOT of custom code for their pipeline and
             | tools. If you were to go to ILM or Dreamworks or WDAS and
             | watch someone use Maya there, it would look COMPLETELY
             | different from what you see at home.
             | 
             | Given that, I'm not surprised that the (not-always-
             | technical) lawyers are worried about GPL.
        
         | bredren wrote:
         | Thanks for this feedback. Maya has been around forever. I think
         | I had the initial release crash on me when in the late 90s. I
         | figured it was the warez back then!
         | 
         | Would you mind sharing what kind of character work you've done
         | previously (hobby or pro) and what types of topics or projects
         | drive you to use Blender for conceptualization?
        
           | ravenstine wrote:
           | Probably not because it was warez. I know people who work
           | with Maya in productions; everybody knows that Maya is crash
           | prone to varying extents. It's the least reliable software
           | I've ever used. It does a TON, and it's otherwise pretty
           | awesome, but it's embarrassingly buggy.
           | 
           | I never really got to work with it in a professional space,
           | but before software development I wanted to do character
           | animation and went to school for it. Outside of assignments,
           | I did a bunch of hobby projects both with just animation and
           | sculpting. I was particularly interested in mixing CGI with
           | live action, and there were some things I did with modeling
           | and rigging things like monsters, filming footage, resolving
           | camera motion, and compositing rendered animation into the
           | video. Was both a lot of fun and horribly difficult. These
           | days I it's much easier since software for resolving camera
           | motion has improved by orders of magnitude.
           | 
           | There was a studio I worked at briefly, but it was a pretty
           | crappy deal and I decided to just ditch that field for
           | software development, which I am much better at anyway.
        
             | bredren wrote:
             | :) It was hard to tell what was what back then.
             | 
             | Thanks for sharing those notes on your character animation
             | background.
             | 
             | I'm curious what drove you to be interested in mixing CGI /
             | live action. Jurassic Park, perhaps?
             | 
             | When I was a kid Roger Rabbit and Cool World were amazing
             | to me. JP's CGI seemed different, as though the dinosaurs
             | were real.
        
               | ravenstine wrote:
               | Oh, I also didn't catch this:
               | 
               | > what types of topics or projects drive you to use
               | Blender for conceptualization?
               | 
               | So I often have hobby projects (that I sometimes
               | complete, heh) where I would rather sketch it out in
               | Blender so I could more easily figure out what it is I
               | want to build. Sure, I could be using something like
               | Solidworks, but I've just never felt like I needed a full
               | on CAD suite to do what I need. The process helps me
               | design physical objects and decide what parts I'll need
               | to either buy or 3D print.
               | 
               | One such example is a 16mm film scanner I've been meaning
               | to build. I have a 16mm projector and collect 16mm films,
               | and some films you can find on eBay are kind of obscure.
               | So I thought it would be fun to build something to scan
               | them since it would use my programming talent and involve
               | controlling stepper motors.
               | 
               | That was actually where I gave up on Maya completely. I
               | had used Blender for some things already so the
               | transition was pretty easy, but I have more experience in
               | Maya overall. After having it crash on something _basic_
               | , not even potentially weird operations like booleans
               | (which _every_ other 3D software package gets right), I
               | decided to abandon Maya entirely and hopefully I won 't
               | ever have to look back.
        
               | ravenstine wrote:
               | It was The Incredibles. That and my father was and still
               | is an animator. But The Incredibles really got me
               | interested because it was both pretty advanced for its
               | time and had what I still consider to be a more mature
               | storyline than even most animated films today. I
               | definitely know what you mean about Roger Rabbit!
        
         | monkmartinez wrote:
         | Just an observation and a point of discussion regarding the big
         | studios. Disclaimer, I am not in this space professionally, but
         | I listen to a LOT of podcasts about VR/AR which spills into all
         | of these topics.
         | 
         | Do you see a push away from Maya and 3DS max for a more
         | platform agnostic modeling environment? Blender seems to be
         | mentioned all over the place for beginners. From what I am
         | hearing on podcasts, Unreal Game engine is making a big push
         | into film/animation production in addition to its impressive
         | game credits. As long as you can export an FBX file UE4/5
         | should be a great pipeline, or do I have it wrong?
        
           | gmueckl wrote:
           | The problem with UE4 in film/animation is about the the place
           | it should occupy in the pipeline. Being a game engine at its
           | core, it's fundamentally designed to ingest models and render
           | images. So its natural place is at the end of the pipeline.
           | There's no really good roundtrip capabilties that let you
           | e.g. export a scene that was created in UE for use in other
           | tools. So despite the interactivity that would let you e.g.
           | block out a scene with awesome real time feedback, there's no
           | good way to get the data out into a different animation or
           | lighting tool for final touchups before it goes to an offline
           | renderer. This is why some big animiation studios have
           | invested a lot of effort into in-house realtime preview
           | renderers that attach to their tool pipelines with less
           | friction.
        
             | ravenstine wrote:
             | That's an excellent point about why they would rather write
             | their own in-house software. Of course they then get
             | saddled with having to support all of that software and may
             | struggle to do so, which is another problem in itself.
        
           | ravenstine wrote:
           | I'm not in the field myself, though animation was my original
           | career and I know people who work in feature animation.
           | 
           | To answer your question, the field has been _sloooowly_
           | diversifying in some ways, as you say with Unreal
           | (particularly since Unreal 's engine is fast and good for
           | real-time previews), but I don't see a huge push for moving
           | away from does-it-all packages like Maya or 3DS Max. The
           | economic incentive isn't there. Studios have figured out how
           | to make their money and are comfortable with the pipelines
           | that they already have. This isn't to say their pipelines are
           | _good_. In fact, many of you would be shocked at just how bad
           | most animation pipelines are at big studios. Not only are
           | they way too vendor-locked (as is kind of the case with
           | Maya), but they don 't want to pay an adequate salary for
           | qualified software engineers who can build better pipelines
           | and write more software that's agnostic. Of course, I'm
           | making sweeping generalizations, but this is the kind of
           | story I've heard more often than not. Pixar is known for
           | having good practices and they write (and sell) their own
           | software, but I don't closely know anyone who has worked
           | there.
           | 
           | It's going to take a decline in the field of animation before
           | studios realize that they're basically stuck in 2006 in terms
           | of how their artists are working to make their content. I
           | won't mention them here, but people at certain major studios
           | have been trying to get things like Unreal for 10+ years and
           | never get approval to receive licenses for it and they never
           | do because higher ups don't believe they'd see a monetary
           | return on investment. Their content is so profitable that the
           | people in charge don't really give a fuck.
           | 
           | In case I didn't make it clear, I'm pretty much an outsider
           | at this point, so I'm sure there may be some more relevant
           | viewpoints here that would contradict mine. I don't intend to
           | be authoritative.
        
             | lattalayta wrote:
             | In my opinion, most of the 3D software and renderers are
             | starting to align in their workflows and set up. If you've
             | spent enough time in a 3D package and have your
             | fundamentals down, then a reasonably experienced 3D artist
             | could make something look good in Maya, Blender, Cinema 4D,
             | UE4, 3ds Max, Modo, or slightly more specialized programs
             | like Katana, Mari, Nuke, etc. Most of the "learning curve"
             | is just finding out what a particular program calls one
             | tool or another. I think this video starts to illustrate
             | what I mean
             | 
             | https://www.youtube.com/watch?v=VkvRBvKHFek
             | 
             | Also, at studios, you tend to hear about the "main"
             | pipeline where the majority of the work flows through.
             | There are often secondary, smaller pipelines where they
             | evaluate new tools and workflows before committing to
             | entire rewrites. I would agree that small to medium sized
             | studios don't have the resources or luxury to do as much
             | exploration
        
             | ethbr0 wrote:
             | > _Their content is so profitable that the people in charge
             | don 't really give a fuck._
             | 
             | This is usually a general technology smell. Consistent,
             | profitable revenue is the technological equivalent of the
             | resource curse [0].
             | 
             | I haven't figured out if it's because people never get
             | fired (thus new ideas are extremely slow to penetrate and
             | propagate) or because management can afford to be extremely
             | conservative (no pressure, resistance to change).
             | 
             | Put the most charitably, it's because there's no need to be
             | more efficient, and stability & consistency is more
             | valuable than improvement.
             | 
             | [0] https://en.m.wikipedia.org/wiki/Resource_curse
        
       | emkee wrote:
       | Watching Blender become more and more prominent over the last
       | several years has been extremely satisfying. This looks like
       | another great step.
        
       | dragontamer wrote:
       | Does anyone know about good books that discuss the various design
       | decisions behind the "kernel graph"?
       | (https://code.blender.org/wp-content/uploads/2021/04/cycles_x...)
       | 
       | I mean, I recognize that its the "graphics pipeline", but there's
       | all sorts of performance discussion points. You want the data to
       | be in a particular form as it traverses the graph. The various
       | bits of the graph want to be "pipelinable", and parallelized if
       | possible (possibly executing on a 'Remote' GPU). The data may-or-
       | may not be local to a certain location. (Ex: data in DDR4 will
       | need to be transferred to GPU, and back. Or if you're in a
       | render-farm situation, you may need to TCP-send the data to the
       | remote computer before that computer can move forward with its
       | rendering).
       | 
       | And of course: all of those need to be balanced out with the
       | featureset of the underlying program. Anyone can make a fast
       | "sphere-only" renderer/raytracer, but Blender supports many
       | different types of meshes, NURBS, and other features, which is
       | probably the bulk of the complexity.
       | 
       | -----------
       | 
       | The depreciation of the OpenCL kernels is a bit sad, but
       | understandable to anyone who has actually worked with OpenCL vs
       | CUDA vs ROCm. The OpenCL kernels in Blender are particularly
       | weirdly coded, so throwing them away might be the best option.
        
       | birktj wrote:
       | > Deprecation
       | 
       | > OpenCL rendering kernels. The combination of the limited Cycles
       | split kernel implementation, driver bugs, and stalled OpenCL
       | standard has made maintenance too difficult.
       | 
       | I am not really up to date on the GPGPU world, but is OpenCL in
       | such a bad shape that it is not really usable? If so that is very
       | sad. Are there any alternative open hardware agnostic GPGPU apis
       | or has CUDA eaten the entire market?
        
         | raphlinus wrote:
         | My perspective is that OpenCL is indeed in that bad shape,
         | though it does have defenders. Both AMD (ROCm) and Intel
         | (oneAPI) have ways to run workloads originally written to run
         | on CUDA, but they're nowhere near the level of polish as CUDA.
         | 
         | I believe an open stack can and will emerge, but it will take
         | time and effort on all levels of the stack. It's possible to do
         | pretty amazing things with Vulkan compute shaders, but the
         | programming model is different than CUDA (it's not single-
         | source), and the tooling support is not quite there.
         | 
         | In time, I am hopeful that WebGPU will gather more momentum,
         | and be officially supported even in places where Vulkan
         | requires janky adapter layers. But in its current form, it's
         | very immature and far from being usable for real workloads.
        
           | dogma1138 wrote:
           | ROCm is a total mess, and is Linux only.
           | 
           | OneAPI is in a rather good state considering it's barely a
           | release candidate now I'll put my money on Blender support
           | Intel GPUs sooner than AMD ones with Cycles X unless AMD will
           | adopt OneAPI.
        
             | jsheard wrote:
             | ROCm doesn't even run on every AMD card, it only supports a
             | subset of their architectures skewed towards the HPC market
             | 
             | The current and previous generations of consumer AMD cards
             | just don't work with ROCm and there's been no indication
             | they ever will
        
       | brundolf wrote:
       | Oh man, I am pumped about the viewport improvements. Whenever I'm
       | working on a scene, tweaking lighting or shaders is really
       | arduous because after every tiny adjustment I have to sit and
       | wait at least a few seconds to really see what effect it had.
       | These previews look amazing.
        
         | valine wrote:
         | Have you tried using Eevee for shader adjustments? A pretty
         | common workflow is get your lighting setup working with Eevee
         | and then switch to Cycles for the final render.
        
           | brundolf wrote:
           | Certain shader nodes only work in Cycles. In particular I use
           | the Bevel node a lot for an "edges" effect: https://docs.blen
           | der.org/manual/en/latest/render/shader_node...
           | 
           | You can get the difference between the surface normal and the
           | bevel normal and use that as a "sharpness" value to mask
           | things like wear on the corners of objects
        
             | knolan wrote:
             | One other suggestion is to use a render border.
             | 
             | https://docs.blender.org/manual/en/2.79/editors/3dview/navi
             | g...
        
           | capableweb wrote:
           | > A pretty common workflow is get your lighting setup working
           | 
           | Don't think that's common at all because that won't always
           | work well. The difference between Cycles and Eevee is the
           | lightning, materials, rasterization (compared to raytracing
           | that Cycles does) and such.
        
             | brundolf wrote:
             | The GP is correct in many cases. Part of the reason Eevee
             | was created was for this exact purpose. You can't preview
             | certain shader nodes (though you can preview most of them),
             | and you can't preview raycast-only effects like indirect
             | lighting (unless you bake it) and certain volumetric
             | effects. But you can preview your geometry and direct
             | lighting and physically-based materials well enough to get
             | an idea of how things will look, and then you can make a
             | final pass where you preview the actual Cycles output.
             | 
             | If you're fixing your UVs, or adjusting the depth of a bump
             | effect, or arranging a scene to see how objects' colors
             | balance with each other, or tweaking the metal-ness of a
             | material, Eevee works great as a preview even if your final
             | render will be in Cycles. Eevee is particularly useful when
             | working on an isolated object (minimal indirect lighting),
             | vs seeing how an entire scene gets lit.
        
         | zlsa wrote:
         | I've found that with complex shaders, it can be more performant
         | to use CPU Cycles rendering because GPU rendering can have a
         | substantial delay after changing parameters. In the same vein,
         | Cycles is sometimes faster than Eevee, because the latter needs
         | to recompile the shader after every change.
        
         | brundolf wrote:
         | Edit: I should clarify this only applies when
         | 
         | 1) I'm using a Cycles-only shader node (which unfortunately I
         | do a lot; see the thread below), or
         | 
         | 2) I'm focused on lighting the full scene with all the
         | indirection, or
         | 
         | 3) I'm adjusting volumetric effects
         | 
         | Otherwise Eevee is a great stand-in
        
       ___________________________________________________________________
       (page generated 2021-04-23 23:00 UTC)