[HN Gopher] DreamWorks Animation to release MoonRay as open source
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       DreamWorks Animation to release MoonRay as open source
        
       Author : mroche
       Score  : 328 points
       Date   : 2022-08-05 15:24 UTC (7 hours ago)
        
 (HTM) web link (www.awn.com)
 (TXT) w3m dump (www.awn.com)
        
       | pitaj wrote:
       | I'm not very well acquainted with this kind of thing. Is this
       | something that could be used with other open-source projects like
       | Blender?
        
         | knolan wrote:
         | Yes, you can use other renderers with Blender. RenderMan for
         | example.
        
         | dry_soup wrote:
         | It will require the development of an add-on for Blender. It
         | might even already exist.
        
       | miohtama wrote:
       | Would be interesting to know what business considerations lead to
       | the decision to open source MoonRay.
        
         | munificent wrote:
         | There is a lot of staffing churn in the film world and many
         | films are built by farming out work to dozens of separate VFX
         | studios.
         | 
         | I speculate that having this open source increases its
         | popularity, which makes more likely that any given potential
         | hire or VFX company will have experience with it, which makes
         | it easier for DreamWorks to ramp up new hires or contract out
         | to third party companies.
         | 
         | When I was at EA, we switched from a proprietary UI tool (which
         | was quite well suited for consoles) to Flash (which wasn't)
         | entirely because it eased staffing problems even though the
         | technology itself was a worse fit. The best tool is often the
         | one that people you can hire already know.
        
           | egypturnash wrote:
           | god, Flash wasn't suited for _anything_ and yet somehow it
           | got used for _everything_ until Apple managed to kill it by
           | keeping it the hell off the iPhone. It was kind of okay for
           | so many things and actually great at none of them.
           | 
           | It might even _still_ be in use at Cartoon Network, it 's
           | been a while since I last heard from my former co-worker in
           | the dialup-delivered Flash cartoon mines who ended up as the
           | animation director for Foster's and Titans but he sure was
           | still using an old version of Flash/Animate long after the
           | browser plugin was retired.
           | 
           | There's probably a lot of lessons in Flash's status as a tool
           | that did a ton of different things half-assedly.
        
             | munificent wrote:
             | It was like the JavaScript of UX and 2D games for a while.
             | It was trash as a technology, but it was a technology that
             | _millions_ of UI designers and indie game developers cut
             | their teeth on and already knew deeply, so it stuck around
             | much longer than it should have. Like grown-ups trying to
             | ride tricycles to work.
             | 
             | I remember someone at EA talked to Adobe about getting
             | access to the Flash (.fla) file format so that our UI tools
             | could read it directly to export into the in game format
             | instead of reading the already compiled and compressed .swf
             | format. And they were like, "Uh... you really don't want to
             | do that. It's like a memory dump of the entire application
             | state. It's a giant mess. We're really sorry."
             | 
             | By all accounts, it seemed like the Flash codebase was a
             | dumpster fire. But so many amazing little games and UIs
             | were built using it.
        
               | egypturnash wrote:
               | hahahha, "It's a memory dump of the entire app state"
               | explains SO MUCH.
        
               | game-of-throws wrote:
               | To be fair that's how a lot of software worked in that
               | era. MS Office worked that way too (doc files, not docx
               | files).
        
         | desindol wrote:
         | Students get used to your pipeline before you hire them. The
         | technology is nothing groundbreaking but the best that is
         | available for free. Most students will take that opportunity.
        
           | berkut wrote:
           | This won't be their entire pipeline though. People will have
           | to use the open source version in vanilla DCCs without all of
           | Dreamworks' integrations, so will only be exposed to a bit of
           | it in terms of configuring the renderer's options.
        
             | ziddoap wrote:
             | Which is still more familiarity than before.
        
           | Someone wrote:
           | Can students realistically run this kind of software on the
           | hardware they have? I would guess DreamWorks only runs it on
           | fairly expensive networks, and would not have prioritized
           | keeping it usable on single-machine setups.
        
             | mkaic wrote:
             | I disagree -- a large part of the lookdev process at
             | animation studios involves single artists working on single
             | workstations with single GPUs while they work on their part
             | of the pipeline. I'd wager that Dreamworks almost certainly
             | does big distributed renders for the final frames of the
             | movie, but a large number of the in-between steps and
             | still-frame test renders probably happen in individual
             | employee's machines -- not to mention that having an engine
             | that can preview the render in near-realtime is a staple of
             | modern 3D pipelines now that we have such beefy graphics
             | cards.
        
           | bombcar wrote:
           | This is _huge_ and people underestimate how valuable it can
           | be for a company. DreamWorks Animation 's product is _not_
           | MoonRay, it is _movies_ and they 're commodizing their
           | complement.
           | 
           | If _every_ animation studio started using MoonRay because of
           | this, they 'd _have won_.
        
             | pwdisswordfish9 wrote:
             | Good point in your second sentence, but hard see where
             | you're coming from in the last one.
             | 
             | Surely the win for DreamWorks is the competitive advantage
             | of having aspiring creators be familiar with their
             | pipeline. If _all_ animation studios use MoonRay, then that
             | advantage gets erased, and the ultimate impact is null.
             | (The only way this isn 't true is if you subscribe to the
             | belief that _more MoonRay use_ - _more MoonRay experts_ -
             | _more DreamWorks movies_ - _more profit_. That 's probably
             | not sound. This probably won't impact how many movies they
             | put out, just how good they look (after benefiting from
             | open source work) and how easy it is to hire for the movies
             | that they put out.)
        
               | XorNot wrote:
               | The estimate would be that their tooling investment is no
               | longer a major competitive advantage, compared to other
               | studios. But, if other studios or new studios switch to
               | their tooling or start using it, then functionally
               | they're subsidizing skilling up animators who they can
               | later hire as contractors or full-time onto their
               | projects.
               | 
               | They're in the movie business after all - speed of
               | production saves a lot of money.
        
               | kanzure wrote:
               | > If all animation studios use MoonRay, then that
               | advantage gets erased, and the ultimate impact is null.
               | 
               | Other studios could also contribute improvements, which
               | the original studio could benefit from. That's one of my
               | motivations for open-source: I'm selfish and I enjoy the
               | benefits from the efforts of others making my software
               | better, should they find it useful.
        
               | bombcar wrote:
               | And it would mean that they're all on a level playing
               | field - everyone would be using MoonRay so there wouldn't
               | be an obvious technological advantage.
               | 
               | (Note that this _could_ mean that if you thought your
               | software was putting you at an advantage, you might not
               | want to open-source it, but you could also believe that
               | even if it is better, your competitors won 't / can't
               | switch to it).
        
               | com2kid wrote:
               | > And it would mean that they're all on a level playing
               | field - everyone would be using MoonRay so there wouldn't
               | be an obvious technological advantage.
               | 
               | But if the improvements to MoonRay drive down production
               | costs for movies, the entire industry wins.
        
         | thebeardisred wrote:
         | DreamWorks Animation (aka DWA) is a huge advocate of open
         | source.
         | 
         | Over the years they've bankrolled a lot of development around
         | Linux on the desktop and have one of the most astonishing NFS
         | infrastructures I've ever directly layed hands on.
         | 
         | They've talked about their love of open source over the years,
         | especially at Red Hat summit.
         | 
         | (I spent quite a bit of time working with them and their former
         | CTO is currently a teammate of mine).
        
           | albatross13 wrote:
           | Can you expound a bit on the NFS infrastructure? I'm curious.
           | 
           | If you can't, legally, nbd.
        
             | newman314 wrote:
             | I was curious, did a quick search and found this OLD deck.
             | Would be interesting to see how it has evolved since.
             | 
             | https://www.usenix.org/legacy/event/lisa10/tech/slides/kama
             | t...
        
         | erichocean wrote:
         | Even small companies can create competitive high-end renderers
         | today so it's not much of a differentiator. Filmmaking is about
         | human talent mostly, not technology. (Same thing happened in
         | live-action filmmaking, anyone can afford the equipment today.)
         | 
         | But there's a huge advantage to being the _first_ high-end
         | renderer to go open source, so lots of small studios will adopt
         | it if it 's as solid as it looks.
         | 
         | It'll become available in Blender.
         | 
         | Maintenance will then get extended to the community, including
         | (most likely) support for alternate shading schemes
         | (MaterialX/Lama has decent momentum right now, converging with
         | Sony's OpenShadingLanguage).
         | 
         | Apache 2.0 is an ideal license for this kind of project.
        
         | berkut wrote:
         | Yeah. They've open sourced OpenVDB and other smaller things
         | before, and have contributed things to Embree and OpenSubDiv,
         | but those were libraries/storage formats, not entire
         | production-capable renderers.
         | 
         | At the same time however, does their renderer give them that
         | many advantages? As someone who works on a (sort of) competing
         | proprietary renderer, it's a lot of work and effort to do it
         | and support it, and maybe they want to build a community around
         | that from smaller studios and compete with Renderman a bit for
         | mindshare?
        
           | wlesieutre wrote:
           | If they can get students or freelance animators to learn it,
           | that's a potential hiring pool with a lot less onboarding
        
           | dimatura wrote:
           | OpenVDB is a really cool tool and a nice C++ codebase. During
           | my PhD I adapted it to manage volumetric data extracted from
           | LiDAR measurements and found it to be much more efficient
           | than more popular alternatives in the robotics world, such as
           | Octomap (which is also a great tool in its own right!).
        
         | KittyCatCuddler wrote:
         | It kinda seems like they might be in cahoots with Microsoft to
         | compete with AWS Nimble.
         | 
         | https://aws.amazon.com/nimble-studio/
        
           | berkut wrote:
           | Interesting, seeing as at least on Trolls they were using AWS
           | for some of their compute for rendering. Some Dreamworks
           | employees on the tech side left for AWS as well.
        
           | khazhoux wrote:
           | Just FYI, Nimble was former Dreamworks animators and
           | engineers.
        
           | bogwog wrote:
           | This is released under Apache 2.0 though, so Amazon could
           | just do what they always do and repackage/sell it under a
           | different name as an AWS product.
        
           | mchusma wrote:
           | This is not really like Nimble, it's more like Picard
           | renderman
        
         | ArtWomb wrote:
         | If we're speculating, Pixar is also announcing it's Renderman
         | 25 XPU cloud native render tech. If gpu cluster &
         | virtualization continues to explode and transform the effects
         | industry. I imagine all the major studios would seek ancillary
         | revenue, farming out their cloud investments during idle hours,
         | to third parties in gov research and academics to use for large
         | scale data viz ;)
        
           | a_e_k wrote:
           | My experience from when I was in the industry was the
           | opposite. Studios would generally maintain a solid baseline
           | renderfarm and then send overflow to the major cloud
           | providers.
           | 
           | They also weren't really set up for the kind of strict
           | isolation and security that offering resources to external
           | parties would require.
        
           | erichocean wrote:
           | > _during idle hours_
           | 
           | Studios don't really have idle hours on their render farms.
        
             | samstave wrote:
             | This was 2004. The concepts were still being figured out
             | WRT to making a huge campus for one of the most creative
             | companies...
             | 
             | EDIT: I thought you were replying to my comment about the
             | Lucas Presidio Campus
        
           | samstave wrote:
           | An interesting tidbit of history:
           | 
           | When I was on the design team for the Lucas Presidio Campus,
           | we were collapsing all the various divisions to the new
           | campus, aside from Skywalker...
           | 
           | I was the LV/Datacenter/network designer for the project.
           | 
           | One of the early design requirements was to 1) have fiber to
           | the desktop and 2) have every machine on an interconnect
           | matrix which brought the edge desktop connections as close to
           | the core as possible such that every workstation would become
           | a part of the ender cluster when idle/at night/on-demand
           | etc...
           | 
           | This didnt happen but it was a goal back in ~2004
           | 
           | --
           | 
           | I recall them telling us when Jobs came to visit and they had
           | the "Death Star" <-- render cluster they were working on...
           | Lucas apparently saw no future and sold it to Jobs for
           | ~$10mm?? and thats where Pixar got it start.
           | 
           | That was an amazing fun project to work on.
           | 
           | ---
           | 
           | Oh - and during the design sessions, Cisco borked the design
           | review for their (joke of a response) to the RFP, the then
           | CIO for LucasArts in this design meeting with ILM, Lucas,
           | Cisco others -- he says to the entire team in dead
           | seriousness
           | 
           | "When can I have power-over-fiber to the desktop" with a look
           | like "Ha! GotchA!
           | 
           | And everyone just blinked..
        
         | colechristensen wrote:
         | >We expect to see the code base grow stronger with community
         | involvement as DreamWorks continues to demonstrate our
         | commitment to open source
         | 
         | Translation: we think making this open source will bring in
         | significant outside contribution so we can get a better
         | renderer with less investment ourselves while not having to pay
         | external providers
         | 
         | Open source is a good strategy for the runners up trying to
         | compete, you get the good will from giving something away in
         | exchange for other people improving your product for free.
        
           | erichocean wrote:
           | > _runners up trying to compete_
           | 
           | MoonRay likely has the best volume rendering in the world,
           | certainly that's open source.
           | 
           | Only Weta's internal renderer is in the same league.
        
             | berkut wrote:
             | Not necessarily: it would depend on what Dreamworks'
             | requirements have been up to now as to the current state:
             | obviously, they use volumetrics, but almost all their stuff
             | is CG and not necessarily photo real, being more artistic-
             | driven.
             | 
             | That fact might have allowed them to take short-cuts.
             | 
             | How do you know what Manuka's capable of? :)
        
               | mkaic wrote:
               | I'd guess that the volume rendering in MoonRay is pretty
               | top notch considering Dreamworks was also responsible for
               | creating OpenVDB. Furthermore, while their characters and
               | environments are often stylized, watch a few minutes of
               | How To Train Your Dragon 3 and you'll see their
               | volumetric rendering is _stunningly_ believable.
        
           | ziddoap wrote:
           | Why are you framing this in such a negative light?
           | 
           | They open something up, let people use it, and hope that some
           | people might contribute back. Cool, sounds great to me. They
           | aren't forcing me to contribute back to the project. Seems
           | pretty win-win.
        
           | tpmx wrote:
           | That's not how it works. What they're after is mindshare,
           | establishing their codebase as a standard etc.
           | 
           | You're not going to get a free work force just by open
           | sourcing your very context-specific code. Most
           | companies/people learned this ~22 years ago.
        
       | ramesh31 wrote:
       | Is this akin to RenderMan? And is this something useful for
       | hobbyists, or is it just something that would run in a render
       | farm?
        
         | VikingCoder wrote:
         | Yes, roughly akin to RenderMan. Yes, some hobbyists will use
         | this.
        
         | bogwog wrote:
         | A hobbyist film maker probably won't use this directly, but it
         | will likely find its way into software that they do use at some
         | point.
        
       | pwdisswordfish9 wrote:
        
         | berkut wrote:
         | Where's the acronym in the title?
        
           | pwdisswordfish9 wrote:
        
             | berkut wrote:
             | Fair enough.
             | 
             | But I suspect if you got your wish there would be a lot
             | less posts...
        
         | SV_BubbleTime wrote:
         | Just a note, but anytime someone writes "there aught to be a
         | law..." there almost always definitely should not.
        
         | erulabs wrote:
         | I suppose they could have said "Monte Carlo Raytracer" but
         | would that have really helped anyone?
        
           | Keyframe wrote:
           | We'd know it's not a quasi-Monte Carlo renderer at least.
        
           | pwdisswordfish9 wrote:
           | Is that even a serious question? Because the answer is (a
           | fairly obvious) "Yes."
        
             | lynndotpy wrote:
             | This is unreasonably snarky and rude, but I'll bite because
             | I'm curious: Why is this knowledge so useful it should be
             | explained in the title?
        
       | nixcraft wrote:
       | From download page https://openmoonray.org/download :
       | 
       | "We are currently preparing the packages for public release, and
       | MoonRay will be available for download from Github soon."
        
       | mkaic wrote:
       | This looks absolutely fantastic. If you're interested in the
       | technical details currently available, check out the about
       | page[0] on the official MoonRay site, or this presentation from
       | SIGGRAPH 2017[1]. I'm particularly excited for the HeatMap render
       | pass, seems like a really practical way to identify what's
       | bogging your scene down. Not to mention the _gorgeous_ volumetric
       | rendering this engine is capable of (see How To Train Your
       | Dragon: The Hidden Realm[2]).
       | 
       | Really impressed that Dreamworks is making this move. They've
       | made some of my favorite films of all time (the Dragons franchise
       | genuinely changed my life and is a major part of why I love
       | filmmaking, film scores, and 3D rendering) and I'm glad to see
       | they're doing this. I can't wait to try MoonRay in Blender once a
       | community integration exists!
       | 
       | [0]https://openmoonray.org/about
       | 
       | [1]https://jo.dreggn.org/path-tracing-in-
       | production/2017/Moonra...
       | 
       | [2]https://www.awn.com/animationworld/how-moonray-became-
       | hidden...
       | 
       | EDIT: I've also come across this excellent blog post written by
       | an engineer who worked on MoonRay for 4 years: http://rendering-
       | memo.blogspot.com/2019/
       | 
       | And this paper recommended by erichocean in their reply below:
       | http://www.tabellion.org/et/paper17/MoonRay.pdf
        
         | yieldcrv wrote:
         | Why would they do this? Is this a recruitment tool? A plan to
         | get certain architecture used more? (The article mentions Azure
         | and some Intel hardware)
         | 
         | Pure inspiration?
         | 
         | All the above?
         | 
         | Nice touch on Apache license, really shows they're paying
         | attention to open source community
        
           | mkaic wrote:
           | I'm guessing it's a combination of genuine goodwill
           | (Dreamworks has a history of open-sourcing stuff) and wanting
           | to be able to hire people who already have experience with
           | their renderer instead of having to train every new hire. Not
           | to mention the improvements that will surely be made to it
           | once anyone can contribute a pull request. Whatever their
           | reasoning, I'm hyped because it seems like an unconditional
           | win-win -- artists get a great new render engine, Dreamworks
           | gets kudos + free development + market/mind share.
        
             | hinkley wrote:
             | I know a guy who hacked on Apple's compiler fixing bugs. It
             | turned into a job offer, but he didn't like the interplay
             | of compensation and relocation. Now would have been a good
             | time for him to check back on their relocation policy but
             | in the interim it would be a large demotion instead of a
             | small one.
             | 
             | I used to joke that F5 owes me a job and 2 month's salary
             | for all the free QA we did for them back when their session
             | affinity code was just a checkbox on the PR material. If
             | they were more open that might have played out a bit
             | differently.
        
               | deaddodo wrote:
               | LLVM and Clang (I'm assuming you're referring to these
               | based on timing) are not Apple's. Both have been under
               | the LLVM Developer Group from inception, and LLVM existed
               | for many years before Apple hired one of the lead devs.
               | 
               | While it's true that Lattner worked for Apple while he
               | created Clang and that his personal contributions were
               | probably biased, it's always been an outside of Apple
               | project with independent contributors.
        
               | GeekyBear wrote:
               | LLVM used GCC C as a front end. Clang was an Apple
               | project, since GCC wasn't designed to integrate into an
               | IDE like Xcode.
               | 
               | >One of Clang's main goals is to provide a library-based
               | architecture, so that the compiler could interoperate
               | with other tools that interact with source code, such as
               | integrated development environments (IDE). In contrast,
               | GCC works in a compile-link-debug workflow; integrating
               | it with other tools is not always easy. For instance, GCC
               | uses a step called fold that is key to the overall
               | compile process, which has the side effect of translating
               | the code tree into a form that looks unlike the original
               | source code. If an error is found during or after the
               | fold step, it can be difficult to translate that back
               | into one location in the original source.
               | 
               | https://en.wikipedia.org/wiki/Clang#Background
        
         | echelon wrote:
         | > Really impressed that Dreamworks is making this move.
         | 
         | It's bone-headed. They could have partnered with a cloud vendor
         | and maintained control and a large percent of the revenue.
         | Instead, Amazon can now turn this into an AWS offering, drive
         | mindshare to the AWS offering, and then bleed DreamWorks of
         | whatever competitive advantage this offered them. AWS makes
         | money, DreamWorks loses talent and leadership that moves over
         | to work at AWS.
         | 
         | Open sourcing big software with an enterprise market and giving
         | it a permissive license is stupid, because you can't compete.
         | Look at pretty much every permissively licensed database
         | vendor. Elastic's recent fight comes to mind.
         | 
         | In ten years, when this stuff becomes easy enough for small
         | studios to run (something my startup is working on), the need
         | for big studios like DreamWorks to pursue projects funded by
         | institutional capital evaporates. Everyone will be making real
         | time 3D animation. If you look carefully, you can see the
         | genesis of that trend now.
         | 
         | If I were in a leadership position at DreamWorks, I would be
         | staffing up how to make these offerings broadly available. How
         | to make tools that put more people in the director seat. That
         | sounds like the mission of a company named "Dream Works". Let
         | more people dream. I guess this does it, just not in a way that
         | they'll be using your company to do so.
         | 
         | Big disruptions are coming to the creative fields. This kind of
         | move is like giving away the keys to Amazon for free. (I mean,
         | they are buying Hollywood studios left and right. If you don't
         | see it, you're asleep at the wheel.)
        
           | threeseed wrote:
           | > and giving it a permissive license is stupid
           | 
           | We haven't seen the license yet so might be prudent to hold
           | off on the panic until then.
        
             | ykl wrote:
             | The license is Apache 2.0 [1]
             | 
             | [1] https://openmoonray.org/license
        
           | mkaic wrote:
           | I disagree. Dreamworks doesn't make their money because of
           | their rendering engine, they make it because of their movies.
           | The engine is a necessary and integral tool for making those
           | movies, but the engine alone is not the beating heart of
           | Dreamworks. Open sourcing MoonRay is a smart move because it
           | means they can start hiring people who already have prior
           | experience with it, as well as benefit from the free
           | optimizations and improvements the OSS community will surely
           | make!
           | 
           | Having a rendering engine that's really good is useless
           | unless you have the talent to use it to make a movie, and
           | Dreamworks is going to maintain their branding and reputation
           | for a long time regardless of whether their tech is open
           | source or not.
           | 
           | They aren't "giving away the key" because the _render engine
           | is not the key_. It 's a complement, and they're simply
           | commoditizing their complement.
           | 
           | While I agree that high quality art is going to become
           | completely commonplace over the next decade or two, I really
           | don't think it's tied in any way to one company releasing
           | their internal render engine to the public.
        
             | deaddodo wrote:
             | Yes, I have to second this. While there is some edge to
             | technology in the render sphere, no one went to see Moana
             | or Sea Beasts _due to_ the amazing water effects. They went
             | because of word of mouth or advertising and were
             | subsequently awed by said effects.
             | 
             | You can have the most advanced visual effects and still
             | make a terrible movie. And you can make a great movie with
             | slightly outdated effects and still wow people ( _Mitchels
             | vs The Machines_ is a great example).
             | 
             | Dreamwork, being in the business of _movie-making_ and not
             | technology as a service, only benefits from an open
             | renderer atmosphere. Pretrained talent, open source
             | collaboration and contributions to improving their software
             | and PR wins.
        
               | mkaic wrote:
               | I'm genuinely curious, what about The Mitchells vs. The
               | Machines graphics felt slightly outdated? It felt like
               | they pushed the boundaries of the medium to me, including
               | doing a lot of custom rendering work to make their final
               | frames match their concept art as closely as possible,
               | right down the the stroke textures and light-responsive
               | character outlines. Or were you just referring to them
               | not making any significant advances in _physically_
               | -based rendering, because in that case I see what you're
               | saying.
               | 
               | Side note, that movie was spectacular. I have poster for
               | it on my apartment wall!
        
               | echelon wrote:
               | In the coming years, all sorts of people will be making
               | films, and they'll be empowered by a new generation of
               | editing, compositing, and rendering tools. They won't
               | need large sums of capital or large teams to accomplish
               | what the Pixar of yesteryear did.
               | 
               | There are so many people that want to direct, yet the
               | current Hollywood regime only has so much room at the top
               | to grow into. That's going to change.
               | 
               | And if you doubt that people want to be creative, just
               | look at TikTok. Really, YouTube should have been our
               | first evidence of this.
        
             | echelon wrote:
             | > Dreamworks doesn't make their money because of their
             | rendering engine, they make it because of their movies.
             | 
             | For now.
             | 
             | It's their job to know where the market is heading, and the
             | world of 3D animation is about to be blown wide open for
             | smaller teams to accomplish what the big incumbents have
             | done for decades.
             | 
             | Tooling will be one of the areas where money is made, and
             | they just gave it away for free.
             | 
             | > Dreamworks is going to maintain their branding and
             | reputation for a long time regardless of whether their tech
             | is open source or not.
             | 
             | This is where we fundamentally disagree. Films currently
             | require institutional capital and large teams to make, and
             | that's about to change in a big way. The film industry is
             | about to undergo something vaguely resembling what the news
             | and journalism industry underwent as access to the tools of
             | creation and distribution become more widespread and
             | accessible.
             | 
             | The studio system exists because making movies is hard. It
             | only needs to exist while that remains the case.
        
         | a_e_k wrote:
         | I suspect that every production renderer must eventually have
         | something like a heat map.
         | 
         | Back when I worked at Pixar on the RenderMan team, I was the
         | one who implemented the cpuTime and sampleCount AOVs (i.e.,
         | passes) [0] in RenderMan RIS as well as some of the other
         | diagnostic AOVs. And SPI's Arnold also acquired a pair of
         | equivalent AOVs at some point [1]. The cpuTime AOV wasn't
         | exactly novel then either, as I recall; I think there'd been
         | something like it back in the old REYES days.
         | 
         | I'd also contributed a bit to the render time heatmap and added
         | the sample count heatmap in the XML stats files [2]. Those are
         | more thumbnail resolution than the AOVs, but on the other hand
         | they were always-on for all generated stats files. The also
         | displayed with nice little histograms.
         | 
         | One of the things that I learned in my years at Pixar was that
         | rich diagnostics, statistics, or metrics are one of those key
         | things that separates production renderers from other
         | renderers. Pipeline folks, render wranglers, and TDs thrive on
         | them.
         | 
         | [0]
         | https://rmanwiki.pixar.com/display/REN24/Arbitrary+Output+Va...
         | 
         | [1]
         | http://fundza.com/tishela/PDF/TransitionToRayTracingAtSony.p...
         | 
         | [2] https://rmanwiki.pixar.com/display/REN23/Diagnostics
        
           | mkaic wrote:
           | Oh shoot, you're totally right -- doing a quick search
           | reveals that Blender's Cycles engine has totally had this
           | feature for a while and I was just completely unaware of it
           | despite using it frequently! Although even without the
           | heatmap pass being unique/new I'm still super excited for the
           | rest of MoonRay, _especially_ those delicious volumetrics!
           | 
           | https://docs.blender.org/manual/en/latest/render/layers/pass.
           | ..
        
         | erichocean wrote:
         | http://www.tabellion.org/et/paper17/MoonRay.pdf is also a good
         | read.
        
           | mkaic wrote:
           | Thanks, I'll have to check this out! And to think I thought I
           | was going to be _productive_ at work today before seeing this
           | announcement...
        
       | manchoz wrote:
       | The name actually reminds me of the awesome RenderMan-compliant
       | BMRT https://en.wikipedia.org/wiki/Blue_Moon_Rendering_Tools
        
         | codetrotter wrote:
         | For me the name reminded me of Mental Ray. Dunno if there is
         | any connection.
         | 
         | https://en.wikipedia.org/wiki/Mental_Ray
        
         | boulos wrote:
         | Eh, it traces rays and the moon (and "Moon Boy") are
         | DreamWorks.
        
       | johnmertic wrote:
       | We added MoonRay today to the ASWF Landscape, which is a great
       | tool for seeing all the open source in the visual and special
       | effects industry. Check it out at https://l.aswf.io
        
         | erichocean wrote:
         | That's a very helpful page, thank you for maintaining it!
        
       | robalni wrote:
       | It's good to see companies freeing important software like this.
       | That shows other companies and everyone else that you can do that
       | without too much risk and that it might even give you benefits. I
       | think many companies are afraid of doing it and I think this is
       | how we can show them that there is no problem with doing it (and
       | if there is a problem, we will learn that; we learn something
       | either way).
       | 
       | Since free software is so important to many people and one of the
       | biggest questions about how the digital society should work, it's
       | crucial that we explore the possibilities of releasing free
       | software. I'm tired of the current situation where on one side we
       | have a ton of software and on the other side people who can't use
       | that software because of how unethical or impractical it is. We
       | need to find something that works for everyone and this is a step
       | in that direction.
        
         | echelon wrote:
         | Amazon is going to take this and make it SaaS. Then the
         | ecosystem moves to Amazon instead of DreamWorks.
        
           | zucker42 wrote:
           | Do people pay to use DreamWorks renderer? I would think they
           | pay DreamWorks to animate stuff. That hasn't changed.
        
             | echelon wrote:
             | Individual creators are now building scenes in Blender and
             | Unreal Engine. The floodgates are about to open for
             | individual creators doing animation. An easy to use render
             | farm is a good startup idea.
        
       | punnerud wrote:
       | What can be the real reason for Open Sourcing? That they have a
       | hard time competing with the new machine learning based
       | rendering?
        
         | anaganisk wrote:
         | We are in a world, where left pad was opensource, question must
         | always be why is it closed source. I mean not to say closed is
         | bad, but a question is good.
        
         | erichocean wrote:
         | Every studio has been open sourcing high end VFX/CG software
         | libraries for over a decade.
         | 
         | This is just a continuation of that.
        
         | [deleted]
        
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