[HN Gopher] DreamWorks Animation to release MoonRay as open source ___________________________________________________________________ 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] ___________________________________________________________________ (page generated 2022-08-05 23:01 UTC)