Why don't big film studios just use Blender?

13

Replies

  • gnoop
    Offline / Send Message
    gnoop polycounter lvl 9
    It's just not enough people in studios yet who got enough Blender experience.
    I seems a single one who use it for example. Even sometimes it may gives you immediate advantage over Max . 
       For example we support instances in game engine and had to place hundreds of them along a road.   It's spacing tool in Max,right ?    Once you place them  they are set .   
        In Blender it's what was "dupli" before and now "instancing"   And they stay "live" within the curve/invisible polygon stripe  which you could project with shrink wrap to ground surface and stay interactive too.  Those instances appear or disappear along a road automatically.   The whole scene could stay interactively editable to a level I couldn't ever recreate in Max.  
       I am sure MAx capable for that too with its Creation Graph they introduced few years ago.  I couldn't figure out a thing.        Tried it  it Houdini and got lost there too, especially with how to keep things exported as instances.  

    In Blender it's just 2x2 .    It's why I prefer Blender. Not because it's better   but because it have always been simple and easy.



  • Richard Kain
    Offline / Send Message
    Richard Kain polycounter lvl 14
    Well, there are some studio who are beginning to make a shift to Blender. I just read an article citing how the Japanese animation studio behind the recent Neon Evangelion re-boots are switching over to Blender.

    You want to know what one of the primary reasons they mentioned for their decision was? Because it made it easier for them to work with 3rd party animation contractors. Smaller studios can't always afford to staff up, even when working on larger projects. Sometimes, for larger efforts, they have to hire out work to contractors. But smaller contractors can't always afford licenses for major software suites like 3DS Max, Maya, etc... But they can afford to download the latest copy of Blender. Switching over to Blender can allow smaller studios to collaborate more efficiently outside of their core team.

    Now, that's more of a selling point for smaller studios, and not so much for larger studios. (where a greater degree of work is likely handled in-house) But it is a compelling reason for why some professional animation houses might begin eyeing Blender with more interest.
  • Ruz
    Offline / Send Message
    Ruz interpolator
    well i am loving blender right now, kicks ass
  • kanga
    Offline / Send Message
    kanga interpolator
    Ruz said:
    well i am loving blender right now, kicks ass
    +1

    Also it seems like Engineers, Educators, Architects, etc, etc, etc are taking notice of realtime possibilities and are also turning to Blender to fulfill their production needs in combination with game engines. VR, AR, (Datasmith) realtime walkthroughs. I dont think Blender has to worry about its popularity with studios that much.

    An 2.8 rox btw.
  • Ruz
    Offline / Send Message
    Ruz interpolator
    using  2.81 at the moment. few bugs but seems batter somehow:) maybe it's a bit faster.
    need to work out adding some shortcuts to my favourite functions though, because I am sick if trawling through menus.
  • rollin
    Offline / Send Message
    rollin greentooth
    @Ruz : take a close look at the right-click menu if you want to assign shortcuts to -whatever- :)
  • Ruz
    Offline / Send Message
    Ruz interpolator
    cheers rollin -I will have  a look, might ,make things a bit easier
  • beefaroni
    Offline / Send Message
    beefaroni polycounter
    I have switched to Blender now from a Maya / Max hybrid workflow I had for awhile.

    The single biggest problem that will prevent most people from switching is the performance. Once you get into more complex hard surface assets the undo performance is just terrible. We're talking 5-10 seconds per undo stage. The work around is to use the undo history tab but man is it slow.

    Fortunately it's currently a high priority item for them to fix. Once that's done it will be much easier to recommend. Right now I am hesitant to suggest any in the studio switch because of the perf.

  • Ruz
    Offline / Send Message
    Ruz interpolator
    mm I am really struglgling with a missing feature. 3dsmax skinwrap is a life saver when working on morphs, but blender version
    is not very robust at all( shrinkwrap)
    Also, no transfer uv's as in projecting them unless they have the same vert count

    this stuff is quite important ( to me  at least. )

    The good thing about blender re morphs( shape keys) is that you can edit the base morph( the basis) and the other morphs remain intact.
    max is a pain for this unless you extract them all and add an edit poly on each.

    My current character contract has 80+ morphs so this can be a real challenge
  • thomasp
    Offline / Send Message
    thomasp sublime tool
    Hmmm... but isn't Mesh Deform modifier the equivalent to 3ds' Skinwrap? https://docs.blender.org/manual/en/latest/modeling/modifiers/deform/mesh_deform.html

    That being said I do find it quite lacking in comparison - both in terms of available control and performance, at least in the version I'm using.

  • Ruz
    Offline / Send Message
    Ruz interpolator
    I jsut tried it and was not too impressed. again transfer uv would have been nice also, but has to be same vertex order
    I will look more in to that now

    EDIT hey that works now ie shrinkwrap with taget normal project there was no weirdness at all. I will test it a bit further seeif I can break it:)
    (this was in version 2.81 beta )

    EDIT
    well its a 'lot' better with 'target normal project' and 'outside', but still there were still quite a number verts that snapped to the back or front of the mesh. still not really useable
  • rollin
    Offline / Send Message
    rollin greentooth
    These projection variants tend to produce buggy results. Not sure why though. Would love to have this fixed 
  • Ruz
    Offline / Send Message
    Ruz interpolator
    yeah , hopefully now thay got more investment, they can fix stuff like this.
  • xrg
    Online / Send Message
    xrg polycounter lvl 8
    Not sure if it fixes the issue(s) you are having, but there was a commit for Shrinkwrap/Target Normal Project. Next time buildbot updates it should be in it.
  • Ruz
    Offline / Send Message
    Ruz interpolator
    hope it does something:)
  • sacboi
    Offline / Send Message
    sacboi sublime tool
    https://blenderartists.org/t/ubisoft-aaa-not-ubi-anim-studios-moving-to-blender/1187434

    TBH in all intents and purposes, definitely a positive sign of things too come in the realtime space.
  • cookedpeanut
    Offline / Send Message
    cookedpeanut polycounter lvl 8
    For the same reason companies don't switch to newer technologies or different programs. Support.

    Blender is an Open Source project which is supported by the community, there aren't enterprise solutions which make it more costly to maintain in the long run.

    You have to think about the fact that switching to new programs and pipelines costs a lot of money and time. I'd like to think that studios wouldn't decide to fire all their employees because they want to use a new program, however the result of this means retraining people and that costs well, money.

    There simply isn't enough of an incentive to switch to Blender (even with it being really epic, especially the new 2.80 release) when the company has old or already existing projects which require support and maintenance. Because of the fact it would cost a lot of money to change the pipeline and because support isn't at an enterprise level.
  • Mark Dygert
     I'd like to think that studios wouldn't decide to fire all their employees because they want to use a new program, however the result of this means retraining people and that costs well, money.
    Agreed. It can also cause people to leave, especially if they don't agree with the decision to switch. They where hired to use X, they are an expert in it and they'll probably leave for another job that uses X. Especially if they think they are being forced to use a program they aren't familiar with and don't have an interest in learning. Which is totally fair, they where hired to carry out a specific set of tasks using tools they know. No one really knows how they'll preform when those tools change. 

    To put it another way...
    CEO Says: "we're going to start painting all of our textures by hand, using oil paints (Scatters paint tubes at artists feet).
    Any sculpting we do will be in clay and scanned in
    (delivery people wheel in large clay blocks).
    Make sure we don't miss a deadline. See you Monday
    (the power goes out)."
    Some people will think it's an awesome challenge, others will put their stuff in a box and leave. 

    What is their resistance to the change? 
    How long will it take them to adapt? 
    What challenges will they face in their workflow?
    How will the 3rd party scripts, plug-ins, tools and apps interact with this new app?
    Those are very specific questions that apply to those specific individuals and not easily weighed or mitigated.

    It's a gamble, it is risk and it is uncertainty. Which is why business types will tell you, it is about as productive as inviting a tornado to stay at your place for the weekend while you try to clean up. "Sure lets just play chess on an earthquake table..."

    Flip switches, dimmer and change...
    I don't think we'll see a lot of studios bite the bullet and flip the switch. We'll either see it slowly incorporated, like turning on a dimmer slowly over time, or change will have to happen as new studios pop up and people sign on knowing the full scope of the pipeline. 

    If you where going to replace all of the flip switches with dimmers...
    You would want to first leave all of the flip switches intact and functional. But install dimmers alongside the flips.
    Over time you can encourage people to use the dimmer, talk about the benefits and get people to start using the dimmers.
    Then you leave the flip switches installed but disable them, "the switch doesn't work, try the dimmer. Hey that's nice...". 
  • ScopeDragon
    Offline / Send Message
    ScopeDragon triangle
    I believe this was for you lol.

  • xrg
    Online / Send Message
    xrg polycounter lvl 8
13
Sign In or Register to comment.