Well there's no such thing as a crash and bug free software. :) To address some other points... As the thread asked about the larger VFX studios, when it comes to support these guys have a different level to those on the standard Autodesk subscription. As mentioned earlier, they can have dedicated resource and support,…
Warren: There are still a few features that Blender needs to have to work well in big film pipelines. Stuff like supporting UDIMs, Alembic, and OpenVDB. There's no Arnold plugin too (although there are plugins for Vray and Renderman, which I imagine should both support multi-tile textures but I don't know for sure.) So I…
Maya is a coding platform with GUI. That's the reason why its the standard right now. Everything you see in Maya can be coded by you, yes every bits of UI and interface. Its very easy to extend and inyegrate into any pipeline. Nuke is the same way.
1 huge problem - Blender likes to revamp things when they release new versions. Keeping the tools up to date will become an enormous task for your pipeline/TD department. Besides, you will only benefit from source code if you have dedicated programmers. Not a luxury most small studios have. Scripting API on the other hand…
I've been using Blender for a little over 10 years, and I haven't ever seen it developing as fast as it is now. Just a couple months ago they only had around ~5 full time devs. Due to the success of 2.8, they're now at ~15-20ish. That isn't even including studios like Tangent and Ubisoft Animation pushing their own…
That sounds great on paper, but in reality isn't so easy. Am not sure if you fully realise and appreciate how much money and resource you need to fully develop and support your own 3d software, or how sustainable it is. A good example is Shake, the compositing software from Apple. The was pre-Nuke and everyone was using…
the strategic and economical aspect is an important part but studios often develop internal plugins or softwares for their needs, look at MARI or Presto ore even Renderman.also the industry is changing, everything get cheaper and cheaper, see the amount of softwares and utilities we have today compared even to 10 years…
I'm trying to move from max to blender now for a while. The biggest thing was the ui. But with 2.8 I have to say it's not an issue anymore. The 2nd biggest thing I have to consider is how to port my maxscript tools over to blender. But after getting into python scripting for blender I have to say it's way more comfortable,…
what can I say? Sure no software out there is perfect, we can talk about specific behavior for hours, but that's not the point. Maya with out MEL is almost an empty box, without script you can't even move properly the UVs, exactly like Blender you have to customize the software based on what you need. this is a good thing.…