Blender vs. the VFX industry ft. Henning and Morton from FlippedNormals
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- เผยแพร่เมื่อ 25 ส.ค. 2024
- Featured image from Barnstorm VFX - • The Man in the High Ca...
Check out the show notes and more information here b3d.cgcookie.c...
Listen to all 7 episodes of Denoise Season 1 here: b3d.cgcookie.c...
Stay tuned! Season 2 recorded live at BCON LA drops in July.
Blender’s recent surge in popularity has not shown any signs of slowing. As artists pick it up for the first time and discover how powerful it is, they often wonder whether it's capable of being used to create their favorite movies, games, and shows.
Recently, Kent Trammell and Jason van Gumster, two of our Blender experts here at CG Cookie, sat down with the visual effects pros Henning Sanden and Morten Jaeger of FlippedNormals to talk about Blender’s place in the industry.
Henning Sanden - www.imdb.com/n...
Morten Jaeger - www.imdb.com/n...
Flipped Normals - flippednormals...
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Blenders resources for learning is unmatched. That is the most important thing for the future of these softwares.
I think some in this podcast are forgetting when the professional community did have a snarky attitude toward anything that wasn't Autodesk or Adobe and even Apple computers for hardware. There wasn't just a mentality of other tools not being enough. It was an arrogance and indoctrination by Apple, Autodesk, and Adobe. They borderline had a monopoly on their respective industries.
This openness to whatever gets the job done has developed out of competition, pushing hard to get the attention of lower budge studios and accessibility growing to everyday users.
Now those at the top of big studios were likely looking at inhouse innovation and costs in pipeline changes and retraining. But, a great deal of artists were very hard-headed on the tools making them "professional." That mentality has drastically changed in the last 10 years.
Blender definitely played a part in shaping more openness to alternatives to Autodesk and Adobe.
Thank you !
Around 49:05 when you are talking about different needs for different studio sizes: what were you mentioning for UV editing? " (...) I would be having a suite of tools: which was Blender as my main thing, for general modelling, I would probably be using ????? for UVs (...) " - I couldn't catch this. Thanks!
That was bold talk! Thank you for this podcast!
This is very informative, thank you
Interesting note about geometry nodes and lighting, as someone who works with it professionally (but admittedly has never used Katana). You can definitely set up complex geo nodes rigs for lighting and get super far with it. However, it definitely does fall into the category of "this technically wasn't built for this, but the functionality is there and works super well and the advanced nerds (like myself) will figure out how to put it to good use". That's mostly because setting up an advanced lighting system in Blender falls more into the realm of procedural tools and rigging. Unsure of how Katana works and if the process is similar, but I would imagine there would be more stuff that is specific to those lighting needs out of the box. Anyone is free to correct me if I'm wrong, tho.
We switched from Katana to Houdini Solaris, those are lookdev tools, it is more than just lighting, but lighting is a big part of it!
Should bring actual industry professionals next time instead of people who've worked in movies a decade ago and still making a living by selling courses off that fame.
As a VFX assistant at a finishing company that primarily handles advertising for both broadcast and web consumption, my bosses are interested in introducing more 3D elements into our pipeline. As the 3D artist, I've been advocating for a transition to Blender, but currently, the company is insisting on continuing with Maya.
I used Maya in college, but I haven't touched it since I graduated over 10 years ago. Now, I need to relearn the program, and I find it clumsy and not as user-friendly compared to Blender. While I'm still willing to learn Maya, it's definitely not as enjoyable as learning Blender. Additionally, there isn't as much high-quality content available for learning Maya as there is for Blender.
I do agree with the part about learning. Learning Maya nowadays just feels like learning an old software, and the main reason is that Maya hasn't evolved in regards to UI/UX since Maya 2011 or so. I'm aware that the highly-customized Maya they use at ILM, DNEG and Weta might be something completely different than we use though. On the opposite side, learning Blender feels fresh in every aspect. The part I don't agree is when you mentioned content. There's still a lot of high-quality content for learning Maya (althought most of it is offered in the form of paid courses/subscriptions) especially when it comes to its forte, which is rigging/animation.
Have you showed them what its capable of lime 3d tracking paint outs. Etc I use blender and natron and am a beginner in vfx you can also create UV passes to add tattoos flags etc as well as integrating photogramatry into 2d scenes
It is kind of normal that they want to use a DCC that has been proven in production for 25 years, Blender has a long way to go before it gets that level of acceptance in the Industry!
I hate the 2 specific arguments i hear again here, Blender free but costs for training etc, and the other why would a company push the tools back upstream. you have missed the point of open source. think about it! why because it benefits everyone including those who create the resources, and you reap the reward of everyone elses too! you are thinking in a closed box. Completely ignoring the tool bias of the industry. and yes Blender does not need to be blender dominated, just use it because you want to for what you want.
The main reason the pro still use systems like Maya is the customer service as well as sourcing programmers that can work on specific addons for whatever project they're working on, that doesn't really exist in the Blender community
@@EndoftheBeginning17 Blender has paid enterprise support and Blender's python API is pretty solid to get started, so as long as you hire a pro dev, they can read documentation and start working on addons in no time as seen in Blender community which is why there are so many Blender addons.
The main reason why big studios are "stuck" with Maya is because studios have developed too many proprietary plugins for Maya over the years and have spent a lot of money and there are a lot more pro artists who are trained on Maya, Houdini, Nuke etc. over Blender because those are the tools taught in schools for the most part, although that have been changing lately since VFX isn't the only industry where 3D is being used, game industry has had a massive adoption for Blender, so does the product viz industry.
@@EndoftheBeginning17 the main reason why pro still use Maya is just habit
@@Zaqariyah Nonsense. The main reason is productivity, customizeability, reliability and performance.
There are a ton of rigging and animation tools that are simply not there in Blender and a rig in Maya runs up to 10x faster than rigs in Blender.
Maya has an C++ API, supports python and has its own scripting language. The whole program can be completely customized, there is no limitation on what you can change.
Let me guess…. You are a millennial?
i am not sure i like podcasts on youtube. no disrespect to creators, but aren't there other platforms for that? or perhaps consider a separate channel?
Many creators do this unfortunately, tho you are right, it defeats the purpose of the platform. I just listened to it as background noise while doing something else.
Sure thing. You can also subscribe to Denoise "wherever you get your podcasts" as they say.
I only really use TH-cam and I would not have found this podcast if it was on another platform. Great episode btw.
Thousands of podcasts are on TH-cam for art, design, animation etc