Tuesday, 27 September 2011

Open Source...everything?

A few days ago there was a post on Solid Angles Arnold beta mailing list about a Python-based early-stage Blender to Arnold connection. The result was a discussion about the impact of open source software on the 3D industry as a whole, which reminded me on  the moment I first read about the plans for a complete Blender overhaul (Python, Qt, architecture revamp, etc) about two years ago. I thought, that this would change the game in the long run for everybody, if they can deliver.


Meanwhile they have delivered, and it's effects begin to show. More and more people have started using Blender, it's even being used in game production of some mid-sized game companies.
As a life-long user of commercial 3D Software (mostly 3dsmax, Maya, and Softimage), I must say it makes sense. Think about it for a second - it's every larger companies dream to have a scalable architecture with full access to every single line of code! One of the main reasons companies are still struggling with Maya ia because it is very open. You can change almost any aspect of the software and work around issues when something's not working (as it is frequently the case), let alone those who write large parts of their software themselves from the start.
You can do the same with Blender, but even more broadly and low-level because you have access to every line of code. If somethings broken or needs an improvement, you can fix or improve it immediately. Sure, not ye average 3D dude from next door, but companies can. That's how Maya got big too. It started in the companies doing feature production, not with single man shows. After that, everybody went: "Oh, I want to use that Software they did Stuart Little with". For those studios it won't make such a big difference if Blender still has missing features, they will implement them themselves, with and on an architecture they have full access too 24/7/365, without the need to wait for the annual or bi-annual update or bug fix, or an Autodesk technician to implement custom code into their private branch of the software.


I dare to say this:

  1. In three years time, Blender will be among the top 3 most widely used 3D apps on the market.
  2. In 3 to 5 years, we might not all be using Blender, but we will all be using open source 3D software as our main 3D application.
Yes, sooner or later, Maya, Softimage, Max, Modo, Lightwave, C4D,... whatever they currently put price tags on, will be open sourced.
I don't know if that will also happen to CAD programs so quickly, if ever, but I'm almost 100% certain about DCC.
What's clearly noticable is that Blender is being developed faster than any other software atm. And not just feature wise, the software has seen radical changes of it's architecture on a scale only comparable to what has happened to Softimage over the last four years, only faster.  And those who contribute to Blender do it for mostly no money. How could a company, seeking to sell software for profit, ever hope to compete with this in the long run? I dont think they can, until they change their business model into something along the lines of Red Hat or Suse. That is: making custom solutions for paying customers (those who cannot afford three ore more developers full time), support fees, etc.

The support scheme is something that has been taking shape over the last years anyway, hence all those efforts by Autodesk to get customers to invest in subscription plans.
Sure, they could try to escape the open source competition for some time by providing more and more sophisticated high-level tools, cranking up support quality and stability of their products and update frequency,
but the high tech race is run for the 5% of the upper class customers who need a faster fluid solver, crowd simulation, etc.
For the remaining 95% of all users/customers, it's bread and butter features we keep hearing them asking for, like better polygon modeling tools, etc. But there's not much head room in those departments left,
until a certain level of maturity is reached, and then what? Sooner or later all DCC programs will have the same bread and butter features, and then it only comes down to stability and support/speed of bug fixes, flexibility, extendability, and that's exactly where open source software with a large enough user base like Blender, already shines today.

Personally, tbh, I wouldn't mind. The game will be different for those writing software, and easier for those using it. Open source Softimage any one? I'd not look at Blender for a second longer.

Friday, 12 August 2011

QMenu updated to 0.97

Download from http://code.google.com/p/keyvis-dev/downloads/list

Changes since 0.95

Code Changes:  
  • Fixed QMenu rendering on Multi-Monitor setups.
  • Fixed: Automatic code generation for ICE and Shading Nodes created and added to a menu interactively was broken and resulted in either no ICE or Shading Nodes added to an ICE/Render Tree at all when called from the menu, or to the wrong one.  If you have created menu items from selected ICE and Render Tree nodes, please delete and re-create them after the update. They won't do any harm, but won't work as expected either, and will prevent similarly named menu items from being created. (Menu Items created from the ICE or Render Tree menus will always first insert an already existing menu item, and only generate a new one when it could not find an existing one with a matching name name).
  • Added QMenu awareness of differently named Face Robot View Manager ("frmviewmanager" instead of the usual "vm").
  • QMEnu will query to user whether to save config file when closing Softimage even when menu items were only added via ICE and Render Tree views.
  • Graceful handling of possible Softimage bug that prevents getting the View Managers "viewportundermouse" Attribute Value in user (i.e. non-factory) Layouts. Now does nothing since v0.96, used to crashed v0.95)
Config file changes:
  • Added "Null" Class object awareness to the "Any Object" Context.
  • Fixed Parameter editing menu items code so they also work with compound parameters that are not of the "Parameter" class (like scl, ori, pos ).

Friday, 5 August 2011

QMenu updated to 0.95

After quite a long pause I finally had some time to make QMenu fit for Softimage 2012 and add some new features and bug fixes along the way.
One feature I'm a little proud of is the ability to edit Menus on the fly in ICE Tree and Render Tree views.
Selected ICE or shading nodes can be added to pop-up menus without having to open the Configurator (which some find complicated to use). As a result, the user is given a means to quickly organize his most frequently used nodes in easy and quick to access menus. Searching for those nodes in the node repository gets reduced to a minimum.


Video:

QMenu Update 0.95 from keyvis digital imagery on Vimeo.


Download: http://code.google.com/p/keyvis-dev/downloads

Updated documentation and complete change list.: http://www.keyvis.at/?page_id=68

Friday, 18 February 2011

QMenu - a customizable Quad Menu system for Softimage

It's finally done. After almost two years of spare time spent on refinements and bug fixing we have released QMenu for Softimage open beta.

The result is an open and extendable Quad menu system similar to what you might know from 3dsMax, but it offers a lot more control via it's scripting functions. Yet, it is easy to customize existing, or create new, menus via the built-in configuration panel without scripting anything. All your configurations can be saved and loaded in an XML-based configuration file.

Download:
http://code.google.com/p/keyvis-dev/downloads/list

Here are some demo videos showing installation...


...and current feature set and configuration





For more information and documentation please visit http://www.keyvis.at/?page_id=68

Tuesday, 1 February 2011

Sproing -> keyvis

They say that becoming is more rewarding than being.
In this spirit, I decided it was time for a change and left my former position
as a Lead Artist at Sproing Interactive to found my own company together with my long-time friend a colleague Eugen Sares.



We both have 15 years experience in the field of CGI, with Eugen being more focused on artistic and design aspects, while I'm more technically oriented, which is a good match.

This decision didn't come easy as I have spent almost 8 years at different computer games companies (Similis and Rockstar Vienna, besides Sproing) doing game art from animation to modeling and texturing to writing tools for 3dsMax, Maya and Softimage in Python and Max Script, let alone the fact that one of the Sproing founders, Harald Riegler, is a good and old friend of mine. But sometimes you just have to make a small jump to move forward.

For the time being we'll concentrate on the things we do best - game art, architectural visualisations and TV commercials, as well as writing tools for us and whoever needs them.

If you read this and have work to do that is in some way related to above topics, don't hesitate to contact us.
For a list of references and example work please look at our portfolio page:

http://www.keyvis.at/?page_id=385

Note that the site is still under construction, especially  a lot of our game and animation related work is still not uploaded or ready for viewing - please request some demo material directly if you are interested.

Stefan