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Graphics Software

Pixar Releases Free Version of RenderMan 198

jones_supa writes: A year ago, animation studio Pixar promised its RenderMan animation and rendering suite would eventually become free for non-commercial use. This was originally scheduled to happen in the SIGGRAPH 2014 computer graphics conference, but things got delayed. Nevertheless, today Pixar is releasing the free version into the wild. Free, non-commercial RenderMan can be used for research, education, evaluation, plug-in development, and any personal projects that do not generate commercial profits. This version is fully featured, without a watermark or any kind of artificial limits. Featuring Pixar's new RIS technology, RenderMan delivers extremely fast global illumination and interactive shading and lighting for artists. The software is available for Mac, Linux, and Windows. In conjunction with the release, Pixar has also launched a new RenderMan Community site where users can exchange knowledge and resources, showcase their own work, share assets such as shaders and scripts, and learn about RenderMan from tutorials.
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Pixar Releases Free Version of RenderMan

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  • by Anonymous Coward

    to make great stuff so why did we need Pixar's stuff to get charged/sued afterwards?

  • How to get into 3D? (Score:4, Interesting)

    by Anonymous Coward on Tuesday March 24, 2015 @02:37AM (#49325599)

    I'd like to learn a 3D tool just for own self learning, I'd like to be able to add 3D animations to my videos, I'd like to be able to make 3D models using 3D printers etc.

    I learned Photoshop, Sony Vegas, Xara and other graphic tools and am pretty proficient, but these are all 2D world. I don't know where to start with 3D. I once installed Blender but its all unfriendly as f*** with every action done its own way. I think that is for the Blender faithful only, I feared I'd be tainted by its quirkiness if I ever got into it, and I'd forget how a mouse is supposed to work.

    So I see Maya 3D has a free download, and Renderman has a free download, and Renderman doesn't need Maya, (does Maya need renderman to render decent images?), and I see that these days decent 3D can be done even in the web browser (e.g. http://kottke.org/15/03/the-algorithmic-sea ), and I need a decent understanding of 3D to make 3D models that don't suck and that 3D printers are actually getting quite good.

    What apps do I get?
    What course do I take?
    Which formats do I need for 3D printers?
    Do the same packages cover both 3D for printer and 3D for animation? If not why is the main one in each field.
    Best printer in the sub $5k range for those tools?
    Base level PC CUDA cores needed etc.?
    Physics how? including in the package? How to animate it.
    What else?

    • by NoZart ( 961808 ) on Tuesday March 24, 2015 @05:33AM (#49326019)

      There was a spinoff of 3dstudio called "GMax". It was a free version of 3dstudio without a renderer. The thing came with a really good tutorial on how to model (and how to do it effectively), texture map, animate and use inverse kinematics to animate complex models. If you can find it anywhere, that would be an excellent starting point.
      This is where you learn to navigate 3D and how to use different methods layered upon each other to parametrically form a complex body out of a simple one.

      Then get 3dstudio and play around with complex materials and rendering itself. Also, first contact with complex physics and particle systems.

      i prefer 3DStudio over maya for learning because 3Dstudio historically came out of the "work with primitives" corner, while maya was about splines and curves to model stuff. Working with primitives (cubes, spheres and stuff) is more wysiwyg than a bunch of curves.

    • Don't pay money for a course -- Youtube has TONS of tutorials and learning videos people do. During a stint of unemployment, I self-taught Maya this way. I am a programmer by paycheck, but I have a large interest in the 3D rendering world. It's a lot to learn (new concepts / terminology),but it's very enjoyable IMO.

      At least when I used it, Maya did not use any CUDA cores, and the GPU didn't really matter as long as it had openGL. (At one point I was doing 3D modeling on my netbook). I am not familia
    • by spauldo ( 118058 )

      Blender's not just for the Blender faithful, but yeah, the UI is quite a bit different than the other major 3D suites out there. The same skills apply, but there's an adjustment period if you want to switch from one to another.

      (Note that ZBrush - considered the ultimate in sculpting programs - also has a completely weird interface)

      Anyway:
      Apps: Blender's nice because it does everything, although some things it doesn't do too terribly well (for instance, you can edit images in it, but you're better off using

  • by m.alessandrini ( 1587467 ) on Tuesday March 24, 2015 @03:05AM (#49325663)
    Just curious, what are the minimum hardware specs to use those programs decently? I suspect for professional video 90% of cost is the hardware, not the software.
    • You want as many cores as you can get and as much RAM as you can fit in the system. That, and a very fast graphics card.
      Whilst this makes for a very expensive machine, it can pale in comparison to the licensing costs of some commercial software!

      • Do professionals in that field use something more than "traditional" PCs? Like clusters, or the like? Or today's PCs have filled the gap, like they replaced the workstations of the past?
        • by PhunkySchtuff ( 208108 ) <(ua.moc.acitamotua) (ta) (iak)> on Tuesday March 24, 2015 @03:35AM (#49325767) Homepage

          Pros use fast workstations for modelling and rough/low-res rendering. Even those machines have lots of cores and RAM and fast storage.

          All the heavy-lifting however then gets handed off to a render farm - which is generally a stack of computers, also with lots of cores and ram and fast storage, and they do all the number crunching.

          They can be connected in a more traditional cluster style configuration, or they can be largely independent nodes all rendering individual frames.

          Rendering like this is embarrassingly parallel - you get close to a linear increase in speed with more cores thrown at the problem - i.e. 256 cores will render a job roughly twice as fast as 128 cores, all other things being equal.

        • There are various stories around about how Pixar do their dailies, such as switching over every workstation each night to being part of the render cluster etc, and I wouldn't see how the need to do that has been done away recently with performance increases in workstation hardware. They also have dedicated rendering clusters.

      • That, and a very fast graphics card.

        PRMan started to use the graphics card? When? They'd have to completely rearchitecture the whole thing to run on a GPU. Not to mention that REYES wasn't historically the best fit for GPUs.

        • No, whilst rendering engines may not use GPUs, everything else that goes along with 3D modelling and rendering does - if you're designing a 3D workstation, you want a serious graphics card or three.
          If you're designing a render node however, then CPU and RAM are your main requirements.

    • Re: (Score:2, Informative)

      by Anonymous Coward

      I'm a professional animator. I use Maya, Modo, NukeX, PFTrack, VRay, Vue XStream, Harmony and the whole Adobe Suite. In software alone I have about $15K invested. My workstation, servers, etc come to an investment of around $8k so my software investment far exceeds my hardware. For batch rendering I use rendering services.

      I just downloaded the free Renderman, and for someone like me, who actually makes a living doing this, this is a very good deal. Rendering software is quite non-trival and being saddl

  • For anyone hoping to jump straight in with the same tools that the pros use, note that this RenderMan is just the rendering engine, not a GUI for modelling.
    You'll still need something like Maya or Katana to do the modelling in and then you use RenderMan for the final renders of your scene.

    • by Trogre ( 513942 ) on Tuesday March 24, 2015 @04:25AM (#49325881) Homepage

      Good point. How long, though, before RenderMan becomes another option in the renderer selection drop-down box in Blender?

      • The problem could be that PRMan historically didn't like polygons very much, and Blender is polygon-heavy. PRMan likes to work with parametric smooth surfaces and curves (which it can handle with tremendous efficiency), for which Blender had quite atrocious tools the last time I saw them. So as you're getting into more complex scenes, you'll be pushing onto PRMan tons of "meshed" geometry that it would really like to see in some different way. It's like not using the highest gear on the expensive fast car y
        • by levork ( 160540 )

          PRMan handles polygons *much* better these days, to the point that in the current architecture it sometimes converts high level geometry to polygons immediately. VFX studios keep blowing stuff up, explosions sims tend to output polygons, it had to adapt.

          Disclaimer: I work on PRMan.

    • For anyone hoping to jump straight in with the same tools that the pros use, note that this RenderMan is just the rendering engine, not a GUI for modelling. You'll still need something like Maya or Katana to do the modelling in and then you use RenderMan for the final renders of your scene.

      I suspect Pixar's hope is that the open-source crowd will do a lot of the work making wrappers to connect it to various other 3D GUIs (Blender will be first, no doubt).

  • I'll wait for RenderWoman.

  • But i guess that will only happen once it's obsolete and only of historical interest.

  • Great news! (Score:4, Interesting)

    by Isao ( 153092 ) on Tuesday March 24, 2015 @06:18AM (#49326141)
    I see a lot of whining, but I think this is great. For a GUI, use the free edition of Maya [autodesk.com]. I'm sure there will be a way to get scenes out of Blender [blender.org]. For the hobbyist or student, this is the best news out of Pixar since Typestry [wikipedia.org]. Thanks, Pixar!

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