Blender in professional productions

Forum for users who have migrated or are migrating to Blender
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Rork
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Re: Blender in professional productions

Post by Rork » 24 Feb 2017, 11:15

Thanks for those barnstorm links, that was an interesting read :)

Personally I can't stand Blender. Have tried it a couple of times, but cannot get past the way the application is set up.
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!

Bullit
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Re: Blender in professional productions

Post by Bullit » 24 Feb 2017, 11:58

For me Blender interface is annoying. Currently the application i am more comfortable with interface wise is Cinema 4D.

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Draise
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Re: Blender in professional productions

Post by Draise » 24 Feb 2017, 14:13

From the Reddit thread:
The original decision to use Blender actually didn't have anything to do with the cost (though its certainly helpful now that we have more people using it). We were already using Nuke and NukeX as a company (which are pretty expensive software packages) and had been using Maya for about a year. Before that, Lightwave was what we used, simply because it is the program that I personally started with.
The real turning point came when we had to pull together a small team of freelancers to do a sequence. The process went a little bit like this:
1) We hire a 3D artist to start modeling for us. He's an experienced modeler but his background is in a studio environment where there are a lot of departments and a pretty hefty pipeline to help deal with everything. He's nominally a Maya guy, but the studio he was at had their own custom modeling software which he's more familiar with, so even though he's working in Maya, its not his first choice. 2) The modeling guy only does modeling, so we need to bring in a texture artist. She doesn't actually use Maya for UV work or texturing. Instead she uses Mari (a Foundry product). She and the Modeler have some issues making the texturing work back and forth between Mari and Maya because they aren't used to being outside of a studio pipeline that takes care of everything for them. 3) Since neither of the above are experienced in layout or rendering, we hire a third guy to do the setup of the scene. He is a Maya guy as well, but once he starts working, he says "oh, you guys don't have VRay? I can get by in Mental Ray (Maya's renderer at the time) but I prefer Vray." We spend a ton of time trying to work around Mental Ray's idiosyncrasies, including weird behavior with the HDR lighting major gamma issues with the textures. 4) We need to do some particle simulation work and smoke and create some water in the same scene... Guess who uses Maya to do these things? No one, apparently. Water and particles are Houdini in this case. Smoke is FumeFX (which at the time only existed as a 3DStudio Max plugin and had no Maya version).
So, pop quiz. What is Maya doing for us in this instance? We've got a modeler who is begrudgingly using it but prefers other modeling software, a texture artist who isn't using it at all, a layout/lighter who would rather be using a third party rendering engine, and the prospect of doing SFX that will require multiple additional third party softwares totaling thousands of dollars. At the time we were attempting this, the core team of our company was just 5 people, of which I was the only one who regularly did 3D work (in Lightwave). I consider myself a generalist and had been puttering along in Maya, but I found it very obtuse and difficult to approach from a generalist standpoint. I'd just started dabbling in Blender and found it very approachable and easy to use, with a lot of support and tutorials out there. At the same time our three freelancers were struggling with the above sequence, I managed to build and render another shot from the scene fully in Blender (a program that I was a novice in at the time), utilizing its internal smoke simulation tools and the ocean simulation toolkit (which is actually a port of the one in Houdini) to do SFX on my own, and I got a great looking render out of Cycles.
Blender has its weaknesses, and as a general 3D package, its not the best in any one area... but neither is Maya. Any specialty task will always be better in another program. But without a pre-existing Maya pipeline, and with the fact that Maya's structure encourages the use of many specialists collaborating on a single task (rather than one well-rounded generalist working solo) it didn't make sense to dump a lot of resources and money into making Maya work for such a small studio.
I ended up falling in love with working in Blender, and as we brought on and trained some other 3D artists, I encouraged them to use it. Eventually we found ourselves a Blender studio. That advantage of being good for a generalist, though, has also been a weakness as we've grown as a company, because its hard to find people who are really amazing artists in Blender. Our solution up until now has been to work hard on finding good Blender artists (we're totally open to applications, by the way, so send the reels and resumes to info@barnstormvfx.com) and to try and train others who want to learn. Also, since Blender acts as a hub for vfx work, its still possible for specialists to contribute from their respective programs. Initial modeling, for example, can be done in almost any program. It can be difficult, but the more people from other VFX studios I talk to, the more I realize that everybody's pipeline is pretty messy, and even the studios who are fully behind Maya use a ton of other software and have a lot of custom scripts and techniques to get everything working the way they want it to.
We use Blender for modeling, animation, and rendering. Our partners at Theory Animation have focused a lot on how to make Blender better for animation (they all came from a Maya background as well but fell in love with Blender the same way I did). We've used Blender's fluid system and particle system (though both of these need work) and render everything in Cycles. We still use Houdini for the stuff that its good at. We used Massive to create character animations for "The Man in the High Castle". We also started using Substance Painter and Substance Designer for texture work. Cycles is good at exporting render layers, which we composited mostly in Nuke.
One of the big hurdles that Blender has to overcome is the the fact that its licensing rules can make it difficult legally for it to interact with paid software. Most companies want to keep their code closed, so the open-source nature of Blender has made it tricky to, for example, get a Substance Designer plugin. Its something we're working on though.
When collaborating with other companies, we usually separate the 3d and compositing aspects of the work to keep the software issues from being a problem. Its getting easier every day, though, especially now that Blender is starting to support Alembic. For season one, the sequence we worked on was completely separate and turnkey, so we didn't have any issues sharing assets. For season 2, however, we did need to do a lot of conversion and re-modeling of elements. Also, many of the models we received were textured using UDIMs, which Blender does not currently support. It would be great for blender to eventually adopt the UDIM workflow for texturing.
We do get a lot of raised eyebrows from people when we tell them we use Blender professionally. Hopefully the popularity of the show (and the fact that we've been nominated for some VFX awards) will help remove some of the stigma that Blender has developed over the years. Its a great program.
I am currently working in an animation studio here in Colombia that is heavily dependant on Blender. They have done some television series and now working on another childrens TV series and film entirely in Blender. For Colombia, but we will see how far it goes.

I picked it up quickly as I was not proficient when I started working here in December, but having worked in SI, I became one of the most efficient staff in the role I do here. I do like the UI because it's flexible and easy to create new layouts, assign shortcuts, etc. The data system is odd I must admit, but the scene management is spectacular. The video sequence editor, the grease pencil, the scene editing with the VSE, all great. I am still not too keen on the animation yet as they still don't have animation clip overlay possibilities nor animation layers... a real buzz kill coming from animation either in Softimage or Maya, where that is standard - though a pro is coloured keyframe types for extremes and tweens, etc. It does have limited nodal workflow with animation nodes and that side of it is being developed - which I hope will be standard in future releases. And it's light as hell for a software! Loads quickly, stable, and.. I haven't even touched Cycles yet.

But nice, yeah, I do hope they invest more into it's development like they do.

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ActionArt
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Re: Blender in professional productions

Post by ActionArt » 24 Feb 2017, 21:16

Here's a few I thought looked pretty good:

https://www.blendernation.com/2017/02/2 ... rettyPhoto

https://www.blendernation.com/2017/02/0 ... breakdown/

https://www.artstation.com/artist/georgeturmanidze

Their pace of developement is outstanding now so if there is something you don't like, it will likely get changed sooner than later.

The part I like the best is that Autodesk can't buy them out.

I think they will reach a critical mass very soon where it will really take off for pro work.

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sirdavid32
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Re: Blender in professional productions

Post by sirdavid32 » 23 Jan 2020, 00:19

Studio Trigger [Little Witch Academia], Clover Works (ex: A-1 pictures Animation Studio) [Fate/Grand Order], Studio Khara [Evangelion movie] and some direct layout and storyboard animators are using Blender to create layouts, effects, animation sequences and specialized shading. Basically Blender is gaining a huge momentum in NEW digital animation studios.

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