Earlier quoted context omitted.
Autodesk and Adobe have become a problem, the lack of competition and incumbency mean they are basically milking the same cow ad nauseam. To be a little bit fair - those systems are in fact very complex, and it is quite a big deal to do anything in them. But literally as I speak Photoshop will not go 'fullscreen' on my Mac, and Adobe blames this utterly ridiculous bug on Apple. Which may very well be the case but who…
> things are retrograding a little bit Sure thing, but it seems even you are acknowledging that this specific issue seems to belong to Apple rather than Autodesk, so you're saying things are retrograding in the Apple ecosystem here, not Autodesk. Disclaimer: I'm biased against Autodesk and love Blender, but even I see the fault in your argument here.
Cycles X
131–140 of 151 posts
Re: Cycles X
#132Like, why tf did i buy the macbook pro with expensive discrete GPU and can't even use it to render GPU accelerated 3D. Seems like a primary use case
Re: Cycles X
#133Earlier quoted context omitted.
I'm not in the field myself, though animation was my original career and I know people who work in feature animation. To answer your question, the field has been sloooowly diversifying in some ways, as you say with Unreal (particularly since Unreal's engine is fast and good for real-time previews), but I don't see a huge push for moving away from does-it-all packages like Maya or 3DS Max. The economic incentive isn't…
In my opinion, most of the 3D software and renderers are starting to align in their workflows and set up. If you've spent enough time in a 3D package and have your fundamentals down, then a reasonably experienced 3D artist could make something look good in Maya, Blender, Cinema 4D, UE4, 3ds Max, Modo, or slightly more specialized programs like Katana, Mari, Nuke, etc. Most of the "learning curve" is just finding out…
For work and also hobby I create 3D animations and experiment with all sorts of things in Maya. A recent turning point was using Redshift to render everything and suddenly I can do overnight GPU renders at high quality. Here are some of my projects released using a CC license -
Re: Cycles X
#134Earlier quoted context omitted.
> Blenders licensing is a deterrent. Very few people want to deal with GPL. I see this claim taken seriously all over the place, and I just don't get it. How in the world is the GPL actually an issue? The GPL does not apply to anything made with Blender; only changes made to Blender. You can very trivially use Blender without ever dealing with the GPL. Do studios really think they need to make changes/extensions to B…
Current version of GPL is an absolute no go, especially if you need to import an api / sdk style interface into your extensions and tooling - the GPL is viral. You import a GPL library to interface and your stuff is now GPl. and latest version requires release of encryption keys etc etc - all major studios WANT content protection to work and the GPL is explicit in its attacks on that
They want content protection on what? Their tooling? They want DRM on the plugins they write for the tools they use? How or why?
Re: Cycles X
#135Earlier quoted context omitted.
Current version of GPL is an absolute no go, especially if you need to import an api / sdk style interface into your extensions and tooling - the GPL is viral. You import a GPL library to interface and your stuff is now GPl. and latest version requires release of encryption keys etc etc - all major studios WANT content protection to work and the GPL is explicit in its attacks on that
> all major studios WANT content protection to work and the GPL is explicit in its attacks on that They want content protection on what? Their tooling? They want DRM on the plugins they write for the tools they use? How or why?
GPL has what is called anti-tivoisation / DRM. This license was designed to specifically target the entertainment industry.
Even Ubuntu had to get a different license for boot loader to avoid risks here
Re: Cycles X
#136Earlier quoted context omitted.
> all major studios WANT content protection to work and the GPL is explicit in its attacks on that They want content protection on what? Their tooling? They want DRM on the plugins they write for the tools they use? How or why?
If you import a GPL library into your plugin your plug-in / add on is now GPL. They don’t want that. GPL has what is called anti-tivoisation / DRM. This license was designed to specifically target the entertainment industry. Even Ubuntu had to get a different license for boot loader to avoid risks here
Again: why? Because they have a grudge against the GPL's anti-DRM?
That's still FUD. There is nothing that a studio would be doing with Blender where they would want to implement DRM.
Sure, they will want DRM to be used in the distribution of the content they make with Blender; but that is totally separate from Blender itself and the GPL. It's not like the film itself will contain a copy of their asset creation or rendering pipeline!
Re: Cycles X
#137All I know is, this better bypass the dumb AF "MAc OS can't use CUDA drivers with the discrete GPU" Like, why tf did i buy the macbook pro with expensive discrete GPU and can't even use it to render GPU accelerated 3D. Seems like a primary use case
> CUDA 10.2 (Toolkit and NVIDIA driver) is the last release to support macOS for developing and running CUDA applications. Support for macOS will not be available starting with the next release of CUDA.
[0]: https://docs.nvidia.com/cuda/archive/10.2/cuda-toolkit-relea...
Re: Cycles X
#138Earlier quoted context omitted.
Thanks! I guess I got confused with the information out there. Most examples seem to be using GLSL shaders for the kernel, but posts seem to indicate it uses SPIR-V as input [ https://community.khronos.org/t/is-a-vulkan-compute-shader-d... ]. And then you have threads like this [ https://community.amd.com/t5/drivers-software/amd-dropped-sp... ] saying that SPIR-V isn't supported on the AMD's Windows driver (I had sim…
There's a lot here, let me try to clarify a bit. Most of the time, when people say OpenCL, they mean that an OpenCL driver is provided by the GPU vendor. That's what's in a particularly sorry state. Many vendors ship OpenCL but have deprecated it. AMD's ROCm is based on OpenCL, but they don't support it on all cards and there are problems. The other thing that's picking up steam lately is using a lower level API such…
Re: Cycles X
#139Earlier quoted context omitted.
Thanks. According to this post [ https://community.khronos.org/t/opencl-vs-vulkan-compute/713... ], Vulkan Compute seems to be mostly focused on rendering over general compute. This is probably fine for Blender's renderer, but may not be suitable for some compute loads. Unless something has changed since then, or the post is inaccurate?
That post is 4 years old. Since then, Vulkan compute has made enormous strides forward, while OpenCL has stagnated. Examples of the things Vulkan has now are subgroup size control, explicit float16 and int8, pointers (previously you had to fake them with arrays), and a memory model. The memory model alone is a pretty big advance. What is still a mess is the tool situation. You have to write your shaders in GLSL or HL…
Re: Cycles X
#140Earlier quoted context omitted.
That post is 4 years old. Since then, Vulkan compute has made enormous strides forward, while OpenCL has stagnated. Examples of the things Vulkan has now are subgroup size control, explicit float16 and int8, pointers (previously you had to fake them with arrays), and a memory model. The memory model alone is a pretty big advance. What is still a mess is the tool situation. You have to write your shaders in GLSL or HL…
I see, thanks. I presume the end-user running the application will need to have up-to-date drivers to take advantage of these changes in the past 4 years?