De niro, quietly but clearly express how I feel about this subject.

https://www.youtube.com/watch?v=d8Oe9SteE3M&feature=youtube_gdata_player



On Thursday, May 1, 2014, Andres Stephens
<[email protected]<javascript:_e(%7B%7D,'cvml','[email protected]');>>
wrote:

>  **pardon my large rant, you have been warned =P**
>
> Concerning economics of opensource software, I see no danger. Work is not
> free, nor knowledge.
>
> Artwork; be it stills, previz, concept, animation, or FX… may have a price
> driven by knowledge/experience and quality driven by time it takes to do
> it. I am not sure why the prices dropped, but mainly yes, it was (in my
> opinion) because of the catch 42 syndrome: making digital media production
> became much easier (thus less knowledge/experience is needed with more
> quality for less time - thus logically dropping prices) through easier
> software, better hardware.
>
> Unfortunately I see the industry has forgotten a standard - the basis of
> why digital media costs what it costs.
>
> The demand for quality has exponentially grown with the software and the
> hardware exponentially, thus the demand for less time for more quality has
> exponentially grown also, and due to the facilitating software and hardware
> there is less demand for knowledge/experience (or so one thinks).
> Unfortunately that has been muddied, and due to the “it didn’t take you as
> long as 5 years ago for something 10 times as good, it must be cheaper!”
> things are where you think they are, with doom and gloom and competition
> with monkeys.
>
> Concerning opensource software, I am not saying it’s “free” software, just
> available without a direct transaction type free. If you want to keep it
> alive, you directly invest in the developers and projects, or develop it
> yourself paying your own developers with cold hard WORK.
>
> What is a software without it’s developer?
>
> Concerning the particular case of Blender, you can invest  (and I
> encourage it) directly with a developer or a project or a piece of code -
> not just the software. It gives you more power as to how you want your tool
> to work, and how it will be developed over the longterm.
>
> Concerning making life cost the “worth the trouble” when it comes to the
> media industry and what it takes to make media, giving the artist a good
> run for the money he is given, then yes, the death of Softimage was GREAT
> for the industry. We can keep charging MORE for the “time” and
> knowledge/experience we would need to do the same job, a job we could have
> done “easier” in Softimage - a tool that makes us do more with less time.
> Forget efficiency!
>
> But I differ, just because a tool is more available or “easier” to use or
> more “efficient” at doing a certain task does NOT make the job cheaper.
>
> Yes, Time drives price, Time drives Quality. Efficiency of the tool drives
> Time, and Quality. Knowledge of the tool drives Time and Quality and
> Efficiency. Experience drives Time and Efficiency.
>
> Cost for your project should be based off the (Quality=Time) +
> (Time/Efficiency) + (Knowledge*Experience[=Efficiency]).
>
> So, less time you are given drives for less quality, thus the amount that
> would cost. More time, more quality, more expensive. Less time, due to
> efficiency, similar quality, would give you more cost, thus adding to the
> cost; then the knowledge you’d need to achieve the experience which
> drives for such efficiency would also drive that cost to more. So the more
> knowledge you have grows your experience, experience drives efficiency - it
> took time for that knowledge that drives experience, so that costs. All
> experience drives your efficiency, thus driving the cost for more - even if
> it’s less time but similar quality.
>
> All those factors drive how much your work is worth.
>
> So, a tool that saves you time, the hardware that makes it easier for you
> to drive the quality, and the time you save for more quality SHOULD NOT
> drop the price, because granted, the knowledge of your tool and the
> experience you’d need for efficiency should actually drive the price,
> not “how easy it is”.
>
> The industry needs to realize that for the time it took for similar
> qualities of more time in the past is because of the “experience”
> and “knowledge” that drives efficiency, and due to efficiency it is now
> taking less time, but should have the same if not more cost. They still
> think the experience and knowledge is the same as it was 10 years ago, thus
> dropping prices, but really it isn’t. They forget the factor of efficiency.
>
>
>
> I can see the fear you have that a developer would miss out because prices
> are dropping for the artists because he’s much more efficient (thanks to
> him we can do what we do today). So companies that develop software have
> lost, because the artists is being shorthanded because the industry has
> forgotten that efficiency and less time for more quality SHOULD make it
> MORE expensive - not less, and the artist lives with that, not affording to
> invest in more efficiency, being complacent and making hard software the
> norm because it’s “worth the trouble” and “cost”. They idea that that same
> quality for less time = cheaper is a fallacy.
>
> Studios and artists who forget those factors and dropped the prices
> because it is “easy” to do the work shot themselves in the foot, in my
> opinion, thus making developers like Autodesk think it’s “logical” to shut
> down an efficient tool to “help the media and entertainment” industry.. Or,
> they DO see the issue and want to create more efficient tools to help the
> industry.. one or the other..
>
>
> So how does a product available for free drive an economy based on those
> factors? Developers won’t work for free, we all know that, as they don’t. I
> am not saying opensource is free. Blender is not completely free, nor it’s
> projects. It’s services aren’t completely free. And most certainly the
> concept of it isn’t free. If you want to make Blender better, you
> work directly with the code, or invest in people who do work with the code
> to make it better… sounds very similar to any paid product no? You pay a
> group of developers and business men to directly work with the code to make
> your tool better? Right? yes.. right, except we are just bypassing the
> legalities of a body of people, business men and groups of hired
> developers. You manage Blender how you see fit.
>
> And either way, this investment you put into Blender, or any software,
> drives “efficiency” driving your value: less time, same quality, or more -
> making you have the right to charge more - or at least you should start
> educating the industry that even with the latest most efficient artist
> friendly “Easy” software out there…. you have the right to charge - because
> of the knowledge/experience and the gift of efficiency by the developer and
> experience.
>
>
> Nowhere did I say “opensource free software” is the solution, it is just a
> more honest direct one - and it is perfectly ok you support ones who are
> exactly like “opensource” in ideology concerning regards to future,
> development, relationship with their clients, etc.
>
>  A developer is making a tool to facilitate the job for someone else,
> right? Maybe it is best he be paid not by a third-party intermediary but
> directly from the client who want and needs that tool. Smaller companies
> like The Foundry or SideFX seem to show that, being developers and business
> men themselves, they do listen and directly work with the client to make
> the tool that facilitates your work, making you more efficient. That is
> good, that is not much different than a developer on Blender - except there
> with the former there is a third person monetary representation on their
> website/business that handles the legalities and cash transfer for the
> developer-client relationship.
>
> Blender is only lacking that, as most opensource software, but the
> economics is similar.
>
>
> If I want better efficiency in the tool I use, I invest in it - all I was
> trying to say was it would be better to invest directly with a company or
> product you could trust for being open/available to you directly, being
> coded to make you more efficient, not less.
>
> Leaving a platform/tool free does not hold back the industry nor drop
> prices for anyone - and no, it doesn’t make monkeys. Quality is quality,
> efficiency is efficiency, costs are costs, and experience and knowledge of
> how to do such a product of quality is king of that all, and thanks to our
> developers efficiency has somehow made us think we are cheaper, but really
> we aren’t.
>
> So I see opensource development more as a direct relationship between you,
> and the developer - like any software company - but lately with Autodesk,
> that relationship has been somewhat broken.
>
> Opensource yes, is synonymous with “little” or “no development” because
> even we forget to invest in the developer to help us be more efficient -
> driving our costs for more, making us more deserving of our work - thus
> your fear of making the market collapse.
>
> But in a cyclic system, we dropped the price ourselves, forgetting that
> efficiency, ease of work, less time for more quality (and even that is a
> lie, it still takes more time for more quality) should make things
> cheaper.  Those thinking that everything was “easier” because of
> technology, forgot it wasn’t really easier, didn’t do the math that
> being “more efficient” or knowledgeable has it’s costs… and now forgot to
> invest in those who try make us more efficient - thus making software like
> Softimage die “logically”.
>
> And we also forget, the tools developers are trying to sell is to make us
> more efficient, and it is for us, not the developer… the artists - and the
> transaction of funds from the client to the developer for the efficiency
> and quality is what it’s all about. If I forget to charge more for
> efficiency and time over quality, thus not being able to pay for more
> development for “efficiency” from the developer… then I am shooting myself
> in the foot.
>
> So I just suggested opensource as a more secure way of maintaining those
> economics, high priced media products because of efficiency, quality and
> the time it takes to make it - with the safe guard that my investment
> into “efficiency” and the developers is open, secure and direct (no third
> parties) and that my knowledge and experience can go long term.
>
> If SideFX or The Foundry, Maxon, anyone keep that mentality, that direct
> relationship with the client, they will succeed. If Autodesk does not, they
> will slowly wane.
>
> But yeah, I can see how it would terrify you; but even opensource is not
> free, just the “transaction of software that provide efficiency and
> quality” are different or direct with the client and the developer, no
> third party or “corporation”.
>
>
> And even if you didn’t pay a single cent to a developer for the software
> you’d use, then the tool you use will be less efficient over time, and yes,
> you are right, shoot yourself in the foot. But even then, the more
> knowledge and experience you have to make you more efficient in that free
> tool should drive you to earn more anyway, not drop the market prices,
> that’s absurd..
>
> If you have a conscious and support a tool to become more efficient (thus
> really helping yourself more), paying a developer directly (Blender) or
> through a third party (Autodesk or The Foundry, etc),  then you have full
> right to charge more also. If the tool makes your life easier, making you
> put out better quality for less time, you still have full right to charge
> more. More quality, less time, due to efficiency/knowledge/experience =
> more expensive.
>
> ... and that little math trick I did… would solve the whole “media
> industry in crisis” mode. Even if quality/time is exponentially
> better along with technology, and the “ease” it is to become “efficient”
> through free software or paid by intermediaries.
>
> All artists/studios shouldn’t settle for less just because “it’s easy” to
> do, or takes “less time” than 5-10 years go because of great tools or the
> efficiency you found out of knowledge, the availability of a tool, or the
> experience.
>
> But quite the opposite.
>
>
> *Thanks for reading.. *
>
> -Draise
>
> PH: 313 811 6821
>
> *From:* Sven Constable
> *Sent:* ‎Thursday‎, ‎May‎ ‎1‎, ‎2014 ‎15‎:‎53‎ ‎
> *To:* [email protected]
>
> Sorry if i put this straight: Your bottom line is that free/opensource
> software is the way to go? That's terrifying.
>
>
>
> We still have the problem of discount prices in the industry. Companies
> gone bancrupt because of this and the situation should really concern us.
> Not the US/VFX sector alone. Artists around the world working 10-16 hours
> sometimes to give profit to a job or their companies working for.
> 3D-Animation is ridiculous cheap these days and making the software
> available for free would be the worst.
>
> Hardware is already cheap and become cheaper each day. Software is also
> cheaper today compared to ten years ago. Just take a look what comes out in
> the end:
> High quality work, thats good. But achived by monkeys often doing work
> barely for free! Just because it's so cool to do 3D?
>
>
>
> The problem is, everything becomes cheaper every day. Even daily rates.
> But it's a business and thinking of it as a 'ideal world' where everything
> should become cheaper or even free scares the hell out of me.
>
>
>
> sven
>
>
>
>
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Andres Stephens
> *Sent:* Thursday, May 01, 2014 8:14 PM
> *To:* [email protected]
> *Subject:* Re: Torn
>
>
>
> Torn is the right word I think!
>
> I am sticking to SI till it no-longer has any juice left for the industry,
> like a dried up squeezed lemon. I still see that it is quite future proof
> in many areas, even without it’s advanced “viewport” so even after 2 years
> of updates and bugfixes, it should still do well afterwards a couple
> years - minus sculpting or realtime previz. GPU rendering and CPU rendering
> will still be ahead of the league with third party render-engines, you know
> the ones I’m talking about. It will remain future-proof for some time yet.
> 😉
>
> But personally I am delving more into Blender, with it’s GPU+CPU render
> engine included, node based modeling addons (free) and soon node based
> strands and particles (in development) and other features that are
> progressively being developed - not to mention it’s 20 year old mature well
> rounded toolset - developed outside of commitees and corporation, even
> investment….
>
>
> *Warning* *My explanation is extensive and written below, needed to get
> it out there! Read at your own risk! *
>
> Out of principle I see Blender as a powerful tool, not to mention video
> editing and Nuke like compositing all in the same package…. free… and open
> to development personally or as a community. If you’d invest cash
> into a software, with Blender, it is directly with a developer or into the
> foundation, or into a project to “test” and push and develop the software,
> like the Gooseberry Project.
>
> Out of conviction for future proof development in a software I’d invest
> hours (if not the majority of my life) of knowledge into it…. makes me want
> to stick to Blender. (because it’s guaranteed development by the demand of
> the artist, by investment directly into a developer, by open knowledge of
> what is being developed; and anyone has voice as to where it will go, how
> it will go)
>
> I see hair, bullet physics, particles, great modeling toolset (with many
> awesome plugins), a grease pencil, NLA animation systems, dopesheet,
> keyframed animation systems, shape and morph animation with corrective
> blendshapes optional, full body IK and FK, node based shader system for
> Cycles, multi-scene management within the same session, sculpting, dynamic
> topology in sculpting, multires mesh sculpting, advanced UV editor and
> unwrap with texture painting directly into it, integrated game engine with
> game logic (also node based in some ways), and a VERY customizable
> interface with few icons, etc etc.. yes, it is not optimized in many areas…
> but it runs on a mac, on Linux, on pc….
>
> And it’s trying to push systems for node based manipulation, aka, ICE a la
> Blender.
>
> And it’s free…
>
> With a Blender pipeline, I wouldn’
> <
>

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