POV-Ray : Newsgroups : povray.general : POV-Ray just doesn't fit in a production workflow : Re: POV-Ray just doesn't fit in a production workflow Server Time
4 Nov 2024 13:04:04 EST (-0500)
  Re: POV-Ray just doesn't fit in a production workflow  
From: Tom Galvin
Date: 20 Dec 2003 16:14:34
Message: <Xns9457A521DDEB6tomatimporg@204.213.191.226>
"Hugo Asm" <hua### [at] post3teledk> wrote in
news:3fe47505$1@news.povray.org: 

> That's probably true. But I think, that I learn more by working with
> POV-Ray. I learn things, that I probably wouldn't learn if I was hired
> by a company to make something as fast as possible. 

You are preaching to the choir ;)


> Many such people are excellent artists that can draw by hand. But
> they aren't technical geniuses. 
> 

Many(but not most) of the folks in the "industry" that I have met were an 
interesting blend of artistic and technical.  Where they fit into the 
production pipeline determines the skillsets they need.  Take a look at 
three current openings at Blue Sky Studios to see what I mean.

http://www.blueskystudios.com/jobs/ads/rnd.html
http://www.blueskystudios.com/jobs/ads/td_lighting.html
http://www.blueskystudios.com/jobs/ads/character_animator.html

The decision criteria of what tool to use is ultimately economic.  What 
is the return on investment? Maya, Adobe, Avid and others are pervasive 
because they reduce production costs, and often provide a competitive 
edge in product quality.  Simple as that.  In most cases, POV-Ray would 
be a very expensive tool to use.







-- 
Tom
_________________________________
The Internet Movie Project
http://www.imp.org/


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