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Created by Rahul Venugopal Software used: Blender

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2025-06-12
What Animation Program Does Pixar Use to Create Blockbuster Projects
Many animation fans and aspiring creators are curious about how Pixar makes its stunning movies. From Toy Story to Inside Out, each film shows great detail and smooth movement. This leads individuals to ask, "What animation program does Pixar use to bring these stories to life.” Thus, understanding Pixar’s tools helps artists and learners see how top studios build great animations.Moreover, it gives insight into how software and creativity work together in modern filmmaking. Therefore, this article explores Pixar’s history and the main programs it uses for animation. Apart from that, we will share tips for improving 3D animation rendering. If you struggle with slow or poor-quality rendering, we will discover a service that helps solve this challenge.Part 1. History of Pixar Animation StudiosThis studio began its journey in 1979 as part of Lucasfilm. George Lucas brought in Ed Catmull to lead a team focused on computer graphics. Upon progressing a few years, John Lasseter joined and helped create Pixar's first short films. The Adventures of André & Wally B. was their first work, shown in 1984. Moreover, Steve Jobs bought the group and named it Pixar in 1986, which marked the start of a new age.Besides, their significant achievement came in 1995 with the release of Toy Story, the first film made entirely with computers. As the years progressed, the platform released several hits like Finding Nemo and Inside Out. Along the way, they progressively developed their own tools to bring stories to life effortlessly. When individuals ask, "What animation software does Pixar use?” the answer is Presto, their own program.Part 2. What Software Does Pixar Use for Animation?Upon knowing how Pixar creates animated movies, let’s explore the tools behind the scenes. So, this section will give you a clear and simple answer whenever someone asks, “what software does Pixar use for animation:”2.1 The Role of RenderMan in Pixar FilmsRenderMan is a powerful tool Pixar uses to bring its animated scenes to life with rich detail and lighting. It basically comes with ready-to-use features like built-in materials and light effects, so artists don’t need to write extra code. When asking “what does Pixar use to animate,” RenderMan stands out for its ability to create realistic light and skin using a special system called MaterialX Lama.AdvantagesIt includes physical light tools with support for exposure and special filters used in professional feature film lighting.RenderMan works smoothly with major 3D software like Maya and supports top plugins.The platform includes out-of-the-box materials and light systems, allowing artists to start working quickly without complex development work.RenderMan features MaterialX Lama, a powerful layering tool that helps artists create complex and HD texture details easily.2.2 Presto: Pixar's Animation ToolReleased in 2008 and first seen in the Pixar short film Presto, is Pixar’s powerful in-house animation tool. Initially, it was designed to meet the exact needs of Pixar’s artists and directors. When someone asks, “what animation program does Pixar use,” Presto gives animators fast, smooth control, helping them shape expressions and timing.AdvantagesPresto runs smoothly even with complex scenes, helping animators work quickly without waiting for the software to catch up.Animators can instantly see changes as they work by making adjustments to movements and improving character expressions.It can handle characters with lots of parts, like Sulley’s fur or Merida’s hair, without slowing down performance.Presto works well with Pixar’s other software, allowing effortless movement between animation and rendering steps.2.3 Other Tools Used by PixarBeyond Presto and RenderMan, Pixar employs additional tools to enhance its animation process, like Autodesk Maya. This tool basically assists in building the characters and settings seen in Pixar films. Another essential software is Houdini, which specializes in generating complex visual effects like smoke and explosions. Houdini's capabilities allow Pixar to create realistic and dynamic scenes. When considering “what animation software does Pixar use,” it's clear they combine these tools.AdvantagesAutodesk Maya actually helps Pixar model complex characters with precision, which ultimately supports animation and rigging within the tool.Maya works with many famous plugins, which add extra effects and tools for creativity.Houdini can automatically generate animations based on rules, saving time on repetitive tasks.They even let users build effects step-by-step and create complex things like smoke and fire.Pro Tip for 3D Animators: Improve Animation Rendering EfficiencyMany creators face issues like rendering complex scenes. It basically takes a lot of time and consumes heavy computer power, which ultimately slows down the work. To solve this, using a cloud rendering service like Fox Renderfarm is very helpful. It offers fast and secure rendering using powerful servers, so you don’t depend on your local device.Moreover, this advanced render farm platform allows rendering on both CPU and GPU, offering flexibility depending on the project’s needs. In addition, Fox Renderfarm uses Raysync technology to quickly upload and download large project files, saving valuable time. With 24/7 support and flexible pricing, it helps animators save time and focus on creativity. Alongside that, new users can effortlessly get a free trial coupon to try it risk-free.Key FeaturesRender Nodes: It offers thousands of connected servers working simultaneously to process large rendering jobs quickly and efficiently. This large-scale cloud infrastructure enables projects to be rendered within hours instead of days.NDA Available: The platform’s Non-disclosure Agreement is available to protect your project’s intellectual property and internal production. It helps animators build trust and ensure legal safety for clients working on confidential or unreleased material.Storage Support: Fox Renderfarm’s fast SSD storage reduces I/O lags and allows quicker access and storage of massive project files during rendering. This boosts performance, especially when dealing with texture-heavy or HD animation sequences.Uptime Guarantee: It even ensures 99.99% system uptime, so rendering services remain continuous, even during maintenance or heavy usage periods. Thus, when reliability is critical for studios under tight production deadlines, opting for Fox Renderfarm could be a wise move.Software Support: It works well with tools like Blender, Maya, V-Ray, and RenderMan, so you don’t need to switch software to render. It supports most animation tools professionals use, which makes it easy to continue your work without issues.ConclusionIn summary, understanding “what animation program does Pixar use," gives you a clear picture of how professionals create quality animated films. Pixar's mix of custom and commercial tools shows how the right software boosts both quality and speed.Besides, rendering can still be slow and difficult even with the best programs. That's why using Fox Renderfarm is best for speeding up your work and reducing the extra load on your computer.
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2025-06-11
1st Place in Chasm's Call: LescArt’s Winning 3D Workflow using Fox Renderfarm
City Siege © LescArtWe are pleased to welcome Lennard Schmidt aka. LescArt, a talented 3D generalist from Northern Germany and the 1st Place winner of pwnisher’s Chasm’s Call Challenge. His stunning entry—a meticulously crafted medieval battle scene—stood out among thousands of submissions, showcasing his expertise in crowd simulation, environmental storytelling, and dynamic lighting. Join Fox Renderfarm, the industry’s top cloud rendering services provider and render farm, as we explore the process, challenges, and insights behind this award-winning project.Fox Renderfarm: Hi LescArt! We are honored to have you here! Please introduce yourself to our readers.LescArt: Hi, thank you very much for having me! My name is Lennard a.k.a. LescArt, I'm a 3D generalist from Northern Germany, and I've been passionate about filmmaking, visual effects, and CGI in general for the last 15 years. I've been doing this professionally for 6 years now, but I still do a lot of personal projects on the side when I find the time.Fox Renderfarm: Congratulations on winning 1st place in the Chasm’s Call Challenge. What was the most rewarding part of the experience for you? Can you briefly introduce your project to us?LescArt: Thank you so much! The 1st place came really unexpectedly for me. Especially after I nearly missed the deadline. When I started working on my entry, I was really unsure if I would have enough time to do it in the given timeframe; I was fairly sure I wouldn't. So I picked a topic that I knew I would like to explore further, even if I can't make the deadline. And that was a large-scale crowd simulation. As a teenager, I was obsessed with the extensive making of the material from “The Lord of the Rings” movies. It's what really pushed me to pursue filmmaking and visual effects. I remember building miniatures of castles, filming them, and trying to put myself on the wall, just like they did with the amazing miniatures in the movies. So I always wanted to create a big battle scene in tribute to the epic battles in The Lord of the Rings, and the given template for the challenge was also a good fit.The Lord of the Rings © New Line CinemaAfter watching “Kingdom of Heaven” again recently, I decided to shift the whole look more towards a Mediterranean environment because I liked the look and I thought it would be a nice contrast to have a Mediterranean world where it's probably mostly sunny, but then very dark and contrastingly lit to emphasize the dark and grim atmosphere of the action in the shot. The whole foreground is inspired by the tense wait before the battle of Minas Tirith; it is too late to leave the city, and there is no escape, only waiting for the great battle. But then there's the fearless leader, between his men, overseeing the city's defense. Or maybe he's taking it a little too easy and plans to eat his snacks while others do the fighting, who knows…Kingdom of Heaven © 20th Century StudiosReferences © LescArtFox Renderfarm: Can you share with us the creation process of your work? What software did you use, and how long did it take you? LescArt: Of course! After gathering some references and creating an initial plan of what I wanted to include in the shot, I started by blocking in some basic shapes for the city and testing some initial lighting. Blocking in the army formations was also an important factor, as they would take up half of the image, and it was important to get the right distance/height from the ground to make it look massive but still be able to make out individuals in the crowd.Early Blockout © LescArtOnce I was happy with the blockout, I started detailing the city, mainly using KitBash sets and re-shading everything with a few different procedural shaders via triplanar mapping. To keep my scene as light as possible, it was important to work with proxies and referenced objects as much as possible. For the ground outside the city, I used satellite photos from which I extracted several masks by selecting different color ranges to use as distribution maps in Forest Pack to scatter rocks and bushes. Ground texture and extracted scatter masks © LescArtScattering rocks and bushes with Forest Pack © LescArtThe ground inside the city is just a large flat texture that I compiled from aerial imagery. For this, I rendered a top view of the city, which I used as a guide in Photoshop. With most of the background environment in good shape, I knew I had to start working on the crowd simulations before it got too late. I already knew from previous challenges that rendering could end up being a very dangerous bottleneck. So I started rendering the static city relatively early while I was working on the crowds.For the crowds, I brought the basic crowd layout (just a bunch of evenly segmented faces) from Max to Houdini and used the points of the geometry as emitters. By assigning different sections to different groups, I was able to art direct the initial behavior and various influences, such as steer targets and path constraints. I also used in-mesh triggers with random probability and time delays per crowd agent to get some of the front rows marching and eventually attacking.The defending crowd agents on the city walls were a bit more complicated. They initially run or walk along the wall, but when they get close to the front edge and have a bow, they walk up to the edge and start aiming and shooting at the attackers. After a random amount of time, they retreat and walk back along the wall (probably to resupply with arrows). While I refrained from actually implementing flying arrows, I triggered some of the crowd-attacking agents through a few different rules and randomized probabilities when they approached the walls, putting them into a ragdoll state.Attacking the crowd in the Houdini viewport © LescArtWhen I started rendering the crowd simulations, I quickly realized that it would take too long for the deadline if I still wanted to work on the foreground and not have my PC rendering nonstop. This is when the last week started, and I still hadn't put any time into working on the foreground. That's when Fox Renderfarm saved my submission. I downloaded the desktop client, redeemed the free coupons from the challenge sponsorship, and it worked. Not only did I render all the crowd elements on the farm, but I knew I could work on the foreground for 2 more days because I could pretty much render it on the farm at the last minute.The Foreground © LescArtFor the foreground environment, I made extensive use of Megascan assets. The characters were purchased models from CGTrader. Instead of rigging them directly, I took a slightly different and faster approach. I reused the low-poly model from the crowd simulations, which I had already auto-rigged through Mixamo, and used it as the deformation base for the high-poly FG character models. I split the model geo into 3 different parts. Deforming (Body, tight clothing), Transforming (Armor Plating), and Simulated (Cloth, hanging Belts, etc.). The parts were deformed directly with the movements of the low-poly models. As this is mainly skin and underlying clothing, and the movements are not very large, small errors go largely unnoticed. The transforming parts were packed and then transformed with the movements of the low-poly model, as I wanted to avoid that typical look of deforming armor parts that are just skinned to the rig. The simulated parts, the cloth, the belts, the flags, and the cape, I ran through a vellum cloth simulation. In total, I prepared 5 different animations for the guard and one for the commander.Red - Deforming, Green - Transforming, Blue - Vellum Sim © LescArtOnce I had all the rendered elements, I assembled the final composition in Nuke and. Elements such as the godrays and some of the cloud breakup were done entirely in Nuke because it gave good control and was very quick to render and edit. Raw Render © LescArtFinal Comp © LescArtFox Renderfarm: Have you tried or heard about Fox Renderfarm’s services before? What is your impression of our cloud rendering services?LescArt: I've heard of Fox Renderfarm here and there, but never really bothered to try it out. Before Fox Renderfarm, I only used another online render farm once, that was a while ago, and it was a pretty rough experience because it took a long time to get everything set up and working without errors or missing dependencies. The experience with Fox Renderfarm has been extremely smooth so far, and that was a big surprise for me, but a very welcome one! I will definitely continue to use it on upcoming projects! LescArt’s Social Media:Instagram: https://www.instagram.com/_lescart_/YouTube: youtube.com/@_LescArt_
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2025-06-10
3ds Max vs. Maya: A Complete Guide for Creators and Designers
A lot of creators in film and animation usually wonder which tool suits them best. The main reason is that opting for the right 3D software can shape the project’s quality and overall success. In this context, two of the most popular tools in the industry are 3ds Max and Maya. These two tools basically come from Autodesk and offer strong features for 3D modeling and animation. However, each one fits different types of users and tasks, which actually starts the 3ds Max vs. Maya debate. Therefore, this article will help you compare both tools in key areas like system needs, features, and pricing. Alongside that, you will discover a pro tip to boost your work speed using powerful render solutions.Part 1. What Are 3ds Max and Maya?3ds Max was released by Autodesk in 1996 and was first called 3D Studio Max. This advanced tool is mainly used for three-dimensional modeling and animation, especially in video games. Although it can produce lifelike images, it's not usually chosen for visual effects or movie CGI. Instead, game creators prefer it for building detailed and realistic game worlds like the one in the Stray video game.Meanwhile, Maya was made in 1998 by Alias Systems and was later bought by Autodesk in 2005. It’s basically a strong tool for three-dimensional modeling and visual effects. In addition, Maya is usually used in movies and large-scale projects because it handles complex work well. When you’re trying to choose between Maya or 3ds Max, the next section will make that decision easier.Part 2. 3ds Max vs. Maya: The Main DifferencesUpon knowing what basically each tool does, it's time to compare them at various points. This Maya vs. 3ds Max section gives you key differences to help you opt for one that suits your needs and preferences: 1. Operating System Compatibility3ds Max works only on Windows systems and needs at least Windows 10 or newer to run. In contrast, Maya is more flexible and supports Windows, macOS, and even Linux. According to this point, Maya is the better choice when you contrast 3ds Max and Maya. Alongside that, both programs need a 64-bit processor, at least 4 GB of RAM, and 9 GB of free space for installation. 2. User Interface and UsabilityAt the top of the 3ds Max display, there’s a menu bar with options like Create, Modify, and Animate. Just below that, the main toolbar holds basic tools like Undo and Redo. In the center, the Viewport shows your model, and you can open more than one at a time. The Scene Explorer lists all items in your project on the left, and the Command Panel helps adjust size and position on the right.Meanwhile, the main menu of Maya’s display covers all the available tool categories. Below that, the Status Line offers quick access to features like snapping or undoing actions. Plus, the View Panel is where your project shows up and supports multiple views. On the left, the Toolbox and Outliner show up, which makes selecting and editing effortless. Besides, the Channel Box and Layer Editor give better control to their users. 3. Core Features and Tools3ds Max is best known for modeling detailed objects and assets. It basically uses polygon modeling and helpful tools like Smart Extrude, which speeds up editing shapes. Plus, the program’s Retopology tools help clean up 3D models to run smoothly and effortlessly in games. For texture and shadows, 3ds Max offers a built-in library and even uses Open Shading Language to control material behaviors.Besides, Maya is a favorite tool for character modeling and even realistic animation. This software offers tools like sculpting and NURBS for smooth surfaces. It also includes a dedicated grooming tool to create realistic hair or grass. Maya uses a system called Bifrost to simulate smoke or fire, which is usually used in special effects. When you choose Maya or 3ds Max, each program offers powerful tools for different creative goals.4. Pricing and LicensingWhen you ask about the price tags, both programs have the same pricing plans. You can pay $255 every month or choose the yearly plan for $2,010, which saves you money in the long run. Autodesk also offers a Flex option for its users, like $300 for 100 tokens. Thus, each use of the Maya or 3ds Max tool basically takes 6 tokens per day.These plans include a 30-day money-back guarantee and price lock for up to three years. When you are comparing Maya vs. 3ds Max, the cost is identical, so your choice depends on the feature you need. Moreover, Autodesk provides flexible plans, which makes it easier for students and even studios to choose what suits their budget and work style best. 5. Strengths and WeaknessesIn case you still can’t decide between Maya or 3ds Max, the following table shows the main strengths and weaknesses of both platforms: ProgramsStrengthsWeaknesses3ds MaxExcels in architectural and product modeling.User-friendly interface.Suitable for basic animations and architectural walkthroughs.Limited to Windows OS.Steep learning curve due to its extensive feature set.Less suitable for intricate character animations and VFX.MayaOffers advanced tools for character modeling.It provides high-quality rendering that is suitable for complex animations and VFX.Comprehensive interface tailored for experienced animators.Excels in animation but may be more than needed for simple modeling tasks.Demands significant system resources for complex simulations.The complex interface can be overwhelming for new users. Pro Tip for 3ds Max and Maya Artists: Improve 3D Rendering EfficiencyAfter comparing both tools, creating 3D designs seems fun and simple, but rendering could be slow and stressful. Many artists using 3ds Max and Maya usually face delays during final outputs, especially on computers with low resources. To cater to this need, opting for a cloud service like Fox Renderfarm is a smart move. This advanced platform supports both CPU and GPU rendering, which gives artists more flexibility. In addition, it comes with thousands of massive rendering nodes to help you complete even large projects faster. Alongside that, new users receive a $25 credit to try out Fox Renderfarm’s services without any upfront cost or commitment. This render farm service also includes 24/7 customer support, so help is always available. Plus, it is ISO27001 certified, which means all your files and data are kept private and fully protected. Key FeaturesTransmission Speed: With Raysync technology, the system uploads and downloads files quickly, even large 3D scenes and animation frames. Thus, it is best for a smooth workflow without delays, letting you manage projects from anywhere in the world.TPN-Accredited Vendor: Fox Renderfarm is approved by the Trusted Partner Network, a standard used by film and media companies worldwide. This makes it suitable for Hollywood-level production, offering confidence for big studios and freelance creators alike.API Integration: Studios are able to connect their production pipelines directly to the platform using its API support. Hence, it is useful for large teams who want to automate their render tasks without manual steps.Auto Detection: The platform detects your project's environment and alters the cloud setup automatically to match your software and plugins. This helps you reduce the risk of errors and ensure your final output looks precisely how you intended it to look in your design software.SSD Storage: It's fast and supercharged SSD storage eliminates bottlenecks and keeps rendering quick and responsive. Plus, large files load and save faster, which keeps the rendering process smooth and reduces delays in big scenes.Part 3. Decision Making: When to Use Maya vs. 3ds MaxAfter debating between 3ds Max vs. Maya, 3ds Max actually shines in architecture and product designs. Plus, it’s quicker to learn and helps build complex objects and environments fast. The program’s strong modeling tools even make it perfect for projects with tight deadlines. On the other hand, Maya is best for film and animation, where it can handle detailed characters and effects very well.Moreover, its tools are great for making expressive faces and layered scenes. When you are working on movies and visual effects, Maya is usually the tool studios expect you to know. All in all, Maya is a better and powerful tool for character animation. Thus, choose based on your career path, like games or architecture for 3ds Max, films or VFX for Maya.ConclusionTo conclude, choosing between 3ds Max vs. Maya depends on what you want to create. 3ds Max is great for making buildings and objects, while Maya works best for animation and films. Besides, the rendering process is where all the artists become frustrated due to the hardware limit. At this point, it is highly recommended to opt for Fox Renderfarm because it lets you render your projects effortlessly.
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