Pixel is a very refreshing company after a lot of what we've seen. Also, we really appreciate that the first banner to go up in Macuarium, way back in 1999, was theirs :-). You can find their site at www.pixels.net.
Macuarium: Could you give us brief resume of Pixel's history?.
Pixels : Pixels was started in 1993. I was working as a CG artist/animator for a San Diego based multi-media company. I starting taking on freelance projects
which I would do at night and on weekends. It wasn't long before I had so much freelance work that I decided to quit my day job.
Macuarium: How was Pixels 3D born? Was it an in-house application? Why did you put it in the market?
Pixels : PiXELS 3D was an in-house application. When I started Pixels, I had a Quadra 900 and Infini-D. At my previous job, I was using an SGI with SoftImage. A slight difference, to say the least. So, I started writing little applications to fill in the gaps. The first serious tool written was a particle system. This was followed by a general purpose animation tool with a comprehensive RenderMan interface. Both of these applications were never released as commercial products. The first app to reach consumers was PixelPutty, a little NURBS modeling plug-in for Pixar's ShowPlace.
Macuarium: What can we expect to see in Pixels IV? Is it mainly focused to OS X? Does it use native OS X technologies like OpenGL, native Quartz and Altivec?
Pixels : PiXELS 3D version 4 is a ground up rewrite. I don't think a single line of code remains from the original application. Version 4 provides blazingly fast OpenGL previews, a state of the art scene database manager (the Attribute Manager), NURBS, polygonal and meta-ball modeling, ShaderMaker Pro (built in), Tempest (RenderMan compliant REYES renderer), powerful function curve animation, scripting and expressions, customizable user interface and extensibility.
Macuarium: There are several 3D packages aimed to Mac OS X: LightWave, Cinema 4D, Electric Image… and there are more for Mac OS Classic. What does Pixels IV offer that other software titles can't?
Pixels : The Attribute Manager: This is the heart of PiXELS 3D version 4. Every
feature of your scene is accessed through this powerful interface. And every attribute can be animated using function curves or expressions (scripting), so you literally can animate EVERYTHING in your scene.
ShaderMaker Pro: Our award winning procedural shader creation tool is now better than ever! With an improved interface, micro-polygon displacement (via Tempest), image-based global illumination and a slew of new shader nodes, there is simply no comparison.
Tempest - RenderMan compliant REYES rendering: Ultra high quality, fast renderer just like the major studios use.
Scripting and expressions: Create your own tools, automate repetitive tasks or create autonomous behaviors using PixelScript, our easy-to-use scripting language.
Customizable user interface: Use our Layout Manager to easily create and rearrange layouts. Switch between layouts with a single keystroke.
Extensibility: Every tool and every menu item can be customized, modified and enhanced with ease. Creating new tools is a simple process that even a beginner can accomplish.
Macuarium: Where's Pixels software largest user base?
Pixels : Most of our users fall into one of four categories: hobbyist, student, independent animator or a small studio. A tight budget is the one thing all these people have in common. They simply don't have $15,000 to spend on one tool. PiXELS 3D version 4 provides all the high-end features you could ask for (and then some) for less than $600!
Macuarium: Has Pixels got the intention of walking it alone in this market full of behemoth 3D firms, or maybe merge with other 3D developer firm as other firms have done: Maxon/Nemetschek or Discreet/Autodesk?
Pixels : We are not currently seeking partners. We like our independence.
Macuarium: The 3D market is a world full of big firms (Alias, Newtek, Avid,...), is it profitable to release a Mac only 3D application as Pixels?
Pixels : Profitable? We're not in this to make a fortune. I think we (Pixels) are
some of the luckiest people in the world. We actually love what we do. There is certainly enough Mac3D artists to sustain a small company developing Mac-only products. We've been around since 1993.
Macuarium: Of course every Pixels user is a Mac user, Why not develop for Windows?
Pixels : A Windows port would take away valuable resources from our Mac effort. We simply do not have the resources to take on this task.
Macuarium: Does anyone in Pixels Inc. and/or Pixels Animation Studio use Macintosh beyond their developer or animator jobs? (entertainment, family, Web surfing,…?
Pixels : We all do. In fact, I don't think any of us even own a Wintel machine. Pixels has one, dusty, PC.
Macuarium: How is your relationship with other 3D developers as Curious labs, Corel, e-on software, Pixologic, OnyxComputing,…? Has Pixels run any program to get third party commercial plug-ins and/or connect with other software developers as Curious Labs for Poser integration, Corel for Bryce, e-on software for Vue d'Espirit, etc.?
Pixels : We have already spoken with Curious Labs about Poser integration. In fact, we demoed this in their booth at SIGGRAPH 2001. After PiXELS 4 ships we will focus on additional 3rd party support.
Macuarium: What kind of development does Pixels perform? How many programmers and/or developer teams does Pixels have and which development platform and tools do you use? Has Pixels developed Pixels IV on OS X or MacOS 9?
Pixels : There are four full time engineers working on PIV. In addition, we may have anywhere from two to five contractors working for us at any given time.
PIV and Tempest are written in C and C++ using CodeWarrior Pro 7. Conductor is written in RealBasic.
PIV will be released on OS 9 first, with an OS X native version shipping shortly thereafter.
Macuarium: Let's talk about Mac… Apple has shipped Mac OS X. What's Pixels' opinion? Is there any advance with this new OS from a developer point of view, and from a 3D creative point of view?
Pixels : I have been using Unix (SGI Irix) for a long time and all I can say is, "Mac OS X is awesome!" Mac users finally have an OS that can handle world-class animation tools.
Macuarium: Respecting hardware, Altivec is well known among 2D and digital video professionals because its power -Final Cut pro 3 on MacOS X-, does it have the same value in 3D world? Why?
Pixels : Absolutely. Altivec allows you to perform many operations in a single cycle. This drastically speeds up matrix operations - one of the major bottle necks in 3D graphics.
Macuarium: How's your relationship with Apple, has Pixels received any help from them?
Apple has been great. They have provided us with loaner hardware and technical support when we need it. They have also offered marketing support when our OS X native version of PIV is ready.
Macuarium: In your opinion, has Apple any chance to keep the Macintosh in professional 3D environments such as postproduction houses, broadcast, etc. fighting against Microsoft windows Intel based PC ?
Pixels : I don't see Windows as the main competition anymore. A lot of studios tried that path and found Windows to be too unreliable. I think Linux running on cheap Intel hardware is a much bigger stumbling block for Apple to overcome.
Macuarium: What do you think Apple must change to increase its presence and market share (in software and hardware aspects)? do you think this new OS will change current situation in CG area?
Pixels : I think Apple is doing all the right things - the new iMac, OS X, the digital hub concept, etc...
I just hope consumers realize the value and don't just buy the eMachines iMac rip -off because it's only $599.