<story><title>DreamWorks Animation to release MoonRay as open source</title><url>https://www.awn.com/news/dreamworks-animation-release-moonray-open-source</url></story><parent_chain><item><author>miohtama</author><text>Would be interesting to know what business considerations lead to the decision to open source MoonRay.</text></item></parent_chain><comment><author>thebeardisred</author><text>DreamWorks Animation (aka DWA) is a huge advocate of open source.&lt;p&gt;Over the years they&amp;#x27;ve bankrolled a lot of development around Linux on the desktop and have one of the most astonishing NFS infrastructures I&amp;#x27;ve ever directly layed hands on.&lt;p&gt;They&amp;#x27;ve talked about their love of open source over the years, especially at Red Hat summit.&lt;p&gt;(I spent quite a bit of time working with them and their former CTO is currently a teammate of mine).</text></comment>
<story><title>DreamWorks Animation to release MoonRay as open source</title><url>https://www.awn.com/news/dreamworks-animation-release-moonray-open-source</url></story><parent_chain><item><author>miohtama</author><text>Would be interesting to know what business considerations lead to the decision to open source MoonRay.</text></item></parent_chain><comment><author>munificent</author><text>There is a lot of staffing churn in the film world and many films are built by farming out work to dozens of separate VFX studios.&lt;p&gt;I speculate that having this open source increases its popularity, which makes more likely that any given potential hire or VFX company will have experience with it, which makes it easier for DreamWorks to ramp up new hires or contract out to third party companies.&lt;p&gt;When I was at EA, we switched from a proprietary UI tool (which was quite well suited for consoles) to Flash (which wasn&amp;#x27;t) entirely because it eased staffing problems even though the technology itself was a worse fit. The best tool is often the one that people you can hire already know.</text></comment>