Now that neither original developers works for Inria or wants to continue contributing to this project, the question is: how could it have been prevented and where do we go next? Frédéric subsequently left Inria in September 2018. The personal clashes kicked in, and he left Inria in December 2017. Given that, Alexandre started working alone towards a more solid rendering engine that would become the staple of Natron 3, but says he never had the time to complete it. A lot of logic in the internal engine had to be re-written.A lot of race conditions were caused due to multi-threading.Natron had lots of memory issues when reading very long video files.To give you idea, while Alexandre was working on a private tracking plug-in requested by Inria, these things stood out: Eventually, Alexandre left Inria to work on a closed-source project (in a conversation, he said it’s not compositing-related and that he can’t disclose any details right now).įrédéric continued maintaining the project and releasing updates until August 2018, but these were mostly bugfix releases, while more serious work had to be done. At some point, the duo started developing a falling-out over things like making Natron a clone of Nuke or focusing on original work and new ideas instead. The collaboration wasn’t without its moments. For a short period of time, Ole-André Rodlie, another Inria employee, helped out. The project was sponsored by the Inria institute and worked on mostly by just two people: Alexandre Gauthier-Foichat, principal developer of the project, and Frédéric Devernay, his mentor at Inria. So given the release frequency and persistance of Natron developers, one would think we are finally getting there.
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