The Pegasus Touch Laser SLA Is A Sexy Printer That Can Build Your Hi-Res Dreams

e08fbfac314697a87b62bacb7e2b8573_large

If you know me you know I like two things: sausage and 3D printers. While I primarily use FDM printers like Makerbot at home, I do love the quality and coherence of SLA – stereolithographic – machines. This new one, the Pegasus Touch Laser, is similar to the Form One in that it uses an inexpensive UV-cured resin to build surprisingly detailed models using laser light and a little elbow grease.

This model improves upon the average 3D printer in a few ways. First, it has a nice 7x7x9 inch build envelope and supports multiple colors of resin. It also has a built-in minicomputer and LCD that you can use to control the print as it comes out. Writes the Las Vegas-based team:

Other low cost printers transfer several gigabytes of post processed data from a tethered PC. Pegasus Touch has an on-board Linux computer that can do much of the 3D processing computation on the printer itself. Typical transfer file sizes are only a few megabytes so it never needs to be tethered to another computer.

You can see the Pegasus in action over here and pledge $2,000 to get your own printer. It’s a slightly faster print as well thanks to the group’s efforts to build a 3000mm/sec laser path. And, unlike the Form One, the Pegasus uses more logical and less obtrusive supports as it rises out of the resin bath. It will sell for $3,499 after the initial Kickstarter run.

The company calls this a sub-$2,000 SLA printer which isn’t quite true. However, given that the closest competitor goes for $3,299.00 the price is just about right for a powerful SLA machine. While I still think FDM is great for beginners and hobbyists, a nice resin-based laser printer makes me all warm and resiny inside.

Motorola’s Moto G Gets A Google Play Edition, Still $179 And $199 Unlocked

moto-g-top

Google essentially makes the Moto G as it is – they own Motorola’s handset business, and both the Moto X and Moto G were designed and built under Google’s parental supervision. But that hasn’t stopped Google from creating a Play Edition Moto G.

The Play Edition strips out the few non-stock elements of Android that were still present on the Moto G to begin with, but keeps the same $179 price point for an 8GB version and $199 cost for a 16GB model. Like other Play Edition devices, it’s U.S.-only (at least at launch) and will work on both AT&T and T-Mobile networks. Remember that the Moto G is 3G-only, too, if you’re considering picking one up.

The main advantage of a Play Edition Moto G would appear to be its ability to get timely updates. The first Android 4.4 KitKat update rolled out to Moto G devices just last week, which means that it trailed the original 4.4 launch by a couple of months. The Play Edition will likely get updates much faster, so users who want to stay on the cutting edge would do well to opt for this variant. Motorola has introduced some slick software additions to the standard Moto G, however, so it really comes down to preference in this case.

I suspect Google is also motivated by a long-term desire to make Play Editions a consumer option for just about every major Android phone. If consumers start gravitating towards them, they get greater control over the pace and consistency of software updates. If they don’t, at least some developers will be pleased with the option.

Kickstarter Needs A Sexual Awakening

kickstarter-logo-dildos

Making hardware is easy. Making sex toys and selling them on Kickstarter is, sadly, hard. Though sex toy makers have long been lumped in with pornographers and and other businesses of ill repute, there is a new crop of sex toy makers looking to get real and hit the mainstream. And we must remember that the sex toy industry isn’t some furtive little market. The industry is worth over $15 billion per year and, whether Kickstarter likes it or not, millions of toys are sold per year to millions of happy customers.

It’s time for Kickstarter to experience a sexual awakening. Here’s why.

These toys are far more interesting than some secret massager hidden deep in your dresser. Modern sex toy makers are enabling cloud features, adding powerful silent motors, and expanding their selection from the traditional to the downright exotic. But Kickstarter as a company still can’t figure out its relationship with these devices, despite the fact that many of them clearly fall within the stated guidelines of the crowdfunding platform.

A Brief History

In the past, Kickstarter has ejected a number of projects that went on to blow way past their funding goals on other crowdfunding sites. Yet other products, most notably this MUA sex toy storage box, are accepted on the platform.

For example, Kickstarter rejected Crave Innovations, a company started by serial entrepreneur Michael Topolovac who had previously raised over $35 million for his software startup. In September, some six months after Kickstarter rejected Crave, the company raised $2.4 million from more than 60 prominent angels and entrepreneurs. For the record, that was $400,000 more than Topolovac had asked for to fund his first batch of toys.

In fact, after launching the Duet (Crave’s first pleasure product) on an alternative crowdfunding site CKIE, Crave blew past its $15,000 goal in the first two days, landing $100,000 in six weeks.

duetcrave

Meanwhile, Kickstarter also rejected LovePalz, a Wifi-powered set of devices that mimic sexual behavior remotely AKA teledildonics. In other words, one partner could feel the movements of their partner with a boy version (Zeus) and a girl version (Hera). The company claims to have sold 10,000 pieces since February, when the product officially launched. Each sells for $189, which accounts for a little under $2 million in sales.

Vibease, a company that created app-controlled vibrators in 2012, first tried to go the Kickstarter route before being rejected and instead used Indiegogo. With a goal of $30,000, Vibease went on to raise $130k during the summer campaign with shipments heading out in January.

Vibease is currently raising a seed round.

It would be OK if Kickstarter were consistent with its no-sex stance. But even though sex toys are out, misogynistic pick-up artist guides are fine.

This summer, for example, Kickstarter allowed a seduction guide with ethically questionable advice for men. Kickstarter grappled with removing the book before letting it live on, deciding that the 2 hours left on the campaign wasn’t enough time to investigate.

It all started after a comedian named Casey Malone wrote a blog post about the seduction guide, posting offensive excerpts from it. The author, Ken Hoinsky, argues that these quotes were taken out of context and were meant to inspire confidence, not violence.
Kickstarter later apologized for letting that kind of content live on the site and banned seduction guides.

But it seems the cold winter of sexual squeamishness is thawing. A designer named Lidia Bonilla launched the MUA box. That product lived on Kickstarter and eventually reached its funding goal. In Bonilla’s defense, however, she paid careful attention to Kickstarter’s guidelines to ensure that the project would be accepted on the end-all, be-all crowdfunding platform.

So with all this back and forth and outright banning, what exactly do Kickstarter’s guidelines say about sex-related products?

Well, nothing actually.

Confused?

Privately, the company has told rejected parties that they don’t accept vibrators at all, but this isn’t stated anywhere in the guidelines. I spoke to Kickstarter representatives repeatedly about this and they refused to go on the record but suggested that they haven’t figured out the rules internally.

Kickstarter starts out by giving two overarching guidelines: First, everything must be a project, which means that it has a clear end, a completion date of some sort, and that something will be produced as a result of the project’s completion. The second is that every project must fit into one of the following categories: Art, Comics, Dance, Design, Fashion, Film, Food, Games, Music, Photography, Publishing, Technology, and Theater.

Like any other hardware project on Kickstarter, the above sex toys would definitely be considered “projects”. They would also clearly pass muster of being either a technology or design project. Even both in some cases, as they evolve the original design of sex toys and include features never-before-seen in sex toys thanks to Wifi, various sensors, Bluetooth, and other improvements.

“We don’t curate projects based on taste. Instead, we do a quick check to make sure they meet these guidelines,” reads the website.

Then, the company moves beyond these main guidelines into more specific rules. None of them relate to sex toys at all, except for one:

No offensive material (hate speech, etc.); pornographic material; or projects endorsing or opposing a political candidate.

The pornographic material bit is unclear. One can assume that any Kickstarter video that shows sex or feigns sex of any kind is considered pornographic, but is a sex toy (independent from people or a sexual scenario) considered pornographic? And more importantly, should it be?

The MUA box, for example, shows various sex toys within the promotional video. They aren’t being used, but rather are stored in a pleasure product organizer. So what is the difference between the MUA video and, say, this video, submitted by Crave?

Both are informational, focused on the product, its design, and its viability as a business.

The LovePalz video is admittedly more racy than the other two, but does that mean that two people, fully dressed, in a bed together is pornographic?

Am I splitting hairs? Perhaps. But is Kickstarter’s policy on sex toys important? Absolutely.

Sex Toy Makers Are Makers, Too

It’s 2014, people.

There was a time when a woman’s sexuality was seen as a disruption to man’s harmonious relationship with God or the State. As recently as the fifties, Freud argued that women should only achieve vaginal orgasms. If they couldn’t, they were a failure. If they could achieve clitoral orgasm, on the other hand, they were considered masculine or immature. That is wrong.

Before vibrators were a key function of our smartphones or our sex toys, they were first invented to help male doctors treat female hysteria. Instead of wearing out their wrists masturbating women (yes, this happened), they just built a steam-powered vibrator.

And yet look how far we’ve come. In the U.S., we’re more sexually liberated than we’ve ever been. Sex toys are fun, flashy, and no longer objects of derision. Sex has driven almost every major breakthrough in technology in the past few decades. The internet speaks for itself — sex is everywhere. The invention of chat gave us cyber sex. The ubiquity of video on the internet started with the desire to digitize porn. Even new technology like Vine and Instagram and Snapchat left us with Vineporn and Nastygrams and Snap Spam.

So why should participants in the hardware revolution miss out?

Despite multiple requests to discuss the line between pornographic and not, Kickstarter offered no clarification. But that’s their right.

If they worry that a teenager might see a sex toy on the site, the company has every right to avoid that scenario, no matter how ridiculous the concern might be. (Most sex toy sites don’t have an 18+ gate. If a teenager wants to find sex on the internet, Kickstarter is the last place they’d go.) Still, if Kickstarter is concerned about sexual or adult content, the crowdfunding site can simply exclude sex toy makers from the service.

What’s not so cool is the fact that Kickstarter can’t give more insight into the line between too sexy and suitable. Why does a box that stores sex toys make it on the site but a discreet vibrator gets rejected?

Entrepreneurs for hardware companies have to be as frugal as possible because they’re building something physical that costs money to make and to distribute. Kickstarter has made that journey easier for many of them, who can afford to make a few prototypes, a nice video, and send in an application. But not for those who make sex toys. They are forced to go to other crowdfunding sites (and still succeed wildly) after wasting time and resources on Kickstarter.

Maybe Kickstarter isn’t the home for makers?

What Next?

The sex toy industry is worth $15 billion annually. Breakthrough technologies like the smartphone, various sensors, and the ubiquity of connectivity have paved the way for a true era of disruption in the sex toy industry, transforming what has long been a store full of awkward, dick-shaped vibrators into shelves full of connected, intuitive, design-centric pleasure products.

Kickstarter has the opportunity to be a part of this just as much as it has the right to avoid this sexually charged hardware revolution. That decision is entirely up to the company. Where Kickstarter shouldn’t have a choice is in the guidelines regarding what is accepted and what isn’t.

The Kickstarter business is entirely dependent on entrepreneurs. By alienating certain entrepreneurs, or being unclear about the guidelines of the platform, Kickstarter is ultimately damaging the key to its own success, as well as the success of these sex toy makers.

People want to get off. Why won’t Kickstarter let them?

Conan Goes Extreme With His GoPro Cameras

Image (1) coco12.jpg for post 135531

In honor of CES and just because, here’s a cute video for you. It’s not quite Citizen Kane but in this exciting video Conan O’Brien attaches GoPro cameras to objects around his studio… with some craaaazy results! Oh, Coco, you had me at “trombone.”

via Giz

Steam Launches Beta UI For Virtual Reality Headsets, Puts Big Picture Mode In Your Oculus Rift

oculus-large

Steam is working on its own virtual reality headset, but it plans to support any and all including the now much-improved Oculus Rift via a user interface tailored to VR devices that launched in beta last night (via Engadget). According to those in the know, the beta software for the Steam client essentially puts a VR-friendly version of Steam’s Big Picture mode (designed for TVs) in front of your google-encased eyes.

Our own Anthony Ha recently took the new Oculus Rift “Crystal Cove” prototype for a spin at CES, and he found it much-improved over versions past. The new Oculus Rift supports more types of head movement and tracking, doing away with any dissonant experiences that might’ve led to nausea in the earlier developer hardware.

Immersive VR is all well and good, especially now that you can game for longer periods of time without feeling weird about it, but popping back to a desktop user interface to manage your Steam library is bound to be frustrating and disorienting, so this new UI should help gamers who NEVER WANT TO LEAVE THEIR VIRTUAL PRISON.

Steam clearly wants to be everywhere gamers game, including on their own new Steambox partner devices. It’ll be very interesting to see what they bring to the table with a VR headset of their own, because for now at least, Oculus Rift is leading the charge pretty much unopposed for that type of gaming.

Apple Patents An iOS Interface That Adapts To Movement And 3D Video Editing

twitter-stocks-ipo

Apple has a couple of new patents granted by the USPTO today (via AppleInsider), one of which deals with improving its mobile software for uses particular to how we interact with mobile devices. It describes a way in which a mobile OS could alter how its interface behaves and responds to user input based on whether it detects it’s in motion or not, and could be great for on-the-go iPhone interaction.

The system invented by Apple would use sensors built into the phone to detect when a user is in motion, including the accelerometer and gyroscope. It could distinguish between walking and running, for instance, and even detect the angle at which the screen is being held. Depending on all this information, the system would intelligently modify the graphic user interface of the phone’s software to make it easier to use.

Individual UI elements might be enlarged, along with their touch points, to make them easier to hit, for instance. Or fisheye and other effects that emphasize certain portions of the screen might be applied, too. Whole rows could be dynamically shifted to compensate for a bobbing motion, in some cases, to make it seem like the display is stable even when the device is moving around.

It makes sense to try to adapt devices for easier movement while out and about, since it’s fairly common for people to pull their phones out while they’re on the move. This patent has been around for a long time however (first applied for in 2007) and it seems like it would be immensely challenging to get the different shifts right in order for this to be useful. If it could work perfectly every time, it would be a great boon, but I wouldn’t hold my breath about seeing this make it to shipping products.

Apple’s second new patent is much more likely to become real, and probably fairly soon. It describes a means for editing 3D video on software like Final Cut Pro. FCP X actually doesn’t include 3D video editing, though most of the competitors it faces in the market including Adobe Premiere do. Editing 3D video created using stereoscopic imaging means treating two frames captured by two different cameras simultaneously as separate things, then stitching them back together.

The patent describes how you’d be able to link some aspects that are important between frames, like time-based cuts and trims, while keeping other elements separate, such as color correction or visual tweaks. This makes sense as both cameras might be capturing images with slightly different white balance, hues or other things, but timings should be consistent across both.

It’s actually a very basic patent with antecedents in other competitive software, and makes sense as an update to FCP down the road. A lot of that may depend on the future of the Hollywood blockbuster, however, as studios keep trying to make 3D something in demand, but don’t seem to be generating any great desire for the tech in the end.

Sony Adds To Its Global Mobile Lineup With The Xperia T2 Ultra And Xperia E1 Android Phones

sony-xperia

Sony is adding two smartphones to its growing stable of devices. Meet the Xperia T2 Ultra and the Xperia E1 — both substantial updates to Sony’s 2013 models. Best yet, both are offered in dual-sim variants.

These latest phones join the Z1S and Z1 announced last week at CES. However, it seems Sony held these close to its chest, as they’re somewhat mundane and not destined for the U.S. market. And, as Sony found out from years of experience, to “win” CES requires focused and streamlined announcements and not a proverbial conveyor belt of press releases.

sony

Sony is up front about the T2 Ultra’s destination: This phone is for emerging markets like China, the Middle East, Africa and the Asia-Pacific rim, touts the press release. But this phone isn’t lacking in any substantial way. It’s packed to the gills with the best Sony has to offer, including a near edgeless design with a 6-inch screen and a 13MP camera. The major downside of the phone comes in the way of a quad-core 1.4 GHz Snapdragon of an unannounced pedigree. However, the battery life is likely stellar thanks to this slower SoC and 3000 mAh battery.

The E1 is the budget phone in the mix. It leans on Sony’s audio brand and sports a speaker capable of hitting 100Db in case you want to share your love of Neil Young with co-workers in a different office building. Up front is a 4-inch screen, up from 3.2-inches found in the Xperia E released in early 2013.

There is no word on pricing or release dates, though. Sony is likely holding that information until Mobile World Congress in February.

With these latest models, Sony is continuing down the course of offering a simplified device lineup. The company is putting a lot of emphasis on just a few devices in each market unlike in the past when it would flood the scene with countless SKUs.

For More Than War: Airware Demos Its Drone Platform By Protecting Rhinos From Poachers

dJ5kfVz-mDCdQMczhZaUl133DcgSWCudGccHz4pM6OU

Airware wants to prove drones have plenty of uses beyond killing people. Today the unmanned aerial vehicle hardware/software/firmware startup detailed how it’s built and deployed special drones to thwart animal poachers in Kenya, Africa. The demo could build interest for the launch of Airware’s commercial drone platform later this year.

Airware was founded in 2010 and graduated from Y Combinator in March 2013 with the goal of bringing the drone revolution to a wide variety of businesses and other areas such as precision agriculture, land management, infrastructure inspection of powerlines or oil derricks, and search and rescue.

Airware builds drone hardware, software and firmware operating systems that control them, as well as their user interfaces. Businesses and organizations can then build apps and other functionality on top of Airware’s drone platform to perform their own specific purpose without having to create an end-to-end UAV system by themselves.

CNUWBtMZia6U00LYfsdqgiUFX5TYa5QPPPjBYHLYXuM

In May 2013, Airware raised a big $10.7 million Series A led by Andreessen Horowitz and joined by Google VenturesRRE VenturesLemnos LabsPromus VenturesShasta Ventures, and Felicis Ventures – the biggest post-Demo Day round in Y Combinator history. It’s been using the money to bridge the gap between hardcore military UAV development, and the do-it-yourself drones and toy quadcopters that have recently become popular.

Later this year, Airware’s commercial drone platform will expand beyond beta testser and become broadly available. But first it needs to help change the world’s perception of what drones are for. “We want to educate  people on the very positive uses for drones”, Airware founder and CEO Jonathan Downey tells me.

RWcPqrPem6NIW8buxmNxdNlkYmX8eLmn0zn5R_E1teA

Jeff Bezos’ Amazon Air Prime certainly helped, but commercial drone use in heavily populated area is a still a ways off and will require strict regulation. Airware wants to show how drones can be used for good right now.

So in December, Airware sent a team to Kenya to work at Ol Pejeta, East Africa’s biggest black rhino sanctuary. There the worked the Ol Pejeta Conservancy to deploy a drone built specifically to monitor the sanctuary for intrusions by poachers using the drone’s on-board cameras. Airware writes that “The drone, equipped with Airware’s autopilot platform and control software, acts as both a deterrent and a surveillance tool, sending real-time digital video and thermal imaging feeds of animals – and poachers – to rangers on the ground using both fixed and gimbal-mounted cameras.” You can see the drones in action in the video clip below.

Covering so much ground on foot or even by car would be cumbersome, while using full sized planes or helicopters would be prohibitively expensive. But with Airware’s drones, Ol Pejeta rangers can use a simple interface to fly drones around the sanctuary and spot poachers day and night.

Downey says “I think the more people that see these [non-military uses for drones], the more comfortable they’ll be with someone coming to their house and doing a rooftop inspection using a small drone.” While it’s easy to imagine all the scary things that drones can do, it’s important to remember that few technologies are inherently bad. It’s about what we do with them. Sure, some inventors become masters of war.  But Airware wants to democratize drones to benefit mankind, not blow it up.

Nest Gives Google A Head Start On The Future Of Hardware

nest-protect-google

CES may be finished for another year, but one of the biggest themes of the show — that anything (cars, watches, mirrors, tables, whatever) can be ‘hardware’ — is just taking off. And today’s news of Google buying Nest for $3.2 billion underscores how Google wants to be the player at the front and center of hardware.

Google’s Nest buy may not be giving the search giant access to all the data that zooms across Nest’s apps, thermostats and smoke detectors (for now at least), but it will give Google something else: top-shelf design expertise for that next frontier of hardware, by way of a team of people brought together by two senior hardware veterans from Apple, one of whom is known as the father of the iPod.

This is a significant turn of events for Google.

Up to now, the search giant has cornered business — on desktop internet, mobile devices — through software, and then monetized those markets with data — specifically advertising data.

It’s been a fundamentally different approach from Apple, the quintessentially vertically integrated company that controls not just a platform and the services that run on it, but the devices they run on, too. (And with that, the lucrative margins that come from successful, premium hardware sales.)

Nest will give Google an opportunity to diversify its revenues by tackling a whole new market — connected home devices — with that vertical approach.

“This is the new hardware movement,” as one person described it. “Devices + services, product-market fit and research done through crowdfunding platforms, mix of retail partnerships and direct online sales.”

For Google, Nest is a particularly attractive example. Not only does it make an integrated piece of connected hardware for the home, but it’s designed with interoperability at its heart — in the initial case, by way of apps that you control on your iOS or Android smartphone, along with a well-developed, direct and online retail channel and loyal following.

It’s an area, in any case, that Google appears to have already been eyeing up for some time. In December, for example, The Information uncovered a test Google was running called EnergySense, which appeared to be a smart thermostat program that helped people lower energy consumption. This reportedly was being trialled on third party devices from Nest competitor Ecobee, but could now potentially find their way to Nest’s thermostats instead.

“Will Nest and Google products work with each other?” co-founder Matt Rogers asked in a hypothetical Q&A post earlier today. “Nest’s product line obviously caught the attention of Google and I’m betting that there’s a lot of cool stuff we could do together, but nothing to share today,” he answered.

Yet, to say that the acquisition is a boost for Google alone is not the whole story.

google-nestFor months now, Nest has been facing a growing cacophony of criticism from customers that the software on its products was buggy. Leaning on Google’s software expertise could come in handy here (although the overlap between Google haters and Nest lovers could pose a problem in this regard).

And there is also the issue of Nest’s intellectual property and patent fights. Nest is facing patent infringement lawsuits from Honeywell and First Alert maker BRK. To help fight those and also to protect itself from copycats, it’s been aggressive on the patent front, with 100 patents granted, another 200 filed and a further 200 ready to file; and an ongoing licensing agreement with Intellectual Ventures. Bringing Google into the mix will be another major boost for safeguarding the company in these battles, too.

The Nest acquisition also raises questions of how Google’s other hardware interests may come into play going forward.

Motorola, which Google acquired for $12.5 billion in 2012, at one time looked like it could be a way for Google to take a new, vertical approach to smartphones and tablets. Ultimately, Motorola remained a partner among equals with other Android OEMs, and patents became one of the most crucial parts of the deal. Could the Nest acquisition, bringing a new focus on hardware creation, see Google bring in some of the IP and talent that Google picked up in that Motorola deal?

Who Gets Rich From Google Buying Nest? Kleiner Returns 20X On $20M, Shasta Nets ~$200M

Nest Baseball

Google just bought Nest for $3.2 billion cash, and that means the startup’s early investors Kleiner Perkins Caufield Byers and Shasta Ventures have struck it rich. Multiple sources say Kleiner invested $20 million in Nest and got a 20X return to pull in $400 million. [Update: Meanwhile, the deal returned “almost all” of Shasta’s second $250M fund.]

Nest didn’t disclose the size of its Series A and B rounds or who invested how much. That makes it’s hard to pinpoint who earned what on the sale of the home automation startup that sells smart thermostats and smoke detectors.

Shasta and KPCB funded all of Nest’s Series A round back in September 2010, just a few months after the connected device startup was founded. Then in August 2011, they both participated in Nest’s Series B, which also included Google Ventures, Lightspeed Venture Partners, Intertrust, and Generation Investment Management.

10998v8-max-250x250Multiple sources say Kleiner Perkins was Nest’s biggest investor, and was able to invest $20 million in Nest across the A and B rounds. Our sources say the $3.2 billion cash price Google paid for Nest will generate a 20X return for KPCB — which matches the 20X multiple Fortune’s Dan Primack heard from a source. The money came from 2010′s $650 million KPCB XIV fund, which means Kleiner returned over 60% of the fund with just its Nest investment. The treasure should also boost the status of KPCB partner Randy Komisar, who sourced the investments and sat on Nest’s board.

The win for Kleiner Perkins Caufield Byers is reminiscent of its early home runs on investments in Google, Amazon, AOL, and Intuit in the 1990s. Recently, it’s gotten a piece of huge exits like Facebook and Twitter as well as rising stars like Square and Spotify, but not until later rounds when potential returns are much lower. But with Nest, KPCB got in on the ground floor and will reap the benefits when the acquisition by Google officially closes.

Shasta Ventures' Managing Director Rob Coneybeer, who led its Nest investment

Shasta Ventures’ Managing Director Rob Coneybeer, who led its Nest investment

As for Shasta Ventures, today is a massive win for the firm and its managing director Rob Coneybeer, who we hear fought relentlessly to get the $250 million Shasta II fund into Nest’s Series A and B rounds.

[Update: A source familiar with Google’s deal to acquire Nest tells us Shasta’s investment will bring it enough money to return “almost all” of the $250 million Shasta II fund. That means Shasta pulled in $200 million or more from the Nest acquisition.]

The Nest deal almost surely trumps other Shasta hits like Zenprise which was bought by Citrix, and Mint which was bought by Intuit. The returns could bolster confidence in limited partners and help Shasta raise its next fund.

Google Ventures also pulled in big money today, as it led Nest’s Series B and C rounds. Oh, and so did Nest’s founders Tony Fadell and Matt Rogers.

For the venture capital industry as a whole, the Nest acquisition may contribute to a frothy market for hardware entrepreneurs. If companies like Google are out there paying billions in cash for young startups that build devices instead of software, it may become easier for hardware tinkers to raise serious capital and move from their garage to a real laboratory.

[Additional reporting by Kim-Mai Cutler]

Click below to read the full story on Google buying Nest: