Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Daniel H
Ya know, since ICE is already IN and working great IN Softimage, AD could
save itself a lot of money, time, and pain by just migrating the primitive
Mayans to a complete system that already works great... like Softimage. :)

Daniel
VFXM


RE: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Graham Bell
I don’t think it ‘actually’ confirms anything that ICE is going into Maya, more 
what Luc-Eric/Chinny and myself have said before - it took x-amount to get ICE 
ready for XSI 7 and then x-amount to get it where it is now. So, getting all 
that literally into Maya, wouldn’t be a short project.

Just about every Maya person I speak too mentions the words “ICE into Maya”, 
but this doesn’t mean they literally want ICE in Maya, they want a ICE/Houdini 
style workflow and level of interaction. Maya’s nucleus framework and 
nParticles/Cloth/Hair isn’t that bad, it’s just people (including myself) just 
fine it clumsy to work with and they want something more Node based. Plus 
there’s still lots to do in continuing to improve Maya’s Node Editor so it gets 
anywhere near Softs Rendertree/ICEtree.

G


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: 06 September 2012 11:28
To: softimage@listproc.autodesk.com
Subject: Re: ICE in Maya is an engineer's worst nightmare

hey thanks for this Eric,  how does one get an invite to this secret 3Dpro list 
?

So its just a confirmation then of what Luceric has already hinted as to why 
the ex devs from Softimage  are working on MayaFX - to port something like a 
new ICE \ Naiad over to Maya. A bit more open about it than in the past which 
is better than usual.

what I still don't get from this post or from any actions like this from 
Autodesk, where does this leave Softimage once this work is complete?.  If our 
dear old 'marge is worthy of pillaging yet is still only sold as a companion to 
Maya because of ICE, once Maya has its own ICE what is the point of Softimage 
in the M  E scheme?  Facerobot...??  we (Softimage users) are already 2nd 
class citizens on the AD ship, one this is finished how will we not be demoted 
to third class alongside Toxic and Matchmover :(

would it be possible for mr Vienneau to answer this?  or he only speaks to 
market share above a certain percentage?

cheers

Rob


On 6 September 2012 04:04, Eric Thivierge 
ethivie...@gmail.commailto:ethivie...@gmail.com wrote:
This was posted on the 3dPro list from Chris Vienneau of AD:

Hi everyone,

Amino has been showing up in a technology preview we have called Skyline
which is a games animation authoring system. You can find plenty of videos
online. We are still working on the technology preview with a small number
of customers. Nothing ready for prime time yet. Games animation is hard
for the record. ICE in Maya is an engineer's worst nightmare as ICE was
years of work and hooking into Softimage was a big chunk of that work.
What I can say is that anyone interested in FX in Maya and what is
happening with Naiad (anyone? :) ) should contact me or Kamal Mistry and
we can discuss.

At least on the surface they admit it isn't as easy to just port ICE to Maya 
and years of work as well. Anything regarding MayaFX in my eyes is just a 
continuation / extension of dev on their FX tools.


Eric Thivierge
http://www.ethivierge.com

attachment: winmail.dat

Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Eric Thivierge
You don't talk about oh right... hmm. You get invited by someone on the
list willing to vouch for you.

Well its going to be something ICE-like it seems. Honestly though think
about it. Any new technology that is being developed these days is going to
be procedural or node based. Look at Coral and Nanode and probably Fabric.
Even Max has some node editors now. Its just the way things are going. If
they DIDN'T put a node editor into Maya that would be surprising. Also the
best flatery is imitation. Just proves that it works and work well.
Softimage is inspiring Maya!

The Softimage is a red headed step child of Maya and Max is a long drawn
out beaten to death topic that we're going to have to agree to disagree on.
Try taking an outside look without any loyalty to any of the 3 apps and
with no history of the 3d apps. You would see that Maya has a crap ton more
seats in VFX studios. To get more of those studios who are already
established and having pipelines based around Maya to use more of your
apps, you bundle them and improve interop. That gets you more sales and
makes studio to studio asset sharing easier. Thus you market a Maya suite
to the majority since they are using it. Same with Max. Lets not kid
ourselves, we all know we're in the minority, we're probably never going to
be the majority. Good for us, we get to use cool stuff and have a more
flexible app out of the box. Lastly on this thought, keep in mind they have
to build their node editor on their already aging core. As the statement I
posted above states, its years of hard work and lots of things had to
change (and break) because of it.

Softimage users are specialists in awesome and at the core, we're all still
3D artists. I've been finding myself more and more lately realizing that
while I love this one software, it'd be silly not to embrace the overall
area of expertise (for me rigging and tool dev). I wouldn't ever want to be
someone who only knew how to do 3D in 1 application. If that 1 application
tanks I'll be hard pressed to continue in the field easily and I don't ever
want to have to relearn the lion's share of my chosen profession. Plus it
makes me more valuable (at least I think so).

Softimage isn't going anywhere. It's been stated numerous times by numerous
people, Softimage is huge in Asia and provides a crap ton of income for AD
and that market isn't going to just up and switch to Maya just as the
majority of VFX houses aren't going to do the reverse. AD is a business
that needs money to survive. Regardless of whether you have overlap and
redundant features in apps, you don't get rid of something that is making
you money.

He did state that he's open to questions and I'll email and ask if he would
mind if I posted his email here.

* My personal opinion and outlook. 2014 is going to be an interesting
release with the new devs in the drivers seat. Hoping for great things.


Eric Thivierge
http://www.ethivierge.com


Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Rob Chapman
OK, thanks all. so what confirmations, if any, do we actually have or
'allowed' to talk about?

1. its not going to be ICE but will have same workflow / functionality

- I really dont appreciate the difference? so each node will be called a
mayacompound and not xsicompound ?  will there be any interop with
Softimage / Maya planned in this regards?

2. Its going to take a few years

3. Its not a separate App, but part of the main Maya


I am good to assume these as actual facts then? :)

And certainly dont want or need yet another tirade / rant / sky is falling
 thread, am trying to tread carefully, be less emotional and just ask
rational questions based upon facts, which would be much more rewarding for
those that feel are being kept in the dark.  but as a Softimage customer
using ICE everyday since the last 6 years , (in the ultimate niche of
niches - Softimage FX)  I feel I have a right to know what the  is
going on that will affect my favourite apps future?  is the only option
available is to wait until 2014?

cheers

Rob



On 6 September 2012 12:01, Luc-Eric Rousseau luceri...@gmail.com wrote:

 there is no such thing as MayaFX.  A couple people wrote on linkedin
 being in the Maya FX team. That's like saying you work in the Maya
 UI or Maya Rendering team. It's not a product, it's the name of the
 team in the org chart. We have since learned to be more careful about
 those things, since it is meaningless. For example, the guys working
 on the Node Editor are the UI team although that might end up being
 useful in FX or Rendering. Who is reports to is meaningless.

 On Thu, Sep 6, 2012 at 6:28 AM, Rob Chapman tekano@gmail.com wrote:
  So its just a confirmation then of what Luceric has already hinted as to
 why
  the ex devs from Softimage  are working on MayaFX - to port something
 like a
  new ICE \ Naiad over to Maya. A bit more open about it than in the past
  which is better than usual.



Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread piotrek marczak

last nail to softimage coffin?
anyway I agree, maya is the worst nightmare :p

From: Eric Thivierge
Sent: Thursday, September 06, 2012 5:04 AM
To: softimage@listproc.autodesk.com
Subject: ICE in Maya is an engineer's worst nightmare

This was posted on the 3dPro list from Chris Vienneau of AD:

Hi everyone,

Amino has been showing up in a technology preview we have called Skyline
which is a games animation authoring system. You can find plenty of videos
online. We are still working on the technology preview with a small number
of customers. Nothing ready for prime time yet. Games animation is hard
for the record. ICE in Maya is an engineer's worst nightmare as ICE was
years of work and hooking into Softimage was a big chunk of that work.
What I can say is that anyone interested in FX in Maya and what is
happening with Naiad (anyone? :) ) should contact me or Kamal Mistry and
we can discuss.

At least on the surface they admit it isn't as easy to just port ICE to Maya 
and years of work as well. Anything regarding MayaFX in my eyes is just a 
continuation / extension of dev on their FX tools.



Eric Thivierge
http://www.ethivierge.com 



Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Eric Thivierge
1. Compare ICE to Houdini's node editor workflow. Similar but not the same.
The Node editor is the UI. My guess is that Maya will have a prettier UI to
work with what it already has.
2. Who knows...
3. Yes seems that they are beefing up the interaction model in Maya for
working with its FX tools that are already there. Less similar to ICE since
ICE redefined pretty much the entirety of particles in Softimage.

Nothing that I've said is official fact but educated assumptions based on
the facts and comments repeatedly given in the threads.

In the end if you got your solid answers of what exactly they were doing
with Maya, what does it matter? They'll do it if they want especially if
their Maya users want it. You're not going to stop it. Are you going to
stop using Softimage because of it? Even if its still alive and kicking?
Think of it in a wider perspective. How does it affect you if you're
happily using Softimage with all the awesome ICE stuff and flexible
workflow, while the Maya dudes just get some lipstick slapped on their pig?
Keep in mind they stated they weren't stopping dev on Softimage (fact).


Eric Thivierge
http://www.ethivierge.com


On Thu, Sep 6, 2012 at 10:26 PM, Rob Chapman tekano@gmail.com wrote:

 OK, thanks all. so what confirmations, if any, do we actually have or
 'allowed' to talk about?

 1. its not going to be ICE but will have same workflow / functionality

 - I really dont appreciate the difference? so each node will be called a
 mayacompound and not xsicompound ?  will there be any interop with
 Softimage / Maya planned in this regards?

 2. Its going to take a few years

 3. Its not a separate App, but part of the main Maya


 I am good to assume these as actual facts then? :)

 And certainly dont want or need yet another tirade / rant / sky is falling
  thread, am trying to tread carefully, be less emotional and just ask
 rational questions based upon facts, which would be much more rewarding for
 those that feel are being kept in the dark.  but as a Softimage customer
 using ICE everyday since the last 6 years , (in the ultimate niche of
 niches - Softimage FX)  I feel I have a right to know what the  is
 going on that will affect my favourite apps future?  is the only option
 available is to wait until 2014?

 cheers

 Rob



 On 6 September 2012 12:01, Luc-Eric Rousseau luceri...@gmail.com wrote:

 there is no such thing as MayaFX.  A couple people wrote on linkedin
 being in the Maya FX team. That's like saying you work in the Maya
 UI or Maya Rendering team. It's not a product, it's the name of the
 team in the org chart. We have since learned to be more careful about
 those things, since it is meaningless. For example, the guys working
 on the Node Editor are the UI team although that might end up being
 useful in FX or Rendering. Who is reports to is meaningless.

 On Thu, Sep 6, 2012 at 6:28 AM, Rob Chapman tekano@gmail.com wrote:
  So its just a confirmation then of what Luceric has already hinted as
 to why
  the ex devs from Softimage  are working on MayaFX - to port something
 like a
  new ICE \ Naiad over to Maya. A bit more open about it than in the past
  which is better than usual.





Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Luc-Eric Rousseau
There is not as much enthusiasm in having ICE in Maya internally as
you'd think, and I think that mail from Chris means to infer that to
the community to cause some reactions, and to look beyond ICE.

One reason is that unlike XSI 6.0, Maya has always been node-based, so
it would not be as much as game changer in Maya as it is in XSI which
had nothing. The confusing hypergraph UI and some legacy stuff (like
older nodes having too many inputs) obscures the use of Maya existing
node system, but the Maya team is working on that already with the new
Node Editor, no need to introduce a duplicate system.

Another reason is much more interesting, though I suspect the message
boards will incinerate me for suggesting it.  Basically, there is a
train of thought that ICE is great, but it's just the Now, not the
Next; it's not scalable to the extremely large scale procedural work
that the Maya film clients are _already_ doing in custom apps and a
series of odd tools. This is work that they wouldn't be able to
undertake in ICE today, because it doesn't scale well to extremely
large data sets.  Since any kind of development takes several years,
Autodesk wants to focus on finding the Next, rather than just trying
to catch up to the Now.   The creators of Naiad, who worked on PhysBAM
and Zero at ILM and have multiple film credits are cooking up that
vision.

Since Maya is targeted at the large studios and not the one-man
boutique,  Autodesk doesn't want to work on any tech that works just
fine for general data sets, but falls flat on its face on extremely
large one.  Large data set scalability is a requirement for anything
new we add to Maya.  That might mean something comes up that's
comparatively less elegant to use than ICE in XSI, but more scalable.
Maya is more like a construction truck than a family car, it needs to
move large stuff around, and that stuff keeps getting larger.

On Thu, Sep 6, 2012 at 8:26 AM, Rob Chapman tekano@gmail.com wrote:
 OK, thanks all. so what confirmations, if any, do we actually have or
 'allowed' to talk about?

 1. its not going to be ICE but will have same workflow / functionality

 - I really dont appreciate the difference? so each node will be called a
 mayacompound and not xsicompound ?  will there be any interop with Softimage
 / Maya planned in this regards?

 2. Its going to take a few years

 3. Its not a separate App, but part of the main Maya


 I am good to assume these as actual facts then? :)

 And certainly dont want or need yet another tirade / rant / sky is falling
 thread, am trying to tread carefully, be less emotional and just ask
 rational questions based upon facts, which would be much more rewarding for
 those that feel are being kept in the dark.  but as a Softimage customer
 using ICE everyday since the last 6 years , (in the ultimate niche of niches
 - Softimage FX)  I feel I have a right to know what the  is going on
 that will affect my favourite apps future?  is the only option available is
 to wait until 2014?

 cheers

 Rob


Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Stefan Kubicek

Scalability is a good buzzword, but what does it actually mean?

Does it mean you can process more data in the same amount of time compared 
to another app? And
what kind of data? Procedural geometry? Rendered Images? Does it mean you can 
load more assets into the same amount of available RAM on a machine compared to 
another app?

How would the automation of such processes need to look like to scale well? 
Scripted? C++? Node-based like ICE?
Multithreading across the board? Or is it a question of architecture rather 
than which programming language was used to implement it (scripted vs C++)? 
What does Maya offer in this regard, or where does it differ, to scale 
well/better than Soft or app X in your opinion?

In my experience Softimage offers pretty much the same mechanisms to automate 
processes and handle scene complexity as Maya does, + ICE on top, and I found 
it can load a good chunk more data simultaneously than Maya can fit into the 
same amount of memory, especially when it comes to working with textures and 
realtime shaders. That was up until two versions ago, maybe that has changed?

If all that doesn't mean it scales well, what exactly does it mean then?

Note: I'm not a Softimage fanboy or Maya hater (ok, just a little, but not 
enough to not use it if it offers something that helps me to do my work), I 
just try to understand what scalability means by your (or anyones) standards 
compared to how I understand it.






There is not as much enthusiasm in having ICE in Maya internally as
you'd think, and I think that mail from Chris means to infer that to
the community to cause some reactions, and to look beyond ICE.

One reason is that unlike XSI 6.0, Maya has always been node-based, so
it would not be as much as game changer in Maya as it is in XSI which
had nothing. The confusing hypergraph UI and some legacy stuff (like
older nodes having too many inputs) obscures the use of Maya existing
node system, but the Maya team is working on that already with the new
Node Editor, no need to introduce a duplicate system.

Another reason is much more interesting, though I suspect the message
boards will incinerate me for suggesting it.  Basically, there is a
train of thought that ICE is great, but it's just the Now, not the
Next; it's not scalable to the extremely large scale procedural work
that the Maya film clients are _already_ doing in custom apps and a
series of odd tools. This is work that they wouldn't be able to
undertake in ICE today, because it doesn't scale well to extremely
large data sets.  Since any kind of development takes several years,
Autodesk wants to focus on finding the Next, rather than just trying
to catch up to the Now.   The creators of Naiad, who worked on PhysBAM
and Zero at ILM and have multiple film credits are cooking up that
vision.

Since Maya is targeted at the large studios and not the one-man
boutique,  Autodesk doesn't want to work on any tech that works just
fine for general data sets, but falls flat on its face on extremely
large one.  Large data set scalability is a requirement for anything
new we add to Maya.  That might mean something comes up that's
comparatively less elegant to use than ICE in XSI, but more scalable.
Maya is more like a construction truck than a family car, it needs to
move large stuff around, and that stuff keeps getting larger.

On Thu, Sep 6, 2012 at 8:26 AM, Rob Chapman tekano@gmail.com wrote:

OK, thanks all. so what confirmations, if any, do we actually have or
'allowed' to talk about?

1. its not going to be ICE but will have same workflow / functionality

- I really dont appreciate the difference? so each node will be called a
mayacompound and not xsicompound ?  will there be any interop with Softimage
/ Maya planned in this regards?

2. Its going to take a few years

3. Its not a separate App, but part of the main Maya


I am good to assume these as actual facts then? :)

And certainly dont want or need yet another tirade / rant / sky is falling
thread, am trying to tread carefully, be less emotional and just ask
rational questions based upon facts, which would be much more rewarding for
those that feel are being kept in the dark.  but as a Softimage customer
using ICE everyday since the last 6 years , (in the ultimate niche of niches
- Softimage FX)  I feel I have a right to know what the  is going on
that will affect my favourite apps future?  is the only option available is
to wait until 2014?

cheers

Rob





--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--



Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Rob Chapman
thanks Eric,

ok let me rephrase as I'm already painfully aware that as a Softimage
customer I currently have zero influence with Autodesk in the future
development of my app of choice - because the other apps have higher
priority. I understand your points and I really don't care what the other
AD apps get or have , I'm not using them on a daily basis.

what Im eager to know is, and this btw does fundamentally affect my
decision for further use and which direction to head next - is if it is
still going to be developed (more in the style it was prior to the purchase
rather than of lately) after its only unique selling point (in the eyes of
AD marketing) is assimilated into Maya. Its already been said elsewhere and
demonstrated as fact that AD wont develop in areas that crossover to the
other apps areas of interest.  - in fear of reprisal from the other larger
user bases and economic reasons,  If it continues the way it has then
really there is no point to using a product that is being held in
'maintenance' mode is there?  Its a slow death that the likes of Mr
Rabiller predicted years ago and I would rather make the course change
sooner rather than later.

Maya is to be the new platform of choice, has this new FX dev with lots of
investment in viewports etc, Max, it seems, they are admitting are limiting
to Design / Archviz only so no new *SIGNIFICANT *games / animation or
effects dev in the future for them but they do have an ongoing XBR dev
project.

Where is Softimage in all of this scheming?  is there a roadmap for the
next 5 years that the users would appreciate and are we to expect any new
features in the future of Softimage?









On 6 September 2012 14:45, Eric Thivierge ethivie...@gmail.com wrote:

 1. Compare ICE to Houdini's node editor workflow. Similar but not the
 same. The Node editor is the UI. My guess is that Maya will have a prettier
 UI to work with what it already has.
 2. Who knows...
 3. Yes seems that they are beefing up the interaction model in Maya for
 working with its FX tools that are already there. Less similar to ICE since
 ICE redefined pretty much the entirety of particles in Softimage.

 Nothing that I've said is official fact but educated assumptions based on
 the facts and comments repeatedly given in the threads.

 In the end if you got your solid answers of what exactly they were doing
 with Maya, what does it matter? They'll do it if they want especially if
 their Maya users want it. You're not going to stop it. Are you going to
 stop using Softimage because of it? Even if its still alive and kicking?
 Think of it in a wider perspective. How does it affect you if you're
 happily using Softimage with all the awesome ICE stuff and flexible
 workflow, while the Maya dudes just get some lipstick slapped on their pig?
 Keep in mind they stated they weren't stopping dev on Softimage (fact).

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Sep 6, 2012 at 10:26 PM, Rob Chapman tekano@gmail.com wrote:

 OK, thanks all. so what confirmations, if any, do we actually have or
 'allowed' to talk about?

 1. its not going to be ICE but will have same workflow / functionality

 - I really dont appreciate the difference? so each node will be called a
 mayacompound and not xsicompound ?  will there be any interop with
 Softimage / Maya planned in this regards?

 2. Its going to take a few years

 3. Its not a separate App, but part of the main Maya


 I am good to assume these as actual facts then? :)

 And certainly dont want or need yet another tirade / rant / sky is
 falling  thread, am trying to tread carefully, be less emotional and just
 ask rational questions based upon facts, which would be much more rewarding
 for those that feel are being kept in the dark.  but as a Softimage
 customer using ICE everyday since the last 6 years , (in the ultimate niche
 of niches - Softimage FX)  I feel I have a right to know what the  is
 going on that will affect my favourite apps future?  is the only option
 available is to wait until 2014?

 cheers

 Rob



 On 6 September 2012 12:01, Luc-Eric Rousseau luceri...@gmail.com wrote:

 there is no such thing as MayaFX.  A couple people wrote on linkedin
 being in the Maya FX team. That's like saying you work in the Maya
 UI or Maya Rendering team. It's not a product, it's the name of the
 team in the org chart. We have since learned to be more careful about
 those things, since it is meaningless. For example, the guys working
 on the Node Editor are the UI team although that might end up being
 useful in FX or Rendering. Who is reports to is meaningless.

 On Thu, Sep 6, 2012 at 6:28 AM, Rob Chapman tekano@gmail.com
 wrote:
  So its just a confirmation then of what Luceric has already hinted as
 to why
  the ex devs from Softimage  are working on MayaFX - to port something
 like a
  new ICE \ Naiad over to Maya. A bit more open about it than in the past
  which is better than 

Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Daniel H
Re: ...rather than just trying  to catch up to the Now - Agreed that Maya
has not caught up to the Now that is Softimage and ICE. Hurry Maya, the
train of innovation is leaving the station. If you run, you might catch up.

Re: ...Autodesk wants to focus on finding the Next, rather than just
trying  to catch up to the Now - Well, I guess we will see if AD is going
to remain dedicated to spending the time and the money to leapfrog Maya
into those high bars. Dang it Maya, you idiot... you need buy a ticket
before you can get on the train of innovation.

When AD lets go of a loyal and dedicated worker like Stephen Blair, no
rooster is safe, and a coyote can enter the hen house and change the fates
of all instantly.

Daniel
VFXM


RE: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Sandy Sutherland
Wondering myself - as we have used ICE extensively to huge set dressing and 
creation of bushes etc.. for Khumba - worked like a charm - and using that 
'other' renderer proved to be the cherry on the top - we certainly did not hit 
any walls.

S.
_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_






From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Stefan Kubicek 
[s...@tidbit-images.com]
Sent: 06 September 2012 17:22
To: softimage@listproc.autodesk.com
Subject: Re: ICE in Maya is an engineer's worst nightmare

Scalability is a good buzzword, but what does it actually mean?

Does it mean you can process more data in the same amount of time compared 
to another app? And
what kind of data? Procedural geometry? Rendered Images? Does it mean you can 
load more assets into the same amount of available RAM on a machine compared to 
another app?

How would the automation of such processes need to look like to scale well? 
Scripted? C++? Node-based like ICE?
Multithreading across the board? Or is it a question of architecture rather 
than which programming language was used to implement it (scripted vs C++)? 
What does Maya offer in this regard, or where does it differ, to scale 
well/better than Soft or app X in your opinion?

In my experience Softimage offers pretty much the same mechanisms to automate 
processes and handle scene complexity as Maya does, + ICE on top, and I found 
it can load a good chunk more data simultaneously than Maya can fit into the 
same amount of memory, especially when it comes to working with textures and 
realtime shaders. That was up until two versions ago, maybe that has changed?

If all that doesn't mean it scales well, what exactly does it mean then?

Note: I'm not a Softimage fanboy or Maya hater (ok, just a little, but not 
enough to not use it if it offers something that helps me to do my work), I 
just try to understand what scalability means by your (or anyones) standards 
compared to how I understand it.





 There is not as much enthusiasm in having ICE in Maya internally as
 you'd think, and I think that mail from Chris means to infer that to
 the community to cause some reactions, and to look beyond ICE.

 One reason is that unlike XSI 6.0, Maya has always been node-based, so
 it would not be as much as game changer in Maya as it is in XSI which
 had nothing. The confusing hypergraph UI and some legacy stuff (like
 older nodes having too many inputs) obscures the use of Maya existing
 node system, but the Maya team is working on that already with the new
 Node Editor, no need to introduce a duplicate system.

 Another reason is much more interesting, though I suspect the message
 boards will incinerate me for suggesting it.  Basically, there is a
 train of thought that ICE is great, but it's just the Now, not the
 Next; it's not scalable to the extremely large scale procedural work
 that the Maya film clients are _already_ doing in custom apps and a
 series of odd tools. This is work that they wouldn't be able to
 undertake in ICE today, because it doesn't scale well to extremely
 large data sets.  Since any kind of development takes several years,
 Autodesk wants to focus on finding the Next, rather than just trying
 to catch up to the Now.   The creators of Naiad, who worked on PhysBAM
 and Zero at ILM and have multiple film credits are cooking up that
 vision.

 Since Maya is targeted at the large studios and not the one-man
 boutique,  Autodesk doesn't want to work on any tech that works just
 fine for general data sets, but falls flat on its face on extremely
 large one.  Large data set scalability is a requirement for anything
 new we add to Maya.  That might mean something comes up that's
 comparatively less elegant to use than ICE in XSI, but more scalable.
 Maya is more like a construction truck than a family car, it needs to
 move large stuff around, and that stuff keeps getting larger.

 On Thu, Sep 6, 2012 at 8:26 AM, Rob Chapman tekano@gmail.com wrote:
 OK, thanks all. so what confirmations, if any, do we actually have or
 'allowed' to talk about?

 1. its not going to be ICE but will have same workflow / functionality

 - I really dont appreciate the difference? so each node will be called a
 mayacompound and not xsicompound ?  will there be any interop with Softimage
 / Maya planned in this regards?

 2. Its going to take a few years

 3. Its not a separate App, but part of the main Maya


 I am good to assume these as actual facts then? :)

 And certainly dont want or need yet another tirade / rant / sky is falling
 thread, am trying to tread carefully, be less emotional and just ask
 rational questions based upon facts, which would be much more rewarding for
 those that feel are being kept in the dark.  but as a Softimage customer
 using ICE everyday since the last 6 years

Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Luc-Eric Rousseau
On Thu, Sep 6, 2012 at 11:22 AM, Stefan Kubicek s...@tidbit-images.com wrote:
 Scalability is a good buzzword, but what does it actually mean?

In the specific context of FX, scalability means very large number of
objects, billions of particles, huge fluid grids, etc. Stuff that may
not even fit in RAM at once.  Juhani's mention of Katana is a good
one; it doesn't just everything in RAM at once and process it the way
traditional apps do, it creates a receipe that will run in the
renderer as needed.  For very large data sets, different tools and
approach are required other than just adding more RAM to a single PC
and doing things the old way.  It's also difficult to reference,
track, change  all those assets if the system isn't thought for that.
Again, truck vs family car.

 Does it mean you can process more data in the same amount of time
 compared to another app? And
 what kind of data? Procedural geometry? Rendered Images? Does it mean you
 can load more assets into the same amount of available RAM on a machine
 compared to another app?

 How would the automation of such processes need to look like to scale well?
 Scripted? C++? Node-based like ICE?
 Multithreading across the board? Or is it a question of architecture rather
 than which programming language was used to implement it (scripted vs C++)?
 What does Maya offer in this regard, or where does it differ, to scale
 well/better than Soft or app X in your opinion?

 In my experience Softimage offers pretty much the same mechanisms to
 automate processes and handle scene complexity as Maya does, + ICE on top,
 and I found it can load a good chunk more data simultaneously than Maya can
 fit into the same amount of memory, especially when it comes to working with
 textures and realtime shaders. That was up until two versions ago, maybe
 that has changed?

 If all that doesn't mean it scales well, what exactly does it mean then?

 Note: I'm not a Softimage fanboy or Maya hater (ok, just a little, but not
 enough to not use it if it offers something that helps me to do my work), I
 just try to understand what scalability means by your (or anyones) standards
 compared to how I understand it.


Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Peter Agg
*Agreed that Maya has not caught up to the Now that is Softimage and
ICE.*

Surely the target for 'Now' isn't Soft, it's Houdini? As great as ICE is it
doesn't exactly match Houdini in terms of 'pure' procedural workflows. I
can certainly take Luc-Eric's point that just bringing Maya up to Soft's
level isn't exactly pushing the envelope.

I mean, personally, I think Maya has just too much baggage to ever really
push boundaries again but if that's what AD is pushing towards then they
have to look beyond what Soft is doing at the moment.



On 6 September 2012 16:30, Sandy Sutherland 
sandy.sutherl...@triggerfish.co.za wrote:

 Wondering myself - as we have used ICE extensively to huge set dressing
 and creation of bushes etc.. for Khumba - worked like a charm - and using
 that 'other' renderer proved to be the cherry on the top - we certainly did
 not hit any walls.

 S.
 _
 Sandy Sutherland
 Technical Supervisor
 sandy.sutherl...@triggerfish.co.za
 _





 
 From: softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Stefan Kubicek [
 s...@tidbit-images.com]
 Sent: 06 September 2012 17:22
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE in Maya is an engineer's worst nightmare

 Scalability is a good buzzword, but what does it actually mean?

 Does it mean you can process more data in the same amount of time
 compared to another app? And
 what kind of data? Procedural geometry? Rendered Images? Does it mean you
 can load more assets into the same amount of available RAM on a machine
 compared to another app?

 How would the automation of such processes need to look like to scale
 well? Scripted? C++? Node-based like ICE?
 Multithreading across the board? Or is it a question of architecture
 rather than which programming language was used to implement it (scripted
 vs C++)? What does Maya offer in this regard, or where does it differ, to
 scale well/better than Soft or app X in your opinion?

 In my experience Softimage offers pretty much the same mechanisms to
 automate processes and handle scene complexity as Maya does, + ICE on top,
 and I found it can load a good chunk more data simultaneously than Maya can
 fit into the same amount of memory, especially when it comes to working
 with textures and realtime shaders. That was up until two versions ago,
 maybe that has changed?

 If all that doesn't mean it scales well, what exactly does it mean then?

 Note: I'm not a Softimage fanboy or Maya hater (ok, just a little, but not
 enough to not use it if it offers something that helps me to do my work), I
 just try to understand what scalability means by your (or anyones)
 standards compared to how I understand it.





  There is not as much enthusiasm in having ICE in Maya internally as
  you'd think, and I think that mail from Chris means to infer that to
  the community to cause some reactions, and to look beyond ICE.
 
  One reason is that unlike XSI 6.0, Maya has always been node-based, so
  it would not be as much as game changer in Maya as it is in XSI which
  had nothing. The confusing hypergraph UI and some legacy stuff (like
  older nodes having too many inputs) obscures the use of Maya existing
  node system, but the Maya team is working on that already with the new
  Node Editor, no need to introduce a duplicate system.
 
  Another reason is much more interesting, though I suspect the message
  boards will incinerate me for suggesting it.  Basically, there is a
  train of thought that ICE is great, but it's just the Now, not the
  Next; it's not scalable to the extremely large scale procedural work
  that the Maya film clients are _already_ doing in custom apps and a
  series of odd tools. This is work that they wouldn't be able to
  undertake in ICE today, because it doesn't scale well to extremely
  large data sets.  Since any kind of development takes several years,
  Autodesk wants to focus on finding the Next, rather than just trying
  to catch up to the Now.   The creators of Naiad, who worked on PhysBAM
  and Zero at ILM and have multiple film credits are cooking up that
  vision.
 
  Since Maya is targeted at the large studios and not the one-man
  boutique,  Autodesk doesn't want to work on any tech that works just
  fine for general data sets, but falls flat on its face on extremely
  large one.  Large data set scalability is a requirement for anything
  new we add to Maya.  That might mean something comes up that's
  comparatively less elegant to use than ICE in XSI, but more scalable.
  Maya is more like a construction truck than a family car, it needs to
  move large stuff around, and that stuff keeps getting larger.
 
  On Thu, Sep 6, 2012 at 8:26 AM, Rob Chapman tekano@gmail.com
 wrote:
  OK, thanks all. so what confirmations, if any, do we actually have or
  'allowed' to talk about?
 
  1. its not going to be ICE but will have same

Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Stefan Kubicek

Fair enough and agreed on, but why would Maya be a better candidate to be 
developed in that direction than any other app?



On Thu, Sep 6, 2012 at 11:22 AM, Stefan Kubicek s...@tidbit-images.com wrote:

Scalability is a good buzzword, but what does it actually mean?


In the specific context of FX, scalability means very large number of
objects, billions of particles, huge fluid grids, etc. Stuff that may
not even fit in RAM at once.  Juhani's mention of Katana is a good
one; it doesn't just everything in RAM at once and process it the way
traditional apps do, it creates a receipe that will run in the
renderer as needed.  For very large data sets, different tools and
approach are required other than just adding more RAM to a single PC
and doing things the old way.  It's also difficult to reference,
track, change  all those assets if the system isn't thought for that.
Again, truck vs family car.


Does it mean you can process more data in the same amount of time
compared to another app? And
what kind of data? Procedural geometry? Rendered Images? Does it mean you
can load more assets into the same amount of available RAM on a machine
compared to another app?

How would the automation of such processes need to look like to scale well?
Scripted? C++? Node-based like ICE?
Multithreading across the board? Or is it a question of architecture rather
than which programming language was used to implement it (scripted vs C++)?
What does Maya offer in this regard, or where does it differ, to scale
well/better than Soft or app X in your opinion?

In my experience Softimage offers pretty much the same mechanisms to
automate processes and handle scene complexity as Maya does, + ICE on top,
and I found it can load a good chunk more data simultaneously than Maya can
fit into the same amount of memory, especially when it comes to working with
textures and realtime shaders. That was up until two versions ago, maybe
that has changed?

If all that doesn't mean it scales well, what exactly does it mean then?

Note: I'm not a Softimage fanboy or Maya hater (ok, just a little, but not
enough to not use it if it offers something that helps me to do my work), I
just try to understand what scalability means by your (or anyones) standards
compared to how I understand it.





--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--



Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Bradley Gabe
Think of Maya more like a standard than an application. It's a front end
that people are already used to looking at, even though they might be using
it to drive a different truck on the back end. If you don't like working
within the Maya or Max environment, imagine what it was like working in a
completely proprietary environment developed by your RnD department who was
more interested in making cool effects possible than smoothing out the GUI
and user experience!

With a DCC application, you *have* to invest in the user experience because
you need to sell as many seats as possible. With a custom RnD effort inside
your studio, you don't care as much about user experience because you have
a captive market who is facing the choice of do it my way if you even
want to have a remote chance of doing it at all.

It doesn't matter if the XSI experience is nicer for some of us. It doesn't
matter if XSI's core is more mature or potentially easier to develop for
functionality like ICE. At the end of the day, the larger market base has
built their own trucks and is using Maya to drive them, and they might be
starting to champ at the bit a little as their trucks are needing more
modern controls. XSI is not an option to them, it's not even on the radar.
The real threat is their fear of ADSK, and the potential that they re-wire
their trucks without dependence on any DCC app.

Meanwhile, for the rest of us who don't have our own RnD departments, XSI
is great because something like ICE does empower non-programmers to do
things we couldn't do otherwise. So at least we have a fighting chance.
Compare the workability of a custom tool made by someone who only writes
code all day, versus a custom tool developed by the user in the context of
the usage. There is still a huge value to that, and should (hopefully)
continue to be a market for that.

-Bradley

On Thu, Sep 6, 2012 at 12:04 PM, Stefan Kubicek s...@tidbit-images.comwrote:

 Fair enough and agreed on, but why would Maya be a better candidate to be
 developed in that direction than any other app?





Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Daniel H
Re: ...Luc-Eric's point that just bringing Maya up to Soft's level isn't
exactly pushing the envelope - Well you have to first prove you can handle
the 50 lb. bicep curl before you can move up to the 60's.

While it's true a lot of shops are running Maya, they certainly aren't
doing it without a lot of added cost from workarounds, custom survival
tools, dedicated programmers, and overall hair-pulling. I worked for over a
year with a fully loaded shop of Mayans and every day was a day of
frustration, cussing, and chaos. That experience (I was there as a
programmer) gave me plenty of time to contemplate a better 3D package. Maya
is nothing but cobbled and hacked crap. Maya was initially popular over SI
starting in 1998 only because it was much cheaper (1/10 of the SI price at
the time) not because it was superior.

Is Maya's target SI or Houdini? That's irrelevant to its present task...
can it catch up to, or will it ever surpass either one? Not sure anymore if
Softimage is an ever increasing target, but Houdini definitely is. Will AD
pour thousands of hours and invest serious money into Maya to make all that
happen? It's very clear AD is unpredictable. This is what happens when you
try to convince everyone it's all ok and we're maintaining three products
because we love you and we want you to have freedom of choice. Well fluffy
marketing aside, AD can't effectively maintain three products that
basically do the same thing. It was all poor strategy from the beginning.

Daniel
VFXM


Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Andy Jones
I really think the fact that Sony built Katana to manage their large
scene complexity rather than somehow pipelining Maya speaks to a
fundamental lack of scalability inherent in the organization of the
scene graph.  Look at a render layer in the hypergraph.  There are
nodes, but the nodes that exist have little regard for streamlining
execution.

I think for scalability beyond what ICE and lots of RAM offers, you
have to be thinking in terms of cloud computing, cluster computing,
and similar distributed models.  GPU computing essentially follows a
similar need for a mapReduce scheme as well, as you need to be able to
manage the large data sets in a massively parallel way in order for
them to be useful.  Honestly, though, I think building scalability on
this magnitude is far more feasible for specialized tools designed to
solve a particular problem (like a massive fluid sim) than as a
modified framework for a general application.  The reason is that
unless you're talking about a specific tool (city generator, fluid
sim, etc) actual scene content is human-bound, and therefore already
mapReduced by the production workflow.  Beyond that, the scene graph's
purpose is to be a top-down interface to the entire scene graph.  By
it's nature it either fits everything at once, or has to load pieces
on demand and/or use a proxy representation system in order to be
useful as a complete view of your scene.

Personally, I think for any of the big 3 apps, the scalability answer
actually has more to do with offloading than changing the
architecture.  And the irony there is that offloading is actually a
relatively simple problem to solve, compared to modifying node-based
workflows.  Exocortex will probably streamline it between the three
apps long before Autodesk does.  I mean, they're already well on their
way with their Alembic plugin products.

Once scenes are offloading efficiently, you simply design your
specialty software to talk to the same offloading protocol, or act as
a plug-in in software that already speaks that protocol.

The bleeding edge for scene scalability is found in render software,
not DCC apps.  And it's pretty much always been that way.

- Andy

On Thu, Sep 6, 2012 at 9:30 AM, Williams, Wayne
wayne.willi...@xaviant.com wrote:
 What I'd like to know is how the devs feel about the core of Maya in 
 comparison to Soft now that they have access to the code (I'm guessing this 
 is the case, please let me know if wrong).  Are there any things you devs see 
 that were done extremely well in Maya and Soft could have taken a cue from in 
 that regard or vice versa? I realize that you can't go into specifics but 
 figured I'd put the general question out there.
 -wayne


 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek
 Sent: Thursday, September 06, 2012 12:05 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE in Maya is an engineer's worst nightmare

 Fair enough and agreed on, but why would Maya be a better candidate to be 
 developed in that direction than any other app?


 On Thu, Sep 6, 2012 at 11:22 AM, Stefan Kubicek s...@tidbit-images.com 
 wrote:
 Scalability is a good buzzword, but what does it actually mean?

 In the specific context of FX, scalability means very large number of
 objects, billions of particles, huge fluid grids, etc. Stuff that may
 not even fit in RAM at once.  Juhani's mention of Katana is a good
 one; it doesn't just everything in RAM at once and process it the way
 traditional apps do, it creates a receipe that will run in the
 renderer as needed.  For very large data sets, different tools and
 approach are required other than just adding more RAM to a single PC
 and doing things the old way.  It's also difficult to reference,
 track, change  all those assets if the system isn't thought for that.
 Again, truck vs family car.

 Does it mean you can process more data in the same amount of time
 compared to another app? And what kind of data? Procedural geometry?
 Rendered Images? Does it mean you can load more assets into the same
 amount of available RAM on a machine compared to another app?

 How would the automation of such processes need to look like to scale well?
 Scripted? C++? Node-based like ICE?
 Multithreading across the board? Or is it a question of architecture
 rather than which programming language was used to implement it (scripted 
 vs C++)?
 What does Maya offer in this regard, or where does it differ, to
 scale well/better than Soft or app X in your opinion?

 In my experience Softimage offers pretty much the same mechanisms to
 automate processes and handle scene complexity as Maya does, + ICE on
 top, and I found it can load a good chunk more data simultaneously
 than Maya can fit into the same amount of memory, especially when it
 comes to working with textures and realtime shaders. That was up
 until two versions ago, maybe that has changed

Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Luc-Eric Rousseau
On Thu, Sep 6, 2012 at 12:30 PM, Williams, Wayne
wayne.willi...@xaviant.com wrote:
 What I'd like to know is how the devs feel about the core of Maya in 
 comparison to Soft now that they have access to the code (I'm guessing this 
 is the case, please let me know if wrong).  Are there any things you devs see 
 that were done extremely well in Maya and Soft could have taken a cue from in 
 that regard or vice versa? I realize that you can't go into specifics but 
 figured I'd put the general question out there.
 -wayne

We haven't been very deep into Maya yet, but the depth of the SDK is
impressive (we were influenced by the way it works when designing the
Softimage C++ SDK) and the extent to which the scripting is used in
the UI is also surprising.  Maya is all about the API.

On the Softimage side, the SDK/Platform stuff was originally (1998)
left to the magic Microsoft COM fairies. We added scripting about a
year or two after the development had started in a reaction to Maya.
We added a Windows-only COM SDK to XSI 1.5.  The C++ SDK came up only
at version 3.0, in late 2002. So four years after Maya 1.0 was
released we came up with our first cross platform SDK. It's a lot more
time and work to add this years after the app is already written and
shipped, so there's still a lot that isn't there.  On the other hand,
we could evolve the architecture without being held back by API
compatibility concerns :)



Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread olivier jeannel
/Meanwhile, for the rest of us who don't have our own RnD departments, 
XSI is great because something like ICE does empower non-programmers to 
do things we couldn't do otherwise. So at least we have a fighting 
chance. Compare the workability of a custom tool made by someone who 
only writes code all day, versus a custom tool developed by the user in 
the context of the usage. There is still a huge value to that, and 
should (hopefully) continue to be a market for that./


Amen.




Le 06/09/2012 18:34, Bradley Gabe a écrit :
Think of Maya more like a standard than an application. It's a front 
end that people are already used to looking at, even though they might 
be using it to drive a different truck on the back end. If you don't 
like working within the Maya or Max environment, imagine what it was 
like working in a completely proprietary environment developed by your 
RnD department who was more interested in making cool effects possible 
than smoothing out the GUI and user experience!


With a DCC application, you *have* to invest in the user experience 
because you need to sell as many seats as possible. With a custom RnD 
effort inside your studio, you don't care as much about user 
experience because you have a captive market who is facing the 
choice of do it my way if you even want to have a remote chance of 
doing it at all.


It doesn't matter if the XSI experience is nicer for some of us. It 
doesn't matter if XSI's core is more mature or potentially easier to 
develop for functionality like ICE. At the end of the day, the larger 
market base has built their own trucks and is using Maya to drive 
them, and they might be starting to champ at the bit a little as their 
trucks are needing more modern controls. XSI is not an option to 
them, it's not even on the radar. The real threat is their fear of 
ADSK, and the potential that they re-wire their trucks without 
dependence on any DCC app.


Meanwhile, for the rest of us who don't have our own RnD departments, 
XSI is great because something like ICE does empower non-programmers 
to do things we couldn't do otherwise. So at least we have a fighting 
chance. Compare the workability of a custom tool made by someone who 
only writes code all day, versus a custom tool developed by the user 
in the context of the usage. There is still a huge value to that, and 
should (hopefully) continue to be a market for that.


-Bradley

On Thu, Sep 6, 2012 at 12:04 PM, Stefan Kubicek s...@tidbit-images.com 
mailto:s...@tidbit-images.com wrote:


Fair enough and agreed on, but why would Maya be a better
candidate to be developed in that direction than any other app?






Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Rob Chapman
*On 6 September 2012 17:34, Bradley Gabe witha...@gmail.com wrote:
*

 * The real threat is their fear of ADSK, and the potential that they
 re-wire their trucks without dependence on any DCC app.*


and this is what Guy is talking about in another thread , no?  in which
case its already starting to happen :)  and by your analogy of comparing
the large film production studios as big trucks driven by Maya, then myself
and Fabrice agreed that our little studio where we work is definitely a
Fiat Panda driven by Softimage.

:D


Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Bradley Gabe
I'm starting to think a better analogy would have been cars pulling
trailers.


On Thu, Sep 6, 2012 at 5:57 PM, Rob Chapman tekano@gmail.com wrote:



 *On 6 September 2012 17:34, Bradley Gabe witha...@gmail.com wrote:
 *

 * The real threat is their fear of ADSK, and the potential that they
 re-wire their trucks without dependence on any DCC app.*


 and this is what Guy is talking about in another thread , no?  in which
 case its already starting to happen :)  and by your analogy of comparing
 the large film production studios as big trucks driven by Maya, then myself
 and Fabrice agreed that our little studio where we work is definitely a
 Fiat Panda driven by Softimage.

 :D





Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Rob Chapman
On 6 September 2012 23:00, Bradley Gabe witha...@gmail.com wrote:

 I'm starting to think a better analogy would have been cars pulling
 trailers.


nice, so in the case the studios are trailers of different sizes and maya
and softimage are the cars and trucks ?  So Softimage can be the fiat panda
pulling our mobile fruit  veg stall?  :D


Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Raffaele Fragapane
It's great to hear all this talk of rendering and FX, and scalability, two
things that have seen paradigm shifts and multiple evolutions several times
in the last few years, so that large firms can be catered to, when we
already have our own solutions, or Houdini, we use for those that are very
unlikely to be matched (because even if they are, we won't own the source).

In the meantime, animation, interaction, the general feeling of an app,
ease of use, clarity, the whole animation field and everything related,
languish and are stuck in the realm of models, tools, procedures and
concepts that last saw a generational hop with SOFTIMAGE|3D 3.0, and
haven't seen one since.

This leaves the large shops with a feature set we were already forced to
develop quite a few years ago, and that needs to be close to the rendering
engine (which is NOT going to be MRay, the one currently bundled with all
products), and is absolutely useless unless you have that (rendertime
injection and all), and doesn't even nudge all the static things that we
actually DO use Soft or Maya for, rigging and animation.

At the same time, the small boutique will still not be able to do the major
scale stuff, because even with all the tools, frameworks and scalability in
the world they won't have the infrastructure and deadlines to crack LA in
two and sink it, and their breadbutter tools languish, and their staff
still places keyframes on the same six bloody function curves they did
fiften years ago, on animation rigs that feature, as their most complex
technology provided by the app, IK that is the same that was made available
to the first Jurassic Park.

Of course I'm biased, I've always worked on a broad spectrum of things, but
always around characters/creatures, so this might be a pointless and
blindsided rant.

But more likely, in the endless chase for bigger numbers and better
headlines in reviews, the major software providers forget that as a large
studio we can get ourselves a better fluid simulator for a movie in less
than a year with three people than maya was able to provide in seven with a
team of six.
What IS phenomenally expensive to create (the user facing and enormously
complex scene graph and data management side and the UI and GUI around it)
is what both us and the smaller shops REALLY use day to day. And when the
small shops need a multibillion particle sim they'll have three days to do,
and will therefore pick up the first 400$ plugin that does it for them over
an API built over a framework that scales like a Caterpillar mining truck,
but can't be used without three engineers full time on it.

As for ICE being the now and this massively scalable thing being the next,
two years on Walking with Dinosaurs with a shitload of deformation and
pipeline work relying on ICE beg to differ that large datasets are the
next, and would like to raise their hand and affirm that some of us don't
blow shit up all day for a living, and kinda relish a solid data model and
a good UI :p


Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Greg Punchatz
What said Raf +1

What's ironic about this part of this thread is that ICE and Arnold has let us 
reach a level of scale in our little boutique that I could not have even 
imagined before they showed up... Even on our outdated render farm, we can 
render enormous fully path traced , motion blured scenes in one pass that only 
a few years ago even the big boys would would of had to break into many passes 


Sent from my iPhone
 


RE: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Matt Lind
Is that due to ICE or because you’re now on 64 bit systems with extra hardware 
resources at your disposal?


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz
Sent: Thursday, September 06, 2012 5:17 PM
To: softimage@listproc.autodesk.com
Cc: softimage@listproc.autodesk.com
Subject: Re: ICE in Maya is an engineer's worst nightmare

What said Raf +1

What's ironic about this part of this thread is that ICE and Arnold has let us 
reach a level of scale in our little boutique that I could not have even 
imagined before they showed up... Even on our outdated render farm, we can 
render enormous fully path traced , motion blured scenes in one pass that only 
a few years ago even the big boys would would of had to break into many passes 


Sent from my iPhone



Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Greg Punchatz
Both...we were on 64 bit CPUs before we had ICE. It (ice) and Arnold have let 
us build light scenes that can generate incredible detail that has not been 
achievable for us.  64 bits made it feasible ... Ice and Arnold made it a 
reality. 

Now XSI could use a boost in scalability for sure... It fails in large number 
of objects. I always wondered if  a optional simplified transform with out all 
the pivots, centers and offsets would give XSI a speed boost.

G

Sent from my iPhone

On Sep 6, 2012, at 7:18 PM, Matt Lind ml...@carbinestudios.com wrote:

 Is that due to ICE or because you’re now on 64 bit systems with extra 
 hardware resources at your disposal?
  
  
 Matt
  
  
  
  
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz
 Sent: Thursday, September 06, 2012 5:17 PM
 To: softimage@listproc.autodesk.com
 Cc: softimage@listproc.autodesk.com
 Subject: Re: ICE in Maya is an engineer's worst nightmare
  
 What said Raf +1
  
 What's ironic about this part of this thread is that ICE and Arnold has let 
 us reach a level of scale in our little boutique that I could not have even 
 imagined before they showed up... Even on our outdated render farm, we can 
 render enormous fully path traced , motion blured scenes in one pass that 
 only a few years ago even the big boys would would of had to break into many 
 passes 
 
 Sent from my iPhone
  


Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Steven Caron
indeed, pursuit of performance increases should NEVER stop. SolidAngle does
this with Arnold and its boring but it keeps everyone happy when nearly
every release you see a performance improvement.

On Thu, Sep 6, 2012 at 5:40 PM, Greg Punchatz g...@janimation.com wrote:


 Now XSI could use a boost in scalability for sure...




RE: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Matt Lind
Performance could improve by trimming transforms, but I don’t think scalability 
would be affected too much as the amount of data saved is tiny in comparison 
the ceiling we’re talking about.  Scalability on this level is fundamental of 
working with crowds of data – it needs to be a primary focus of the design to 
do it well.  Softimage opted for better performance of fewer complex objects.

Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz
Sent: Thursday, September 06, 2012 5:40 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE in Maya is an engineer's worst nightmare

Both...we were on 64 bit CPUs before we had ICE. It (ice) and Arnold have let 
us build light scenes that can generate incredible detail that has not been 
achievable for us.  64 bits made it feasible ... Ice and Arnold made it a 
reality.

Now XSI could use a boost in scalability for sure... It fails in large number 
of objects. I always wondered if  a optional simplified transform with out all 
the pivots, centers and offsets would give XSI a speed boost.

G

Sent from my iPhone

On Sep 6, 2012, at 7:18 PM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
Is that due to ICE or because you’re now on 64 bit systems with extra hardware 
resources at your disposal?


Matt




From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Punchatz
Sent: Thursday, September 06, 2012 5:17 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Cc: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: ICE in Maya is an engineer's worst nightmare

What said Raf +1

What's ironic about this part of this thread is that ICE and Arnold has let us 
reach a level of scale in our little boutique that I could not have even 
imagined before they showed up... Even on our outdated render farm, we can 
render enormous fully path traced , motion blured scenes in one pass that only 
a few years ago even the big boys would would of had to break into many passes 


Sent from my iPhone