ICE is not FX and hard to use..
https://www.youtube.com/watch?v=DucKeXM_gHMfeature=youtu.bet=26m
Re: ICE is not FX and hard to use..
Agreed! My question would be weather new Dfg in Maya will be just part of Bifrost or it will be as mighty as ice and so one could use it for rigging, non simulated particle anim, fur and million other things... Hypershade, node editor, hypergraph and now dfg... Cheers. Ivan Sent from my iPhone On Aug 15, 2014, at 8:30 AM, Sebastian Kowalski l...@sekow.com wrote: https://www.youtube.com/watch?v=DucKeXM_gHMfeature=youtu.bet=26m
Re: ICE is not FX and hard to use..
Not really a fair representation of what he said. I think his comments were pretty reasonable On Fri, Aug 15, 2014 at 4:30 PM, Sebastian Kowalski l...@sekow.com wrote: https://www.youtube.com/watch?v=DucKeXM_gHMfeature=youtu.bet=26m -- Andre De Angelis
Re: ICE is not FX and hard to use..
I personally think the reason why some people considered ICE hard was because in order to use it fluently you had to understand some of the math behind it. An artist couldn't care less about how the data flows, so they will find bifrost hard as well. On 15 August 2014 08:54, Andre De Angelis andre.deange...@gmail.com wrote: Not really a fair representation of what he said. I think his comments were pretty reasonable On Fri, Aug 15, 2014 at 4:30 PM, Sebastian Kowalski l...@sekow.com wrote: https://www.youtube.com/watch?v=DucKeXM_gHMfeature=youtu.bet=26m -- Andre De Angelis
Re: ICE is not FX and hard to use..
His comments on flow at that point were quite interesting... The way he described how bifrost works as data flow seemed like ICE to me but sounds more of an underlying thing. Cristobal: I agree, along with the math part I think that and there is some initial logic to get your head around in terms of getting/setting data.. Which in some ways is not the same as generrraall work flow in 3d apps... It's more like the logic you need to use when scripting in that respect. People initially think they can't do it, but it'll click.. Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 15 August 2014 10:06, Cristobal Infante cgc...@gmail.com wrote: I personally think the reason why some people considered ICE hard was because in order to use it fluently you had to understand some of the math behind it. An artist couldn't care less about how the data flows, so they will find bifrost hard as well. On 15 August 2014 08:54, Andre De Angelis andre.deange...@gmail.com wrote: Not really a fair representation of what he said. I think his comments were pretty reasonable On Fri, Aug 15, 2014 at 4:30 PM, Sebastian Kowalski l...@sekow.com wrote: https://www.youtube.com/watch?v=DucKeXM_gHMfeature=youtu.bet=26m -- Andre De Angelis
Re: ICE is not FX and hard to use..
No issues with what he said tbh. In fact it seemed that he had a pretty good understanding of what ICE is, which seems positive for Bifrost in the future. On 15 August 2014 10:52, Simon Reeves si...@simonreeves.com wrote: His comments on flow at that point were quite interesting... The way he described how bifrost works as data flow seemed like ICE to me but sounds more of an underlying thing. Cristobal: I agree, along with the math part I think that and there is some initial logic to get your head around in terms of getting/setting data.. Which in some ways is not the same as generrraall work flow in 3d apps... It's more like the logic you need to use when scripting in that respect. People initially think they can't do it, but it'll click.. Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 15 August 2014 10:06, Cristobal Infante cgc...@gmail.com wrote: I personally think the reason why some people considered ICE hard was because in order to use it fluently you had to understand some of the math behind it. An artist couldn't care less about how the data flows, so they will find bifrost hard as well. On 15 August 2014 08:54, Andre De Angelis andre.deange...@gmail.com wrote: Not really a fair representation of what he said. I think his comments were pretty reasonable On Fri, Aug 15, 2014 at 4:30 PM, Sebastian Kowalski l...@sekow.com wrote: https://www.youtube.com/watch?v=DucKeXM_gHMfeature=youtu.bet=26m -- Andre De Angelis
Re: Analog
not enough softimage :) Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 14 August 2014 08:25, olivier jeannel olivier.jean...@noos.fr wrote: Nices lecture with some softimage in here : https://vimeo.com/96605888
Re: Fabric Siggraph talks on visual programming and data flow graph are up
First one has gone? Damn :) Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 15 August 2014 02:50, Paul Doyle technove...@gmail.com wrote: Hi guys – we’ll get all of the user group sessions up over the next few days, but these are probably the most interesting from a SI perspective. Visual programming: https://vimeo.com/103474492 Data Flow Graph: https://vimeo.com/103474550 Cheers, Paul
Delay Set Data? Why? o_O
example case video: http://screencast.com/t/p3uCWzyyb I don't think this article: article http://xsisupport.com/2011/12/22/understanding-how-and-when-to-use-delay-set-data/ explains this case, does it? My motivation to understand this is that it might also something it happes in other multithreaded enviorments, than ICE. Cheers -- *--[image: http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro Alpiarça dos Santos Animator 3DModeler Illustrator http://probiner.x10.mx/ http://probiner.x10.mx/*
Re: Fabric Siggraph talks on visual programming and data flow graph are up
I believe it's this one: https://vimeo.com/103485088 First one has gone? Damn :) Simon Reeves London, UK si...@simonreeves.com www.simonreeves.com www.analogstudio.co.uk On 15 August 2014 02:50, Paul Doyle technove...@gmail.com wrote: Hi guys – we’ll get all of the user group sessions up over the next few days, but these are probably the most interesting from a SI perspective. Visual programming: https://vimeo.com/103474492 Data Flow Graph: https://vimeo.com/103474550 Cheers, Paul -- - Stefan Kubicek ste...@keyvis.at - Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43 (0) 699 12614231 www.keyvis.at This email and its attachments are confidential and for the recipient only
Re: Fabric Siggraph talks on visual programming and data flow graph are up
Ah thanks! Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 15 August 2014 12:53, Stefan Kubicek s...@tidbit-images.com wrote: I believe it's this one: https://vimeo.com/103485088 First one has gone? Damn :) Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 15 August 2014 02:50, Paul Doyle technove...@gmail.com wrote: Hi guys – we’ll get all of the user group sessions up over the next few days, but these are probably the most interesting from a SI perspective. Visual programming: https://vimeo.com/103474492 Data Flow Graph: https://vimeo.com/103474550 Cheers, Paul -- - Stefan Kubicek ste...@keyvis.at %22ste...@keyvis.at%22+%3cste...@keyvis.at%3E - Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43 (0) 699 12614231 www.keyvis.at This email and its attachments are confidential and for the recipient only
Re: OT Maya: push deformer
I get an empty shelf without the 3 buttons.. I tried loading the demo scenes and they seem to work, but the shelf is broken G On 2014-08-15 02:17 AM, Raffaele Fragapane wrote: Maya isn't installer friendly to be honest. What gave you trouble? On Thu, Aug 14, 2014 at 6:09 PM, Gerbrand Nel nagv...@gmail.com mailto:nagv...@gmail.com wrote: I gave up on installing soup after about 4 hours of not getting the shelf working Soup looks like a nice idea, but it blows my mind how the guys can create such nice tools, but not a installer for humans. G On 2014-08-14 05:05 AM, Cesar Saez wrote: SOuP has a nice smoth node (with volume preservation). http://soup-dev.com/tools.htm On Wed, Aug 13, 2014 at 9:06 PM, Raffaele Fragapane raffsxsil...@googlemail.com mailto:raffsxsil...@googlemail.com wrote: Nope. You have average vertices, which is a very primitive Laplacian smooth without much control or volume preservation options, but it's not a deformer, so you will either be prevented from using it in certain situations, or it will inevitably end up as a sticky part of the history you will have to end up freezing at some point. You'll need to find a downloadable one. There's been a handful around over the years, source is out there for Laplacian smooth with Taubin volume preservation (the most classic/basic relax), and I'm sure there's stuff that's up to date, but that's your only ticket. -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: ICE is not FX and hard to use..
For your consideration, also discussed here :) On 08/15/14 6:15, Peter Agg wrote: No issues with what he said tbh. In fact it seemed that he had a pretty good understanding of what ICE is, which seems positive for Bifrost in the future.
Re: Fabric Siggraph talks on visual programming and data flow graph are up
There's a visual programming one but we had a problem with the video, should be a new version up soon. On 15 August 2014 05:03, Simon Reeves si...@simonreeves.com wrote: Ah thanks! Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 15 August 2014 12:53, Stefan Kubicek s...@tidbit-images.com wrote: I believe it's this one: https://vimeo.com/103485088 First one has gone? Damn :) Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 15 August 2014 02:50, Paul Doyle technove...@gmail.com wrote: Hi guys – we’ll get all of the user group sessions up over the next few days, but these are probably the most interesting from a SI perspective. Visual programming: https://vimeo.com/103474492 Data Flow Graph: https://vimeo.com/103474550 Cheers, Paul -- - Stefan Kubicek ste...@keyvis.at %22ste...@keyvis.at%22+%3cste...@keyvis.at%3E - Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43 (0) 699 12614231 www.keyvis.at This email and its attachments are confidential and for the recipient only
Re: OT - Isotropix Clarisse (new CG package)
Bringing this thread back from the dead...4 years later But how about this for Clarisse's viewport: 4.500.000.000.000 (4.5 Trillion) Polygons @ 30 FPS http://youtu.be/2goGF0G8iH0 I understand Dneg has just bought a site license, so it's been taken seriously. http://dneg.com/dneg_vfx/dneg-purchase-global-site-license-for-isotropixs-clarisse/ Anyone using it here? On 15 November 2010 10:23, Sam J. Bowling sbowl...@cox.net wrote: They tried the same thing with Character animation on Lightwave and it's got to be the worst character animation package on the market if you still consider it to even be on the market. As for modos interface, I was not impressed enough with it to upgrade past v1. The XSI/Softimage interface was much more user friendly IMO. There is just way too much Lightwave in Modo for my tastes. I really got the impression that they didn't learn a thing from their past mistakes. At 10:18 AM 11/11/2010, you wrote: I own Modo and it's my nr 1 application for Modeling/UVs. Its interface is one of the best out there IMHO, so it's normal for others to try to get that look and feel into their applications. At the moment, Modo has a simple IK system that does the job on rigid type of characters such as robots. Luxology never claimed that Modo is a full character animation package, but that is to be implemented over time. -- Paulo Barrelas -- Sam J. Bowling
Friday Flashback #185
Softimage at SIGGRAPH 2000 in New Orleans http://wp.me/powV4-35m
Re: Fabric Siggraph talks on visual programming and data flow graph are up
Sorry about that guys, I've messed up the dropbox source for vimeo. Here we go again: https://vimeo.com/103517340 On 8/15/2014 3:25 PM, Paul Doyle wrote: There's a visual programming one but we had a problem with the video, should be a new version up soon. On 15 August 2014 05:03, Simon Reeves si...@simonreeves.com mailto:si...@simonreeves.com wrote: Ah thanks! Simon Reeves London, UK /si...@simonreeves.com mailto:si...@simonreeves.com/ /www.simonreeves.com http://www.simonreeves.com/ /www.analogstudio.co.uk http://www.analogstudio.co.uk// / On 15 August 2014 12:53, Stefan Kubicek s...@tidbit-images.com mailto:s...@tidbit-images.com wrote: I believe it's this one: https://vimeo.com/103485088 First one has gone? Damn :) Simon Reeves London, UK /si...@simonreeves.com mailto:si...@simonreeves.com/ /www.simonreeves.com http://www.simonreeves.com/ /www.analogstudio.co.uk http://www.analogstudio.co.uk// / On 15 August 2014 02:50, Paul Doyle technove...@gmail.com mailto:technove...@gmail.com wrote: Hi guys – we’ll get all of the user group sessions up over the next few days, but these are probably the most interesting from a SI perspective. Visual programming: https://vimeo.com/103474492 Data Flow Graph: https://vimeo.com/103474550 Cheers, Paul -- - Stefan Kubicek ste...@keyvis.at mailto:%22ste...@keyvis.at%22+%3cste...@keyvis.at%3E - Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone: +43 (0) 699 12614231 tel:%2B43%20%280%29%20699%2012614231 www.keyvis.at http://www.keyvis.at This email and its attachments are confidential and for the recipient only
Re: OT - Isotropix Clarisse (new CG package)
Not in production, but I beta tested it last year, and it was quite speedy then. It was right before V1 was released, and as far as I can see, they have made a LOT of progress since then. I downloaded the eval for the n ew version just today, but haven't had the chance to open it yet. It had some UI weirdness (meaning the layout and design were unfamiliar to me), but even those look to have gotten sorted out by the look of the trailer and this video. On Fri, Aug 15, 2014 at 10:09 AM, Cristobal Infante cgc...@gmail.com wrote: Bringing this thread back from the dead...4 years later But how about this for Clarisse's viewport: 4.500.000.000.000 (4.5 Trillion) Polygons @ 30 FPS http://youtu.be/2goGF0G8iH0 I understand Dneg has just bought a site license, so it's been taken seriously. http://dneg.com/dneg_vfx/dneg-purchase-global-site-license-for-isotropixs-clarisse/ Anyone using it here? On 15 November 2010 10:23, Sam J. Bowling sbowl...@cox.net wrote: They tried the same thing with Character animation on Lightwave and it's got to be the worst character animation package on the market if you still consider it to even be on the market. As for modos interface, I was not impressed enough with it to upgrade past v1. The XSI/Softimage interface was much more user friendly IMO. There is just way too much Lightwave in Modo for my tastes. I really got the impression that they didn't learn a thing from their past mistakes. At 10:18 AM 11/11/2010, you wrote: I own Modo and it's my nr 1 application for Modeling/UVs. Its interface is one of the best out there IMHO, so it's normal for others to try to get that look and feel into their applications. At the moment, Modo has a simple IK system that does the job on rigid type of characters such as robots. Luxology never claimed that Modo is a full character animation package, but that is to be implemented over time. -- Paulo Barrelas -- Sam J. Bowling -- Perry Harovas Animation and Visual Effects http://www.TheAfterImage.com http://www.theafterimage.com/ -25 Years Experience -Member of the Visual Effects Society (VES)
Re: ICE is not FX and hard to use..
I think the hard comment relates to wanting to have more built-in functionality in Bifrost, and workflows in the viewport and outside the node editor. This is a counter point to the artists who are not really interested in just getting a library of hundreds of nodes to connect and figure out. They want to be able to open the box and fix whatever is there, which bifrost will allow, but it should already do a lot, and do it well, outside of the box. You should not have to program to do common/simple things. On Fri, Aug 15, 2014 at 2:30 AM, Sebastian Kowalski l...@sekow.com wrote: https://www.youtube.com/watch?v=DucKeXM_gHMfeature=youtu.bet=26m
Re: ICE is not FX and hard to use..
Is this the new philosophy for all of Maya because it's generally the case application wide... On Aug 15, 2014 10:41 AM, Luc-Eric Rousseau luceri...@gmail.com wrote: You should not have to program to do common/simple things.
Re: ICE is not FX and hard to use..
That is a reasonable statement, Luc-Eric. However, given the proper resources such libraries could have been generated for Softimage. Moving forward though, a large amount of presets for Bifrost would be a good thing for Maya users. I have to agree with Simon too in that the way the Bifrost data flow was presented felt more like it was and underlying Bifrost compiles rather than traverses to reduce overhead as opposed to this is easier and more intuitive to use. When you deal with nodes, you still have to know your math and logic or you won't be able to do anything worthwhile with it regardless if it is ICE, Utility nodes, Bifrost, or Houdini. I do believe it would have been a better, more professional presentation if he focused on what Bifrost can do as opposed to taking the time to compare it to ICE. -=Eric On Fri, Aug 15, 2014 at 12:40 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: I think the hard comment relates to wanting to have more built-in functionality in Bifrost, and workflows in the viewport and outside the node editor. This is a counter point to the artists who are not really interested in just getting a library of hundreds of nodes to connect and figure out. They want to be able to open the box and fix whatever is there, which bifrost will allow, but it should already do a lot, and do it well, outside of the box. You should not have to program to do common/simple things. On Fri, Aug 15, 2014 at 2:30 AM, Sebastian Kowalski l...@sekow.com wrote: https://www.youtube.com/watch?v=DucKeXM_gHMfeature=youtu.bet=26m -- -=T=-
Re: OT - Isotropix Clarisse (new CG package)
Something I had made using a beta version of Clarisse IFX (pre-V1). Rendered in 4 hours at 2300 x 1080 with full GI, motion blur, 12 million blades of grass, raytraced shadows and blurry reflections. All rendered on one machine. The animation isn't anything to write home about, but that isn't the point of showing this... https://vimeo.com/53084687 On Fri, Aug 15, 2014 at 1:12 PM, Perry Harovas perryharo...@gmail.com wrote: Not in production, but I beta tested it last year, and it was quite speedy then. It was right before V1 was released, and as far as I can see, they have made a LOT of progress since then. I downloaded the eval for the n ew version just today, but haven't had the chance to open it yet. It had some UI weirdness (meaning the layout and design were unfamiliar to me), but even those look to have gotten sorted out by the look of the trailer and this video. On Fri, Aug 15, 2014 at 10:09 AM, Cristobal Infante cgc...@gmail.com wrote: Bringing this thread back from the dead...4 years later But how about this for Clarisse's viewport: 4.500.000.000.000 (4.5 Trillion) Polygons @ 30 FPS http://youtu.be/2goGF0G8iH0 I understand Dneg has just bought a site license, so it's been taken seriously. http://dneg.com/dneg_vfx/dneg-purchase-global-site-license-for-isotropixs-clarisse/ Anyone using it here? On 15 November 2010 10:23, Sam J. Bowling sbowl...@cox.net wrote: They tried the same thing with Character animation on Lightwave and it's got to be the worst character animation package on the market if you still consider it to even be on the market. As for modos interface, I was not impressed enough with it to upgrade past v1. The XSI/Softimage interface was much more user friendly IMO. There is just way too much Lightwave in Modo for my tastes. I really got the impression that they didn't learn a thing from their past mistakes. At 10:18 AM 11/11/2010, you wrote: I own Modo and it's my nr 1 application for Modeling/UVs. Its interface is one of the best out there IMHO, so it's normal for others to try to get that look and feel into their applications. At the moment, Modo has a simple IK system that does the job on rigid type of characters such as robots. Luxology never claimed that Modo is a full character animation package, but that is to be implemented over time. -- Paulo Barrelas -- Sam J. Bowling -- Perry Harovas Animation and Visual Effects http://www.TheAfterImage.com http://www.theafterimage.com/ -25 Years Experience -Member of the Visual Effects Society (VES) -- Perry Harovas Animation and Visual Effects http://www.TheAfterImage.com http://www.theafterimage.com/ -25 Years Experience -Member of the Visual Effects Society (VES)
Re: ICE is not FX and hard to use..
in his defence, he was just answering a question from the audience.. On Friday, 15 August 2014, Eric Turman i.anima...@gmail.com wrote: That is a reasonable statement, Luc-Eric. However, given the proper resources such libraries could have been generated for Softimage. Moving forward though, a large amount of presets for Bifrost would be a good thing for Maya users. I have to agree with Simon too in that the way the Bifrost data flow was presented felt more like it was and underlying Bifrost compiles rather than traverses to reduce overhead as opposed to this is easier and more intuitive to use. When you deal with nodes, you still have to know your math and logic or you won't be able to do anything worthwhile with it regardless if it is ICE, Utility nodes, Bifrost, or Houdini. I do believe it would have been a better, more professional presentation if he focused on what Bifrost can do as opposed to taking the time to compare it to ICE. -=Eric On Fri, Aug 15, 2014 at 12:40 PM, Luc-Eric Rousseau luceri...@gmail.com javascript:_e(%7B%7D,'cvml','luceri...@gmail.com'); wrote: I think the hard comment relates to wanting to have more built-in functionality in Bifrost, and workflows in the viewport and outside the node editor. This is a counter point to the artists who are not really interested in just getting a library of hundreds of nodes to connect and figure out. They want to be able to open the box and fix whatever is there, which bifrost will allow, but it should already do a lot, and do it well, outside of the box. You should not have to program to do common/simple things. On Fri, Aug 15, 2014 at 2:30 AM, Sebastian Kowalski l...@sekow.com javascript:_e(%7B%7D,'cvml','l...@sekow.com'); wrote: Autodesk Vision Series – Visual FX https://www.youtube.com/watch?v=DucKeXM_gHMfeature=youtu.bet=26m -- -=T=-
Re: ICE is not FX and hard to use..
Ah, the fist time through, my youtube kicked in after the question was posed. That's more acceptable. On Fri, Aug 15, 2014 at 1:15 PM, Cristobal Infante cgc...@gmail.com wrote: in his defence, he was just answering a question from the audience. -- -=T=-
Re: ICE is not FX and hard to use..
just to clarify for people who didn't watch the video, he was answering a question from the audience at the end of a 25 min presentation, this was not the presentation. How Bifrost is similar or different to ice is something a lot of us want to know. I don't think you understood the difference, btw. The compilation is an implementation difference, but how the graph works is also different. The scene data flows through Bifrost nodes and modified immediately; in ICE the computation only happens at the set data and the connections are just logical links, so you can't really view the data of a graph in the middle without rewiring something to a set data. It's more difficult to understand and debug a graph because of this. On Aug 15, 2014 2:09 PM, Eric Turman i.anima...@gmail.com wrote: That is a reasonable statement, Luc-Eric. However, given the proper resources such libraries could have been generated for Softimage. Moving forward though, a large amount of presets for Bifrost would be a good thing for Maya users. I have to agree with Simon too in that the way the Bifrost data flow was presented felt more like it was and underlying Bifrost compiles rather than traverses to reduce overhead as opposed to this is easier and more intuitive to use. When you deal with nodes, you still have to know your math and logic or you won't be able to do anything worthwhile with it regardless if it is ICE, Utility nodes, Bifrost, or Houdini. I do believe it would have been a better, more professional presentation if he focused on what Bifrost can do as opposed to taking the time to compare it to ICE. -=Eric On Fri, Aug 15, 2014 at 12:40 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: I think the hard comment relates to wanting to have more built-in functionality in Bifrost, and workflows in the viewport and outside the node editor. This is a counter point to the artists who are not really interested in just getting a library of hundreds of nodes to connect and figure out. They want to be able to open the box and fix whatever is there, which bifrost will allow, but it should already do a lot, and do it well, outside of the box. You should not have to program to do common/simple things. On Fri, Aug 15, 2014 at 2:30 AM, Sebastian Kowalski l...@sekow.com wrote: https://www.youtube.com/watch?v=DucKeXM_gHMfeature=youtu.bet=26m -- -=T=-
Re: ICE is not FX and hard to use..
No, I got that, its just seems a very subtle difference rather than an earth shattering one that is all. And I had mentioned in an interim email that the original youtube link kicked in after the question the first time that I viewed it. On Fri, Aug 15, 2014 at 1:53 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: just to clarify for people who didn't watch the video, he was answering a question from the audience at the end of a 25 min presentation, this was not the presentation. How Bifrost is similar or different to ice is something a lot of us want to know. I don't think you understood the difference, btw. The compilation is an implementation difference, but how the graph works is also different. The scene data flows through Bifrost nodes and modified immediately; in ICE the computation only happens at the set data and the connections are just logical links, so you can't really view the data of a graph in the middle without rewiring something to a set data. It's more difficult to understand and debug a graph because of this. On Aug 15, 2014 2:09 PM, Eric Turman i.anima...@gmail.com wrote: That is a reasonable statement, Luc-Eric. However, given the proper resources such libraries could have been generated for Softimage. Moving forward though, a large amount of presets for Bifrost would be a good thing for Maya users. I have to agree with Simon too in that the way the Bifrost data flow was presented felt more like it was and underlying Bifrost compiles rather than traverses to reduce overhead as opposed to this is easier and more intuitive to use. When you deal with nodes, you still have to know your math and logic or you won't be able to do anything worthwhile with it regardless if it is ICE, Utility nodes, Bifrost, or Houdini. I do believe it would have been a better, more professional presentation if he focused on what Bifrost can do as opposed to taking the time to compare it to ICE. -=Eric On Fri, Aug 15, 2014 at 12:40 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: I think the hard comment relates to wanting to have more built-in functionality in Bifrost, and workflows in the viewport and outside the node editor. This is a counter point to the artists who are not really interested in just getting a library of hundreds of nodes to connect and figure out. They want to be able to open the box and fix whatever is there, which bifrost will allow, but it should already do a lot, and do it well, outside of the box. You should not have to program to do common/simple things. On Fri, Aug 15, 2014 at 2:30 AM, Sebastian Kowalski l...@sekow.com wrote: https://www.youtube.com/watch?v=DucKeXM_gHMfeature=youtu.bet=26m -- -=T=- -- -=T=-
Re: ICE is not FX and hard to use..
agreed, his response was very reasonable. On Fri, Aug 15, 2014 at 12:54 AM, Andre De Angelis andre.deange...@gmail.com wrote: Not really a fair representation of what he said. I think his comments were pretty reasonable
Re: ICE is not FX and hard to use..
On 08/15/14 14:09, Eric Thivierge wrote: Is this the new philosophy for all of Maya because it's generally the case application wide... I hardly believe the philosophy of the company has (ever) changed. Still salivating on the idea of being the only company in town and actually succeding at that (through overtakes as opposed to through innovation) while some people cheer. So the most abusive/lucrative policies (if anyone thinks its bad now) could be put in place, and people could bitch all they want while shelling-out the extra doe needed to cover the (revised) fees, or for the (essential) extras on the Store (with 'convenient' pay-per-use options), or the new increases required to access our own stuff on the 'secure' (controlled) cloud. Oh but they wouldn't hold people's assets (or asses) as collateral (now would they) Hey Phil? did you eventually succeed in opening your old scene?
Re: ICE is not FX and hard to use..
Considering past practice and general disdain for clients, i can see that statement about extra bits charging a little bit more for, turning into a dlc type war of content ransoming... On 15 August 2014 22:43, Jason S jasonsta...@gmail.com wrote: On 08/15/14 14:09, Eric Thivierge wrote: Is this the new philosophy for all of Maya because it's generally the case application wide... I hardly believe the philosophy of the company has (ever) changed. Still salivating on the idea of being the only company in town and actually succeding at that (through overtakes as opposed to through innovation) while some people cheer. So the most abusive/lucrative policies (if anyone thinks its bad now) could be put in place, and people could bitch all they want while shelling-out the extra doe needed to cover the (revised) fees, or for the (essential) extras on the Store (with 'convenient' pay-per-use options), or the new increases required to access our own stuff on the 'secure' (controlled) cloud. Oh but they wouldn't hold people's assets (or asses) as collateral (now would they) Hey Phil? did you eventually succeed in opening your old scene?