Re: [Maya] Yeti vs XGen

2014-10-12 Thread Luc-Eric Rousseau
On Sun, Oct 12, 2014 at 11:51 AM, Sebastien Sterling
 wrote:
> XGen just seems like a mess, i'm willing to concede that the power is there
> but the interface is hellish, you have to flip through so many windows so
> many parameters in a non linear fashion,

> worse if you forget some of the
> steps or to tick a box here or there, you might have to start from the
> beginning.

I don't think that this is true, or at least I'd like to have an
example of that.  In the "Create Description" dialog, you actually
just decide if you want groomable splines or not.  Every other choice
you can change later with the equivalent drop down in the Primitive
tab.  There is only one "generator" operator in XGen.

That 1h hour seminar, which I've re-watched before writing this, is
meant for people a little bit past the first 10 minutes understanding
of how XGen is structured, but rather goes right to mid-level tricks.
It's totally fair to criticize XGen for being seExpr-based  (though
the UI will help you write the expressions when it can), and based on
PTex.  However, the interface is not "all over the place". Everything
is in the XGen Window, there are no menus or stuff hidden in the
Outliner or elsewhere.  You'd be working with the primitives setup in
Primitives tabs, then the operator stack , if you use it, is in
Modifiers, then everything you'll need in grooming is in the Grooming
tab.


Re: [Maya] Yeti vs XGen

2014-10-12 Thread Raffaele Fragapane
XGen isn't really a case of "gawd, it's so open, brah!".
If you need actual hair and feathers Yeti is certainly worth a look at,
XGen has a way to go before it'll do the same things editing and dynamics
wise.


Re: [Maya] Yeti vs XGen

2014-10-12 Thread Sebastien Sterling
Work flow wise, i guess from my limited exposure to ICE i  can appreciate
the node based interface, even if it is really more of a jenga tower

XGen just seems like a mess, i'm willing to concede that the power is there
but the interface is hellish, you have to flip through so many windows so
many parameters in a non linear fashion, worse if you forget some of the
steps or to tick a box here or there, you might have to start from the
beginning. it tries to give the impression of linear workflow with the
wizard for the profile descriptions but its such a convoluted setup.

I could see it working in a feature film environment, where you sometimes
get a year to groom a character, but not in any other format. it looks like
yet another horrible staple AD has introduced to the industry with zero
scalability.

Yes multi-scatter looks interesting, thanks Tim.

Maybe someone can rework xGen's setup, i assume that "Dude its like so OPEN
bro..." applies here too.

More then anything i'm frustrated, when i started out in cg Hair/fur where
fairly out of the grasp of the individual. i feel now that we have reached
the point where this should no longer be the case. i always felt that ICE
was expedient enough that all that was missing was a grooming interface to
interact with guides.


Why do these people not get that tools should be simple, the creative
process is so all consuming. The last thing we need is to have to dick
around for 3 hours before we even get to the grooming. hair and fur to this
day is its own discipline, i don't think it should be, i think the tools
are so shit that only the clinically insane few willing to abase them
selves to jumping through those loops can thrive.

So, "simple", and so far "simple" is the only goal i would risk conceding,
because heaven forbid that they should make it FUN to use.

The mentality is that it's not because you are good at grooming hair, but
you are good at navigating the tool. we need to break from this, this is
not good.

Lord i hope the Fabric Guys can see this.

Rant off.



On 12 October 2014 10:00, Tim Leydecker  wrote:

> I´m pretty excited about xgen.
>
> Not as a replacement for yeti fur, though.
>
> The thing about yeti isn´t just it´s grooming controls,
> it has loads of tools for actually animating&simulating
> fur and then caching things into somewhat reliable caches.
>
> That said, i still don´t have fully understood the whole yeti process
> and find myself battling with it more than i would like to have to.
>
> Still, I haven´t seen anything from xgen that shows that level of
> dynamic simulation&animation control you have with yeti.
>
> For me, xgen is starting to look more like an alternative to
> http://www.multiscatter.com/
>
> Multiscatter is for 3DSmax.
>
> It´s so easy to use, it makes me weep when I think about it while trying
> to nicely
> scatter or distribute *anything* in Maya...
>
> Cheers,
>
>
> tim
>
>
>
>
>
>
> On 11.10.2014 04:46, Sebastien Sterling wrote:
>
>> Hey there, would like to take an opportunity to survey people
>> transitioners or old hands, about Hair/fur systems in Maya.
>>
>> I've already seen Yeti used to great effect, in and out of production.
>>
>> Has anyone used Xgen ? cause despite the hype, the implementation at the
>> very least from the demo, looks convoluted as all hell.
>>
>> https://www.youtube.com/watch?v=15PJ4v_f-2I
>>
>> It seems to embrace all the tenants of Maya design philosophy, e.g: ...
>> It's broken out of the box, no seriously the guy apologises like 4 times in
>> the video before showing
>> workarounds.
>>
>> Would love to hear if anyone has used it in production, and if it is
>> actually useful, or if it is yet another Maya "Feature"...
>>
>> (Ps: yes i know Yeti is not commercially available in the US, but if we
>> could restrict this to the technical ?.)
>>
>


Re: [Maya] Yeti vs XGen

2014-10-12 Thread Tim Leydecker

I´m pretty excited about xgen.

Not as a replacement for yeti fur, though.

The thing about yeti isn´t just it´s grooming controls,
it has loads of tools for actually animating&simulating
fur and then caching things into somewhat reliable caches.

That said, i still don´t have fully understood the whole yeti process
and find myself battling with it more than i would like to have to.

Still, I haven´t seen anything from xgen that shows that level of
dynamic simulation&animation control you have with yeti.

For me, xgen is starting to look more like an alternative to 
http://www.multiscatter.com/

Multiscatter is for 3DSmax.

It´s so easy to use, it makes me weep when I think about it while trying to 
nicely
scatter or distribute *anything* in Maya...

Cheers,


tim





On 11.10.2014 04:46, Sebastien Sterling wrote:

Hey there, would like to take an opportunity to survey people transitioners or 
old hands, about Hair/fur systems in Maya.

I've already seen Yeti used to great effect, in and out of production.

Has anyone used Xgen ? cause despite the hype, the implementation at the very 
least from the demo, looks convoluted as all hell.

https://www.youtube.com/watch?v=15PJ4v_f-2I

It seems to embrace all the tenants of Maya design philosophy, e.g: ... It's 
broken out of the box, no seriously the guy apologises like 4 times in the 
video before showing
workarounds.

Would love to hear if anyone has used it in production, and if it is actually useful, or 
if it is yet another Maya "Feature"...

(Ps: yes i know Yeti is not commercially available in the US, but if we could 
restrict this to the technical ?.)


[Maya] Yeti vs XGen

2014-10-10 Thread Sebastien Sterling
Hey there, would like to take an opportunity to survey people transitioners
or old hands, about Hair/fur systems in Maya.

I've already seen Yeti used to great effect, in and out of production.

Has anyone used Xgen ? cause despite the hype, the implementation at the
very least from the demo, looks convoluted as all hell.

https://www.youtube.com/watch?v=15PJ4v_f-2I

It seems to embrace all the tenants of Maya design philosophy, e.g: ...
It's broken out of the box, no seriously the guy apologises like 4 times in
the video before showing workarounds.

Would love to hear if anyone has used it in production, and if it is
actually useful, or if it is yet another Maya "Feature"...

(Ps: yes i know Yeti is not commercially available in the US, but if we
could restrict this to the technical ?.)