+1 to what Greg said.

If you want to go Old School, use the old tools. Dont try and make the new
tools act like the old tools.

/stefan


On Fri, Nov 9, 2012 at 8:31 PM, Greg Punchatz <[email protected]> wrote:

>  Screw legacy,  software will never be clean or robust if you keep adding
> new stuff while while keeping all the old krusty stuff around.
>
> If you need legacy tools use legacy software.
>
> Forward
>
>  ------------------------------
> *Greg Punchatz*
>  *Sr. Creative Director*
> Janimation
> 214.823.7760
> www.janimation.com
>  On 11/9/2012 1:11 PM, Matt Lind wrote:
>
>  That’s great for productions with short timelines as they don’t have to
> worry about the legacy support. The project I’m on now has been going for
> nearly 8 years and is expected to go for another 5-10 years.  In such an
> environment it’s not unusual for an asset to be created and then not
> touched again for years at a time.  When it is touched again, it’s usually
> to fix a bug reported by QA or a customer playing our game.  We absolutely
> cannot afford to have entire systems such as the particle system pulled out
> from under our feet like that because if such an asset has to be exhumed
> for a bug fix, we cannot open the scene file anymore and essentially lose
> the asset.  Fortunately we weren’t using the particle system at the time so
> we weren’t affected, but the point remains.  If we had been using the old
> particle system and that switch were made today…that would effectively lock
> us into whatever version of the software we were using at the time for rest
> of the project.  I’m not too keen about spending the next 10 years in
> Softimage 7.5.  Not only for the lack of modern features, but the support
> issues that go with trying to maintain and keep an old product alive that
> nobody will support.  Just the other day our 7.5 licenses expired.  That’s
> right, ‘expired’.   It shut our production down for a day unexpectedly.
> I’m sure Autodesk would like to continue receiving subscription payments
> from us.  So there has to be a better path mapped out than what Softimage
> did with migrating to ICE cold turkey.  And that involves better planning
> of features from the get-go instead of frankensteining them on later.  If a
> cold turkey switch must be made, then the legacy support needs to remain
> now matter how painful it is to maintain as there are customers with a lot
> at stake.****
>
> ** **
>
> ** **
>
> Matt****
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> *From:* [email protected] [
> mailto:[email protected]<[email protected]>]
> *On Behalf Of *Meng-Yang Lu
> *Sent:* Friday, November 09, 2012 11:02 AM
> *To:* [email protected]
> *Subject:* Re: Mental Ray Features, Integration & Autodesk's failure****
>
> ** **
>
> Well, they did do this with ICE deprecating the old particles system.  I
> still remember reading "You know this day was coming." in the XSI docs.
> Now look at the huge forward leap that ICE has provided to FX in
> Softimage.
>
> I think when you have a huge number of artists willing to dump one system
> for a completely new system, the value of retaining legacy pretty much goes
> out the window does it not?  I would've taken that as a wake up call.  MR
> and Autodesk need to understand this, not just on rendering, but multiple
> aspects of cg production.
>
> -Lu
>
> ****
>
> ** **
>
> On Fri, Nov 9, 2012 at 10:52 AM, Matt Lind <[email protected]>
> wrote:****
>
> The sad truth is the rendering integration is not as independent as one
> would think or like.  I’ve been writing mental ray shaders for a long time
> (10+ years), and even today am shocked how touchy Softimage is when loading
> a scene which uses custom shaders not installed on the current computer –
> 99% of the time it’s a hang and crash.  In order for me to load an old
> scene from, say XSI v2.0 when I was developing a particular shader, I have
> to have the shader from that era installed to get the scene open.****
>
>  ****
>
> When you consider the rest of the rendering system is built like that,
> that’s why a lot of stagnation occurs.  Either AD has to be bold and say
> screw old content for the sake of progress, or we have a slow moving boat
> for the sake of compatibility.  There’s also the reality that when a system
> is iterated over the years, it requires more manpower to take it to the
> next level.  V1.0 may take 2 people, but v2.0 might require a 3rd to help
> out because the system has gotten larger, more complex and with more moving
> pieces which must all be done in sync.  There’s also the fact the system
> must integrate with other departments such as UI, animation, modeling, and
> whatever else comes in contact.  Over the years the trend has been to have
> fewer developers on staff.  This creates a situation where it’s not
> possible to roll out an iteration in a single release, but instead have to
> spread it out over two releases due to the constraints of resources.****
>
>  ****
>
> The only true way to get quick iteration is to keep the renderer a
> standalone and use cheap export scripts to dump the scene at the command
> line, but of course, that comes at the cost of user friendliness and
> iteration speed.****
>
>  ****
>
> Not too much different from the good-fast-cheap production triangle.
> Throw your dart.****
>
>  ****
>
> While shaders can be updated to have additional features, sometimes it’s
> not possible to retain legacy look as some of the technology that needs to
> be bridged are mutually exclusive.  A shader is a front end to those
> technologies, but to actually make it work as the user envisions is quite
> the beast.  Mental ray does a pretty good job of being that front end, but
> to get the benefit requires an educated user.  No amount of pretty UI is
> going to change that.  That is what users must understand.****
>
>  ****
>
>  ****
>
> Matt****
>
>  ****
>
>  ****
>
>  ****
>
>  ****
>
>  ****
>
>  ****
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Ed Manning
> *Sent:* Thursday, November 08, 2012 12:06 PM
> *To:* [email protected]****
>
>
> *Subject:* Re: Mental Ray Features, Integration & Autodesk's failure****
>
>  ****
>
> On Thu, Nov 8, 2012 at 2:05 PM, Matt Lind <[email protected]>
> wrote:****
>
>  No argument on the making existing tools work, but in terms of tool
> design you make the erroneous assumption everybody wants to create
> realistic looking renders like you.  I’ve largely worked on non-photo real
> projects where those extra controls you dislike are absolutely necessary
> and often not enough.  This industry is about making looks and scenarios.
> It’s not always about recreating what you see in front of you.****
>
>  ****
>
>  Actually, I agree completely.  FWIW, I don't assume that everybody wants
> to create realistic looking renders.  Sometimes I don't want to either --
> it all depends on the needs of the job, and lately it's all been "make it
> look more real." My point was that it should be possible, but not
> necessary, to drill down into low-level functionality in order to do
> commonplace things. And for better or worse, plausibly realistic rendering
> is a very common requirement.
>
> To beat my car analogy to death -- it shouldn't be necessary for someone
> to know how to tune a fuel injection system in order to get their car to
> the supermarket.  It's a great thing if someone does take the plunge and
> learn how to be a racecar mechanic or driver, but as you said, most people
> can't or won't do that. Anyway, even a racing mechanic doesn't want to
> break out his toolbox when he wants to go to Kwik-E-Mart. The sad fact is
> we have enormous variation in education and educability in our workforce,
> and even if we resist building for the lowest common denominator, we need
> to consider it when assembling our tools.
>
> It's easy to take this too far -- then you end up with C4D, which makes
> some hard things shockingly easy, but won't let you do some basic things at
> all.
>
> And as far as maintaining compatibility with legacy assets goes, I don't
> advocate trashing the legacy shader libraries and making them unusable. But
> is there any reason that, say, the default scene material couldn't be a
> BSDF version of Phong (or Blinn or Ward or Ashikhmin) with fresnel and
> energy conservation?  Is there a reason the default light can't be, say,
> mib_photometric? Why shouldn't the default material be updated when
> technology advances? Wouldn't it help move people along by making the
> default versions of things be the latest ones rather than the oldest? You
> could always have a "Classic Mode" button for people who just don't want to
> change.
>
> Why not make improved versions of things in addition to retaining legacy
> versions?  It's not like the legacy versions are being actively developed
> anyway.  I'm sure the code in some of the shaders hasn't been touched in 15
> years. I'd also be kind of shocked if making these additions required a
> compatibility-killing change to core application code -- if that were the
> case, it wouldn't be possible for people to make modern 3rd-party renderers
> like Arnold or VRay work with Softimage and Maya. ****
>
> ** **
>
>
>


-- 
stefan andersson - digital janitor - http://sanders3d.wordpress.com

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