I wasn't necessarily speaking in terms of Fabric when thinking of -Ideal
DCC processes-
& maybe should have created an other thread named exactly that sorry.
Perhaps seeing how things like SI-ASCII format or other things can be
such long shots
even if by sentiment of a majority, led me to explore my dreams.. (out loud)
To my knowledge, none of the SI developers are on this list or any sort
of forum,
and even the simplest things (which can make big differences) discussed
here,
(out of reach of the SDK = out of reach)
would most likely remain here and in the domain of wishful thinking.
(which perhaps made me think wishfully all the way :)
Anyways,
thanks
On 31/01/2013 2:03 AM, Helge Mathee wrote:
Clarisse uses a renderer which is integrated with the editing. That's
different.
More efficient for certain things, much more limited in others.
Arnold is not our product. Neither is VRay or Pixar RenderMan. Our
niche is
to work best with everybody. There's no point in focusing only on
Arnold and
making that ultimately efficient, if other renderers will suffer from
that. We have
a small team and I would like to ask people to keep that in mind. With
the limited
resources we have the results are very promising, but as Paul stated
we are
not trying to go the 100%, there's no business in that for us. Of
course, we can
provide the 100%, if studios are willing to pay for that.
Jason: What you are asking is not possible technology-wise.
Raffaele: Presets are indeed already there, the whole plant
description is a preset by
itself.
I don't want to shut down the thread, however this is a Softimage list
after all,
so let's keep it to the Softimage - CreationPlatform usecase and leave
the guesswork
out.
Best,
-H
On 31.01.2013 04:01, Jason S wrote:
Didn't really mean anything, (speaking entirely hypothetically)
But yes you did get what I was saying,
I don't think it's necessary to translate only when hitting render
buttons.
(progressively, on creation/change, and/or on idle? even if not
necessarily saved with the scene)
But would storing all geometry be as heavy as the scene file itself?
(which might not be so bad)
or would it necessarily have to save geo for every frame for deformed
objects? (which might be bad)
And so, could all deformations potentially similarly be procedural as
it is in the scene itself?
How about displaced geo?
It seems Clarisse scene description is the same as it's renderer
(both seemingly being one thing)
Guess I was wondering if (theoretically) an app could natively save
(or pre-translate) scene info
(or enough for what the render needs to know)
in a format native to the renderer in the aim of not having to
reinvent a new renderer to avoid tranlations.
If at-all possible, I'm sure it would be a pain in the ASS ;)
to conform to a non-proprietary format for procedural scene descriptions,
but scene translation can sometimes actually take as long as scene
rendering :)
and Arnold is good enough that I don't think a new renderer would be
justified,
even if "no possible translation time avoidance" would be the answer.
(Theoretically hypothetically speaking)
And sorry if I sometimes think out loud ;]
ciaociao
On 30/01/2013 8:32 PM, Guillaume Laforge wrote:
> a dynamic ASS compilation as the scene is built saved in parallel
with the scene
Not sure to understand what you mean by "ASS compilation", but
storing all the geometry in an ass file would be very heavy. Flora
can generate the trees at render time in Arnold or in real time in
Softimage/Maya/CreationApp. It is definitely the best way to do when
dealing with any kind of heavy scene :).
If only I could have use Creation Platform for CrowdFX... you could
render tones of characters without problems!
:D
Guillaume
On Wed, Jan 30, 2013 at 7:54 PM, Jason S <[email protected]
<mailto:[email protected]>> wrote:
Okay, maybe I was really dreaming there..
perhaps a dynamic ASS compilation as the scene is built saved in
parallel with the scene ? (speaking through my hat but)