That video is quite impressive, however when I work, I'd need rather immediate response to my changes to shader, texture, whatever. I want to look the model in different angle in realtime. That is what Maya offers, and what Max offers too. At this moment HQV is a bit choppy, I have to flip the normal map green channel in the FXtree, because there is no checkbox, I can't adjust strength of normal map, however it's quite important, and if I want to use other than mental ray, it's dead. The OpenGL and the DirectX viewports are mediocre as well, slow as hell, and only Dx9 is supported. Dx11 is supported in maya with their SAP, oops Extension Pack.
And, if I want to retopo a model in Softimage, snapping is hell slow when the model exceeds 1.5 million polygons...selecting a polyisland with such a model is a short coffe break...So where is the glory of Gigacore? Where is the super responsive viewport? So, guys at Softimage, please update the viewport! (it's now my number 1 request, as a game artist) Cheers Szabolcs -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Ahmidou Lyazidi Sent: Wednesday, March 13, 2013 12:17 AM To: [email protected] Subject: Re: Maya realtime viewport I just found an old post of you explaining the problems, that's a shame the CDH and sequencers are not rock solid, as well as we don't have a modern viewport. Particulary when the supposed dominant SI market is videogames in Japan... ----------------------------------------------- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/3/13 Matt Lind <[email protected]>: > Sure....if it worked. > > > Matt > > > > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of Ahmidou > Lyazidi > Sent: Tuesday, March 12, 2013 3:51 PM > To: [email protected] > Subject: Re: Maya realtime viewport > > Couldn't you use the graphic sequencer ton intergrate you own DirectX engine? > Ahmidou Lyazidi > Director | TD | CG artist > http://vimeo.com/ahmidou/videos > > > 2013/3/13 Matt Lind <[email protected]>: >> We'd prefer a true DX11. >> >> Our project tried to use DirectX from the beginning as our principal engineer was the co-inventor of HLSL and DirectX and wrote our engine to use DirectX heavily. But DirectX viewport proved to be too unstable and incomplete in Softimage. So we had to move everything to the OpenGL viewport and wrapped our HLSL code inside of OpenGL shaders. While it's functional, it's not ideal as we cannot provide a true WYSIWYG workflow as lighting and some other calculations cannot be ported 1:1. We still want to move to DirectX, but with all our content built up using the OpenGL shaders, it would take a rock solid DirectX 11 implementation with a bug-free migration path to do so. >> >> >> Matt >> >> >> >> >> -----Original Message----- >> From: [email protected] >> [mailto:[email protected]] On Behalf Of >> Luc-Eric Rousseau >> Sent: Tuesday, March 12, 2013 1:32 PM >> To: [email protected] >> Subject: Re: Maya realtime viewport >> >> On Tue, Mar 12, 2013 at 4:16 PM, Steven Caron <[email protected]> wrote: >>>> Unlike Maya 2012, softimage already supports DirectX, but I get >>>> what you're saying. >>> just needs to be updated to support dx11 right? and someone to make >>> the shaders or at least make them available? >> >> hmmm,.. unfortunately, a new DirectX 10 viewport would need to be >> created first. Softimage only support DirectX 9, which is a totally >> different API. However, silver lining: the DX11 features should be >> available in OpenGL 4.3 as ARB extensions >> > >

