Just a side comment, my colleague next to me is working with max. He
just start every scene with a  basic light setup, shadows on, AO on,
soft lighting, etc, and has a good approximation what's going on.
Unfortunately I can't do that. Hopefully, the next release will have
improvement, and the next after the next will have more. But it's really
sad to see where Maya and max evolved...and took over Softimage 

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Mirko
Jankovic
Sent: Wednesday, March 13, 2013 1:36 PM
To: [email protected]
Subject: Re: Maya realtime viewport

 

well not only for game artist... after all viewport is our main window
into application and work and 100% of time you are in viewport. that
should say enough. if window is all foggy.. then no matter what great
stuff you have behind it it is of smaller use when you can;t properly
use it :) a bit away but close enough to explain I guess. 

point is that there shouldn;t even be a need to discuss importance of
viewport and everything it does or doesn't offer.

and as Szabolcs metnioned.. HQV supporting only mray.. that limits a lot
of people from using it right from start as a LOT of them moved as far
as ossible from MRay.. fact..

 

On Wed, Mar 13, 2013 at 12:15 PM, Szabolcs Matefy <[email protected]>
wrote:

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
>>
>
>



 

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