I had to switch to 2014 for the current project due to a bug in 2013 that
crashed Softimage when importing reference models with Ice Trees on it. In
2014 I can import these models as references without problems.
One other bonus is the premultiply on LUTs options. Being able to set it
to "No" is a really nice addition and I don't have any artifacts with the
LUTs anymore.

/Jens


On Tue, May 7, 2013 at 7:04 AM, Enrique Caballero <
[email protected]> wrote:

> Hmm i thought 2012 and 2013 were decent releases.  13 for some reason
> really slowed down importing of referenced models that had ICE strands in
> them
>
> but 2011 was a very troublesome release, the broken shader issue was
> painful
>
>
> On Tue, May 7, 2013 at 11:59 AM, Matt Lind <[email protected]>wrote:
>
>> Let me follow up and say 2014 is probably a safer bet to use in
>> production than 2013, 2012 or 2011.****
>>
>> ** **
>>
>> I would definitely stay away from 2012 as there are some hidden gremlins
>> that won’t show up until the data is migrated forward into a newer version.
>> ****
>>
>> ** **
>>
>> ** **
>>
>> Matt****
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> *From:* [email protected] [mailto:
>> [email protected]] *On Behalf Of *Sylvain Lebeau
>> *Sent:* Monday, May 06, 2013 8:51 PM
>> *To:* [email protected]
>> *Cc:* [email protected]
>> *Subject:* Re: 2014 in production anyone?****
>>
>> ** **
>>
>> My god Matt thanks so much for this bible!!! ****
>>
>> ** **
>>
>> Altought we dont rely on rt shaders, your manifesto is such a good
>> pointer man.... Much appreciated****
>>
>> ** **
>>
>> Thanks a big bunch! ****
>>
>> ** **
>>
>> Sly****
>>
>>
>> *Sylvain Lebeau // SHED
>> *V-P/Visual effects supervisor
>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>> T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM <http://www.shedmtl.com/>***
>> *
>>
>>
>> On 2013-05-06, at 22:31, Matt Lind <[email protected]> wrote:****
>>
>> We haven’t switched to 2014 yet, but in testing we’ve encountered a
>> number of regressions in important areas to us.  Let me emphasize what is
>> important to us might not be important to you.****
>>
>>  ****
>>
>> In our case the problem has been the ability to upgrade and migrate old
>> data into a current release and have it continue to function as expected –
>> e.g. be durable.  For example, we use realtime shaders very heavily in our
>> production…in fact every single asset in our production uses them.  But
>> there’s always some type of bug/regression in each new release with
>> realtime shading preventing an upgrade.  We were stuck on 7.5 for years
>> until 2013 SP1 finally resolved the shading issues.  However, upon testing
>> everything else we discovered many animation features regressed such as
>> ability to import FCurve data efficiently, rotation order not computed
>> properly on transforms, scene doesn’t update/refresh properly, cut n’ paste
>> FCurve keys fails, envelopes get really cranky/crash when a deformer is not
>> found, callbacks/events intermittently fail or don’t execute, scene layers
>> misbehave, etc…  It’s been whack-a-mole.  Many bugs we’ve found in 2013 are
>> still present in 2014.  Problem is we cannot consistently reproduce some of
>> these bugs as the variables leading to their appearance can be complex much
>> like needing the stars to align a certain way before the issue is
>> revealed.  We just don’t have a complete picture of all the stars involved
>> in the problem yet to be able to submit a report for further
>> investigation.  It’s a real stressing point in our production.****
>>
>>  ****
>>
>> In regards to 2014, the realtime shading architecture migration from RTS
>> 3 to RTS 4 doesn’t work, or there is no migration path.  Since RTS 3 is
>> technically deprecated (but still supported) that is a problem for us.  If
>> a shader is not installed, Softimage won’t open the scene/.emdl.  In fact,
>> Softimage will crash in spectacular fashion.  If you don’t use realtime
>> shaders, then this won’t be an issue for you.****
>>
>>  ****
>>
>> If I had to summarize the main issues, it seems like many features in
>> recent releases touched on core components and were either inserted in rush
>> fashion or sloppily implemented leading to stupid bugs and regressions.
>> These largely revolve around system updates and notifications on the
>> backend.  For the other stuff where it’s more data centric, the data gets
>> into scene files and becomes a problem when the data is migrated forward to
>> a newer release and needs to be iterated by an artist.  Problem is the data
>> no longer behaves the same.  We’ve had a few models created in 7.5 that
>> when brought into current versions don’t react the same way.  Either data
>> in the delta is getting interpreted differently, or in some cases, the file
>> just won’t load.  Envelopes are a victim of this specific problem.****
>>
>>  ****
>>
>> I could go on, but the moral of the story is to test thoroughly before
>> upgrading.  Of course, that lesson applies to every product.****
>>
>>  ****
>>
>>  ****
>>
>> Matt****
>>
>>  ****
>>
>>  ****
>>
>>  ****
>>
>>  ****
>>
>>  ****
>>
>> *From:* [email protected] [
>> mailto:[email protected]<[email protected]>]
>> *On Behalf Of *Sylvain Lebeau
>> *Sent:* Monday, May 06, 2013 4:25 PM
>> *To:* [email protected]
>> *Subject:* 2014 in production anyone?****
>>
>>  ****
>>
>> Hi everyone…. ****
>>
>>  ****
>>
>> After flaming ferosiously at the 2014 release, seeing the bug fixes list
>> quite brought me back down to earth. Very extensive list so hat's off to
>> the new devs for this. Must be quite a puzzle. And to me this is much more
>> important then new tools.****
>>
>>  ****
>>
>> In the meantime, i would really like to hear about peoples who already
>> switched.  What are the culprits you've went into?, backward
>> compatibility?, broken addons you rely upon? Regressions?… every single
>> thing that could make me happy about my renewed subscription would be
>> appreciated.****
>>
>>  ****
>>
>> thanks for your time!****
>>
>>  ****
>>
>>  ****
>>
>> sly****
>>
>>  ****
>>
>>  ****
>>
>>  ****
>>
>> *Sylvain Lebeau // SHED**
>> *V-P/Visual effects supervisor
>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <http://www.shedmtl.com/> <
>> http://WWW.SHEDMTL.COM <http://www.shedmtl.com/>>****
>>
>>  ****
>>
>>
>


-- 
Jens Lindgren
--------------------------
Lead Technical Director
Magoo 3D Studios <http://www.magoo3dstudios.com/>

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