Can see that's going to get people's attention. Seriously impressive stuff! Look forward to seeing it working with soft too.
Would love to see a fight off, basic rig and splice rig framerates :) On 24 June 2013 13:34, Paul Doyle <[email protected]> wrote: > Hi guys – we’re pretty stoked to tell you that we have branch-based > multi-threading working in the Maya graph. Our expectation is that we will > also be able to do this in Softimage, so we're pretty excited - we have to > get through Siggraph before we can start on it, but it should only be a > week or two of work. > > https://vimeo.com/69000004 > > “This video demonstrates a feature of our Creation Core technology: > performing multi-threading across branches of graphs. Creation: Splice can > use this technology inside of Maya and perform multi-threading across > branches in the Maya dependency graph. This is extremely useful when the > computation per node is rather small, like in a character rig. Parts of the > rig can be computed in parallel using this approach, and the overall > performance of the graph is improved.” > > Very cool to see this working (in my unbiased opinion). > > Paul > > > On 22 June 2013 16:14, Paul Doyle <[email protected]> wrote: > >> >> On 22 June 2013 15:08, Tim Leydecker <[email protected]> wrote: >> >>> I guess the reason why the general plattform is less easy to sell >>> than the modules is that it needs a bit more abstraction to see >>> the benefit of investing into it in comparison to a module that >>> either already does solve a specific problem or seems like a good >>> basis to start modifications off from. >>> >>> It requires a lot of faith to start from scratch. >>> >> >> Agreed - the problem with a platform is you have to search for >> problems/justifications to start using it. What we found was the complexity >> of getting started was a bit much for people that initially take a look in >> their spare time - it's rare to get a studio that allocates time to >> investigating new technology, and when they do, you really need to get them >> somewhere valuable quickly. The challenge we had was that the investment >> required to get somewhere useful with Creation kind of meant that the value >> of the solutions had to be much more than just a simple tool, which meant >> more time was required, etc etc ad infinitum >> >> Our aim with Splice is to get people to see immediate value with our core >> - then they can either continue to exploit it within their existing tools, >> or they can move to Creation Platform and start building more complete >> applications. I think R&D teams are more likely to get sign off on >> something like this if they have already demonstrated the core performance >> capability elsewhere. It also helps establish trust in the company with >> relatively low risk - "let's try and write a KL deformer in Maya and see >> what we think" is a lot less involved than "let's implement our custom data >> type in their real time renderer". >> >> There are a few companies that immediately 'got' Creation Platform - >> generally because we either knew them well already, or they had a similar >> design philosophy with their existing tools. The cool thing is they are >> starting to push on Creation in interesting ways, so I'm looking forward to >> some case studies from them later this year. It's pretty awesome to see >> people building things we didn't even think of yet! >> >> If things continue to go well I promise to give Fabric dunce caps to >> those that want them :) >> >> >> > -- www.matinai.com

