Some comments on Fabric that we recorded at Siggraph from a few familiar
VFX faces: https://vimeo.com/71818285

Eric is in this video, but don't hold that against us ;)



On 6 August 2013 09:06, Eric Thivierge <[email protected]> wrote:

> Raf basically said what I was trying to say in a shooting from the hip
> quick response that probably failed miserably. Either way I'm in agreement
> with Raf (look at that, you agree with an American, Raf!).  The future
> seems to be platforms and frameworks to build out your pipeline tools as
> needed and in the way you want. You also have flexibility to change a deep
> level of structures your apps are running on.
>
> As Raf pointed out it's clear to me especially after Siggraph that there
> is not going to be a one app to rule them all. It's going to be a mixed bag
> of apps with standard formats supported across them to pass the data back
> and forth and use the app best for particular parts of the pipeline.
>
> So many companies branching out and incorporating open source solutions
> (again as Raf mentioned) and not being shy about it either. So many
> Siggraph talks this year talking about how they implemented an open source
> format and used it in their projects.
>
> Do I want an Uber Autodesk app? No. I've lost trust at this point in AD
> and it doesn't make sense.
>
> Eric Thivierge
> ===============
> Character TD / RnD
> Hybride Technologies
>
>
>
> On August-06-13 1:10:47 AM, Matt Lind wrote:
>
>> I think the ‘age of the platform’ assessment will be restricted to
>> film/video as I see a fork in the road developing between games and
>> film/video pipelines.  Actually, it’s already been happening for many
>> years.
>>
>> Traditionally games have borrowed film/video tools for 3D work because
>> needs were simple and the film/video tools could be bent to service.
>> But now as graphics hardware improves, games requirements are much
>> more demanding and divergent from that which film/video caters.
>>
>> Film/video has always moved towards larger and larger datasets
>> requiring subdivision of labor to the N’th degree.  Quality was the
>> overriding factor.  If it takes N hours to render that one awe
>> inspiring frame, you do it. That growth requires asset management to
>> manage all the facilities and assets.  The assets last only as long as
>> the production, unless there is a sequel.  Each production typically
>> involves reworking and re-inventing the wheel unless you work at one
>> of the older mainstays that have significant R+D investment into their
>> pipelines.  Basically assets are generated, a picture is taken of
>> them, then they are dumped into a box where they sit on a virtual
>> shelf until needed again.  Kind of like the old gag on Popeye cartoons
>> where they chop down the redwoods, send them to the saw mill, then
>> whittle it down to a single toothpick where it’s shipped off in a box.
>>
>> In games, it’s a bit different.  In the case of the MMO I’m working on
>> the assets must have a very long shelf life – measured in decades.
>> The assets contribute to live software environments, must be very
>> optimal, and are under constant iteration.  While growth is also
>> occurring in the games pipeline, it’s moving in a different direction
>> than film/video.  Games is moving fast towards ‘in context’ editing of
>> assets, as in, creating/editing the assets in the live game
>> environment.  To accomplish the feat requires being very tightly bound
>> to the runtime environment of the game engine.  Therefore a DCC
>> application which serves as a ‘platform’ will not serve any role where
>> the work is done in the game environment.  I would venture to say that
>> many games developers are actively pursuing the route of removing DCC
>> applications from their pipelines completely.  It will be many years
>> before it is actually accomplished, however.
>>
>> I remember a discussion with former Softimage PM Gareth Morgan back in
>> the late 1990s where he said they were actively working to make
>> ‘sumatra’ a game engine with DCC tools.  That vision is not far off
>> from reality. The only part he got wrong is the DCC application isn’t
>> the host, it’s the guest.
>>
>> What you’ll see emerge in the games development arena for content
>> creation are application(s) which can attach live agents to the
>> content being created so it can be merged into the game environment.
>> In other words, something a game engine can host.  The difficulty
>> comes in the area of viewing the work.  Something like Fabric Engine
>> has its own language for compiling and preparing the assets for
>> display.  This is the exact same responsibility of the game engine.
>> While the DCC application clearly isn’t a solution here, the Fabric
>> Engine model isn’t a hands-down winner either (but much closer to the
>> correct solution).  It’ll be interesting to see how that problem is
>> addressed.
>>
>> Matt
>>
>> *From:*softimage-bounces@**listproc.autodesk.com<[email protected]>
>> [mailto:softimage-bounces@**listproc.autodesk.com<[email protected]>]
>> *On Behalf Of
>> *Raffaele Fragapane
>> *Sent:* Monday, August 05, 2013 9:23 PM
>> *To:* [email protected].**com <[email protected]>
>> *Subject:* Re: OT: Yost Group - related to the Naiad/SIGGRAPH discussion
>>
>>
>> Why Fanboi, and why conspiracy?
>>
>> I consider Paul and Co. to be smart enough to know that that is
>> EXACTLY what they should be shooting for.
>>
>> AD knows it themselves IMO, as does SideFX, and the Foundry, and many
>> others.
>>
>> The writing couldn't be plainer on all walls that the industry is
>> shifting again.
>>
>> From blackboxed, fragmented specialistic apps in the end80s to mid
>> nineties, to the rise of the artist friendly monolith in the end 90s,
>> to the monolithic but moderately open app from end-90s until now,
>> we're now moving fast towards a common stream of OSS standards which
>> will be injected into by various small footprint, very specialized and
>> tailored apps (ZB, Mari, Katana etc.), and have a layer floating on
>> top to interface pipe and content/operation management on top of that
>> will be platform centric.
>>
>> You have pointed out bits of that youreself.
>>
>> Maya and Soft are more and more used as mere scene assembly and
>> animation platforms. That type of approach is becoming more widely
>> available by the minute to smaller and smaller entities, even to
>> individuals. It's only the middle end caught into hard software locks
>> at this point.
>>
>> The age of the platform is coming.
>> Everybody already manages shots with shotgun, assets with tank (or
>> perforce, or propietary, or what else you have it), models with ZB,
>> retopos with 3DC or Topogun, textures with mudbox or mari, does
>> effects in Houdini, or Realflow, hair is left to plugins (shave,
>> yeti), lights with katana, renders with PRMan, composites with Nuke,
>> finals with DaVinci...
>>
>> Who caches with something other Alembic (or propietary formats) or
>> writes images other than EXR?
>>
>> All UIs are Qt, threading is beind coalesced in fewer solutions by the
>> day, libraries emerge to abstract and generalise many things (OCL,
>> Thrust etc.).
>>
>> What little is left out has initiatives that might be caught up on
>> (OSL, partIO, openVDB), or will one day see an alternative that will
>> become the standard.
>>
>> What's left for Maya or Soft to do but assemblying assets and
>> rig/animation? Which are ultimately just scene Management tasks, a
>> specialized type of graph which, of the lot, is the most backwards and
>> dated of all sections of the pipe.
>>
>> There will be churn, as always for a few years one sub-field using CGI
>> is left better or worse serviced than others, one size more or less
>> competitive, but I don't think there will be a next-gen big app, not
>> one as big (proportionally) as Soft was, or Maya is.
>>
>> Fabric did the right thing, all they have to do is garner the
>> attention and sustenance to punch through the industry catching up to
>> the obvious through lean years.
>>
>> On Tue, Aug 6, 2013 at 12:57 PM, Matt Lind <[email protected]
>> <mailto:mlind@carbinestudios.**com <[email protected]>>> wrote:
>>
>> And to throw some fanboi conspiracy theory gas into the flames:
>>
>> If you integrate with all the DCC apps, you’ve essentially built up
>> the trust with all the user bases and have the ability to suck them
>> into your DCC of the future to reduce any and all risk of switching a
>> production pipeline to another base application.
>>
>> At least give us a ray of hope, Paul. ;-)
>>
>> Matt
>>
>>
>

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