Private video :-)  It must be REALLY good!

On Tue, Aug 6, 2013 at 11:24 AM, Paul Doyle <[email protected]> wrote:

> 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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