When you have Eric in a video you don't make it public. The beard defaults
them to R rated.


On Wed, Aug 7, 2013 at 4:27 AM, Kris Rivel <[email protected]> wrote:

> 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
>>>>
>>>>
>>>
>>
>


-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!

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