All I'm hearing is beard envy Raf...

Eric Thivierge
===============
Character TD / RnD
Hybride Technologies


On August-06-13 5:13:45 PM, Raffaele Fragapane wrote:
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]
<mailto:[email protected]>> wrote:

    Private video :-)  It must be REALLY good!


    On Tue, Aug 6, 2013 at 11:24 AM, Paul Doyle <[email protected]
    <mailto:[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]
        <mailto:[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
                <mailto:[email protected]>
                [mailto:softimage-bounces@__listproc.autodesk.com
                <mailto:[email protected]>] *On
                Behalf Of
                *Raffaele Fragapane
                *Sent:* Monday, August 05, 2013 9:23 PM
                *To:* [email protected].__com
                <mailto:[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:[email protected]>
                <mailto:mlind@carbinestudios.__com
                <mailto:[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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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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