I think Tony at Psyop has you on the beard. Glorious confection that it is.
On 6 August 2013 17:36, Eric Thivierge <[email protected]> wrote: > 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@__lis**tproc.autodesk.com<http://listproc.autodesk.com> >> >> <mailto:softimage-bounces@**listproc.autodesk.com<[email protected]> >> > >> >> [mailto:softimage-bounces@__li**stproc.autodesk.com<http://listproc.autodesk.com> >> >> >> <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 >> >> <mailto:softimage@listproc.**autodesk.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]> >> > >> <mailto:mlind@carbinestudios._**_com >> >> >> <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! >> > >

