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!
>>
>
>

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