I've got to agree that it's where all my attention focused on. The beard. Reminds me of this: http://www.youtube.com/watch?feature=player_detailpage&v=QxWDJQP4t2w&t=251
On 6 August 2013 23:42, Paul Doyle <[email protected]> wrote: > 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! >>> >> >> >

