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!
>>>
>>
>>
>

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