Hmm.. Well I did preface it with, "OK the hair stuff was nice". I
rather like doing hair so, meh.

It's the other stuff... Wow, laying out trees with weightmaps. *YAWN*.

The acquisition of soft by AD hasn't been so great for us, so when I
see that kind of demo it makes me a little batty. My nerd rage...
rages.

Eric
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


On Sat, Aug 10, 2013 at 4:09 AM, Raffaele Fragapane
<[email protected]> wrote:
> Hmm, every single time you work on a TVC or Episodical where characters have
> hair? When you do DigiDoubles? Whenever you start a movie? The moment you
> have furry creatures?
>
> I don't know, practically EVERYTHING I worked on in the last 10 years except
> for LEGO required abundant styling of hair, feathers, scales, spikes...
>
> It was actually a considerable investment of time before some tools got
> revamped. Before grooming tools came for our propietary hair system, at its
> inception, it was procedural and the digidoubles for Sucker Punch required
> about five times as long as it would have taken with styling tools.
>
> The fact you don't need it doesn't mean there isn't a large number of
> clients that actually do, day in and day our, on every multi-year
> production.
>
>
> On Sat, Aug 10, 2013 at 3:22 PM, Eric Lampi <[email protected]> wrote:
>>
>> This just came across my feed on Facebook. It's so damned annoying to
>> see them make a huge deal out of this kind of pedestrian crap. OK the
>> hair stuff was nice, but is anyone really that impressed with a hair
>> styling tool? Exactly how often do you say to yourself "Oh no!! How am
>> I ever going to style the hair on these ALL of these characters!!??"
>>
>>
>> Eric
>>
>> Freelance 3D and VFX animator
>>
>> http://vimeopro.com/user7979713/3d-work
>>
>>
>> On Fri, Aug 9, 2013 at 10:55 PM, Greg Punchatz <[email protected]>
>> wrote:
>> > It was more than that... It was the speed and interaction time. For
>> > example the interaction time  when simply changing tree counts or sizes..
>> > And when he painted a wight map it was beyond stupid slow. If its a view
>> > port 2.0 issue .. Maybe he should turn it off... It's sad
>> >
>> > The hair demo and some of the work flow / UI looked great.. Then the
>> > needless expressions and dog slow tree scene made me forget about the good
>> > parts.
>> >
>> > Sent from my iPhone
>> >
>> > On Aug 9, 2013, at 9:27 AM, Luc-Eric Rousseau <[email protected]>
>> > wrote:
>> >
>> >> On Fri, Aug 9, 2013 at 7:46 AM, Greg Punchatz <[email protected]>
>> >> wrote:
>> >>> I thought the hair stuff looked very very nice... but the tree demo
>> >>> was
>> >>> simply sad. It SEEMED much slower than ICE for only a few low poly
>> >>> trees,
>> >>> and like you said I would expect it to very fast and scalable. The
>> >>> video
>> >>> makes it seem like just the opposite.  It seems with Arnold standins I
>> >>> can
>> >>> handle much larger data sets in ISC...based on the demo video.
>> >>
>> >> You mean it's slow orbiting and panning the viewport? XGen is not
>> >> doing anything afaik during these operation. the slowness must be a
>> >> combination of all the shadows and effects of the viewport 2.0 setup
>> >> he's using combined with the camtesia capture
>> >>
>> >>> Is there a way to get this data into soft? I could see using the hair
>> >>> tools
>> >>> as my first step into the dark side ;). Could I write out Arnold .ass
>> >>> files?
>> >>>
>> >>> Thanks
>> >>> G
>> >>
>> >
>>
>
>
>
> --
> 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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