The Hypershade always allowed for that much, as did the hypergraph really,
but everybody used the hypershade anyway because it sucked a few square
inches less equine balls than the HG did.

The NE hardly adds anything in terms of exposure or functionality, but it
was a big step forward in convenience as it monkeys ICE ports a bit and
frequently spares you from having to use the connection editor, which is
notoriously about as pleasant as getting a cardiac exam through
proctological means.

None of that has much to do with ICE, really, which is strongly operator
focused in both its boundaries and available nodes, whereas the node editor
offers a view on the DG at a scene level which is entirely missing in ICE,
but is utterly useless at anything outside that (where you fall squarely
into writing a node territory).

Bifrost seems to be going for a more strict boundaries op eval engine kind
of thing, so closer to ICE than to the NE in intents.

And while it comes from Naiad, it's not intended to be a volumes and
particle simulator and nothing else. Naiad was originally not intended to
be just that to begin with, it just happens that due to past work they have
some excellent solvers that would be stupid not to use as a spring board.


On Thu, Sep 12, 2013 at 3:24 AM, Eric Thivierge <[email protected]>wrote:

> I think it's an incorrect observation as the Node Editor (different than
> Hypershade and the Hypergraph) allows you to pull in a lot if not all of
> the nodes in the scene. Grab a polygon cube and plug it's Y value into this
> other shader type stuff. It's a node editor for the entire scene not just
> operators. Much more than ICE is now.
>
>
> On September-11-13 12:23:46 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
> wrote:
> Or is that an incorrect observation?
>
>


-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!

Reply via email to