This is what concerns me about the future for where Autodesk takes their DCC 
flagships. Bullet-point thinking. 

It's not any specific list of ICE nodes that make it so powerful and useful, 
rather it's how well it plays within the data structures of the rest of the 
application. 

Everyone who ever looked at ICE from the outside, without ever going into the 
daily battle that is production, simply saw it as a particle system (and maybe 
tipped their hat to it's clever ability to multiprocesses). And despite the SI 
community's repeated insistence ICE was far more important than that, a 
particle system is precisely how it was marketed by Autodesk, providing 
continuing evidence that Autodesk didn't know what they actually had, didn't 
want to listen to the people who were actually using it... or didn't care.

In real estate, they say the most important things are location, location, 
location. In CG production, the most important things are workarounds, 
workarounds, workarounds. ICE has provided SI users with a highly potent, 
splendidly integrated, reasonably artist friendly, visual node based toolkit 
for discovering and developing production workarounds, without having to resort 
to coding for every little thing. Particle effects are merely a byproduct of 
the system. 

It was through interacting with ICE that I developed a much more profound 
understanding of CG data structures, an intuitive sense of how the linear 
algebra drives transforms, of how I could influence operators to do the things 
I could only imagine in times past. Every day in production is a day of 
experiment and discovery using ICE. Do you have any idea how empowering that 
feels after years of waiting for technical help from developers that never 
arrived?

Furthermore, after years of tech experimenting and workarounds with ICE, my 
ability to develop non-ICE tools for animation, deformation, etc, had increased 
drastically. Tools that used to require a week for me to work out the math, I 
could develop in less than a day, because ICE had both provided me with enough 
practice to greatly enhance my thinking, but also because I could use it as a 
prototype laboratory to quickly hash out more difficult concepts, prior to 
sitting down to write out the code.

If you're wondering why people are concerned about life without XSI, these are 
some pretty major reasons. You're going to have to convince us the future of 
node-based work in Maya/Max isn't a bullet point list of nodes for creating 
particle or fluid sim effects. Rather, that it's a fully developed, operator 
development kit, from which particles, fluids, simulations, and all kinds of 
production workarounds, workarounds, workarounds are possible!

-Bradley


Sent from my iPhone

> On Mar 15, 2014, at 12:00 PM, Andy Jones <[email protected]> wrote:
> 
>> On Sat, Mar 15, 2014 at 6:41 AM, Chris Vienneau 
>> <[email protected]> wrote:
>> Do you guys think there is a top list of nodes in ICE and compounds you all 
>> use that cover 80% of what you do with the toolset?
> 
> Nope

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