Chris, seriously? yo ad want it all right?
F.

On Sunday, March 16, 2014, Chris Vienneau <[email protected]>
wrote:

> The topic was bringing over ICE graphs into Bifrost. We will not show the
> Bifrost graph in the first version but if you click here (
> https://www.fxguide.com/featured/bifrost-the-return-of-the-naiad-team-with-a-bridge-to-ice/)
> you can see what we showed at Siggraph last year in terms of the graph.
>
>
>
> Let me ask a very open question to Paul Doyle. Paul when people say the
> creators of ICE work at Fabric do you agree? Many on the Bifrost team would
> argue they were just as much a part of it than the hard working guys at
> Fabric. I think it is great that there are two companies following this
> path and that will only mean competition which is a good thing but I do
> believe there are many people who came together and not just 1-2 who drove
> the whole thing.
>
>
>
> ICE is a set of base function nodes built into higher order operations
> (compounds) with a super slick visual programming language and strong ways
> of querying scene data. Given we have the source code of ICE we can put in
> nodes that match 1 for 1 the code instead of reverse engineering it which
> is usually where things fall apart in terms of migration tools.
>
>
>
> We can even open this up to the fabric guys who are here so of these node
> types which do you use the most on a daily basis and which do not use or
> find need work:
>
>
>
> Array<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_Array.htm
> >
>
>   *   Color<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_Color.htm
> >
>   *   Constant<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_Constant.htm
> >
>   *   Conversion<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_Conversion.htm
> >
>   *   Data Access<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_DataAccess.htm
> >
>   *   Debugging<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_Debugging.htm
> >
>   *   Execution<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_Execution.htm
> >
>   *   Geometry Queries<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_GeometryQueries.htm
> >
>   *   Math Basic<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_MathBasic.htm
> >
>   *   Math Comparison<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_MathComparison.htm
> >
>   *   Math Logic<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_MathLogic.htm
> >
>   *   Math Matrix<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_MathMatrix.htm
> >
>   *   Math Statistics<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_MathStatistics.htm
> >
>   *   Math Trigonometry<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_MathTrigonometry.htm
> >
>   *   Math Vector<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_MathVector.htm
> >
>   *   Point Cloud<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_PointCloud.htm
> >
>   *   Rotation<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/GUID-DCAC50A6-C3FD-47D0-8F5A-6A161EBD3E68.htm
> >
>   *   Simulation<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/icenode_ref_Simulation.htm
> >
>   *   String<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/iceref_nodes_String.htm
> >
>   *   Topology<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/GUID-FBD0D4AB-F90F-4C2C-A3D5-2EA677678349.htm
> >
>   *   Crowds<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/GUID-1D883E93-17DD-4CB2-AA3D-C50A33E2F7FF.htm
> >
>   *   Syflex Simul<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/GUID-96B37421-0112-41FE-8255-B8D7EE37AE63.htm
> >
>   *   Syflex Force<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/GUID-3CD07777-CE7F-4EF9-9E5C-A1A0C35D2B14.htm
> >
>   *   Syflex Collision<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/GUID-9CDA70F0-F9F3-4897-8698-72A9B8878926.htm
> >
>   *   Syflex Constraint<
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/GUID-1D551989-2D9C-48F1-A099-8511B514B535.htm
> >
>
>
>
> Thx.
>
>
>
>
>
> cv/
>
>
>
> ________________________________
> From: [email protected] <javascript:;> [
> [email protected] <javascript:;>] on behalf of Nick
> Martinelli [[email protected] <javascript:;>]
> Sent: Saturday, March 15, 2014 4:59 PM
> To: [email protected] <javascript:;>
> Subject: Re: "Top List of ICE Nodes That Cover 80% of What You Do With The
> Toolset"
>
> I agree 100% with what everyone is saying.
>
> I would like to add that ICE isn't a point and click system, so it's
> impossible to give a universal list.  There isn't one way to do anything,
> just ways that work.  Two artists can have a similar result with
> drastically different ICE trees.
>
> Imagine that you ask two people to write an equation that equals 10.  One
> might say 7+3 and the other might go with 40/4, both are correct, they just
> got there different ways.
>
> That's the beauty of ICE.  It's versatility and efficiency to allow the
> artist to work the way they want to without sacrificing quality and
> production time.
>
>
>
> On Sat, Mar 15, 2014 at 4:16 PM, Bk <[email protected] <javascript:;>
> <mailto:[email protected] <javascript:;>>> wrote:
> Bradley has expressed exactly, what I have been trying to compose over the
> last week. Yet better than I could.
>
> 1 Autodesk either never room the time to understand ICE,
> 2  or kept it under wraps in order to not let it steal the thunder from
> Bifrost in the future. Weird decision, as they could have used it as a
> taster to get people excited.
> 3 Or of course, there remains the possibility they are just a bit simple
> and confused and deserve our sympathy.
>
> Ironically, the team that actually Made ICE are onto what could be seen as
> "ICE version 2 standalone or in any package". Fabric Engine. (cue "binary
> sunset on tatooine" music)
>
> I have no doubt that the successor to ICE is the future. I do actually
> thing that Bifrost is heading there, but if option 3 (above) is not the
> case, I'd be nervous, to say the least. Because I believe Fabric is going
> to get in there first by a long shot.
> And we SI users have learnt the hard way, about how important it is to get
> tools into studios and pipelines first.
>
> On 15 Mar 2014, at 19:55, Mirko Jankovic 
> <[email protected]<javascript:;>
> <mailto:[email protected] <javascript:;>>> wrote:
>
> Bradley you nailed it with this one, and also points out what really AD
> system does look like.. bunch of bullet points of separate marketing ready
> features that looks nice on list when you showing it to sales.
> The matter that those separate features have little to non meaningful
> communications one with other...  communication that actually makes
> workflow.. that doesn't mean much I guess.
>
>
> On Sat, Mar 15, 2014 at 8:31 PM, Bradley Gabe 
> <[email protected]<javascript:;>
> <mailto:[email protected] <javascript:;>>> wrote:
> 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]<javascript:;>
> <mailto:[email protected] <javascript:;>>> wrote:
>
> On Sat, Mar 15, 2014 at 6:41 AM, Chris Vienneau <
> [email protected] <javascript:;><mailto:
> [email protected] <javascript:;>>> 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
>
>
>
>
> --
>
> Nick Martinelli
> (201) 424 - 6518
> www.nickMartinelli.net<http://www.nickMartinelli.net>
> [email protected]<mailto:[email protected] <javascript:;>>
>

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