Thanks Paul. I think everyone here respects all the hard work everyone put into 
ICE and that the whole team did not leave and many of the key people involved 
in ICE kept working on what eventually became Bifrost. Bifrost will be launched 
this week so people will get their first real glimpse of the technology. We are 
clear that we are using the procedural core to power liquids in the form of the 
rewritten Naiad solver using a generalist UI. We will be more open about the 
technology like we were in the FX guide article as the year goes on but will 
have any such discussion with customers under NDA as you know since we seem to 
keep the same circles these days.



cv/



________________________________
From: [email protected] 
[[email protected]] on behalf of Paul Doyle 
[[email protected]]
Sent: Sunday, March 16, 2014 3:51 PM
To: [email protected]
Subject: Re: "Top List of ICE Nodes That Cover 80% of What You Do With The 
Toolset"

Hi Chris - Ronald was the main (very gifted) designer and he's now at Ubisoft, 
so I'd suggest he's really the key person from the original ICE team and 
doesn't work for either AD or Fabric. At Fabric we have Jerome and Peter who 
were involved in much of back-end multi-threading work, and Phil and Helge who 
built a lot of the nodes and demos that went into 7.0. That's by no means the 
entire team.

Lots of people at Softimage were involved throughout, and given that a ton of 
work went into ICE since 7.0 it would be unfair to say there's nobody at AD or 
in the Bifrost team worked on ICE. ICE was exciting and a success because the 
whole of Softimage was sold on the idea - it was prevalent throughout the 
company. I wouldn't denigrate anyone that was involved in XSI 7.0, it was a 
colossal team effort that is still the high point of my career.

I also have immense respect for the team that worked on Skyline and am 
confident that whatever they build will be impressive. There are many talented 
people that I worked with in the Games group, so I'm not going to say anything 
but good things about them.

What is unclear is how the ICE approach (as a high-level visual programming 
paradigm) meshes with Bifrost as publicly shown to date - I expect that is 
driving the questions people are raising. Because of that, I think it is 
problematic to say that Bifrost is the spiritual successor to ICE. Nobody is 
really explaining how that's the case, beyond it's also going to have a visual 
programming system - but that's like saying Maya and Softimage are the same 
because they both have a scene graph.

There is also just an issue of rubbing people up the wrong way. Many people 
feel that ICE is a phenomenal piece of technology that had the potential to 
become something even more amazing (and valuable to AD at the FX end of the 
pipeline) - sadly that was not where efforts were invested post-acquisition. It 
is hard for your customers to understand why Softimage is being EOL when award 
winning work is being produced with that toolset - and being told 'just wait 
till Bifrost comes out' doesn't really sweeten the pill. I understand the logic 
behind that, but you're asking people to have a lot of faith in something they 
haven't seen yet.

Thanks,

Paul




On 16 March 2014 14:59, Emilio Hernandez 
<[email protected]<mailto:[email protected]>> wrote:

Correct me if I am wrong but Bifrost at this moment seems to me that it is only 
for fluid sim from that article. What about the rest that ICE is for?

<<attachment: winmail.dat>>

Reply via email to