Uhm. Actually I know others who say that the key people behind Ice went to a quite new company which name starts with F and ends with abric Engine.
So someone is wrong here. About your question. Actually I think there is not even a single node which should miss in ICE. Some are redundant and wouldnt need to be there but overall 99% of the nodes just should be there. And there are even nodes missing (uv to location on polygon meshes as example). 2014-03-16 21:59 GMT+01:00 Chris Vienneau <[email protected]>: > 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? > >

