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?
>
>

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