Thanks for the info… I guess I was naively thinking it had little implications 
on the rest of the code.

Jordi Bares
[email protected]

On 23 May 2014, at 14:18, Luc-Eric Rousseau <[email protected]> wrote:

> On Fri, May 23, 2014 at 8:36 AM, Jordi Bares <[email protected]> wrote:
>> Can I ask you Luc-Eric how is that the same engine was not put in XSI? the
>> whole HQV reinvention seems to me like I am missing something.
>> 
>> If you ware allowed to discuss what was the behind that decision? I am sure
>> it made sense to someone but I still don't get it.
> 
> The HQV project in Softimage was small project we could do in one
> release.  It was about finishing the already-begun MetaSL
> implementation in the viewport, which you could enable with an
> environment variable in Softimage 2010, and fixing a few things like
> transparency and texturing issues that have been asked for a long
> time.  It ended up being a bit more complicated, but we still managed
> to do it with a few people.
> 
> It's not a new viewport, it's just installing realtime shaders in the
> same Softimage viewing code as before.  It's the same thing as the
> "OpenGL" real time shader mode.
> 
> Now Viewport 2.0 in Maya or Max... those are  huge multi-year project
> with dozens of people, and work continues.  You need to change many
> thing in your app to modernize it to the new viewing philosophy and
> detach it from the old OpenGL and old ways of thinking/coding.  A few
> years ago, when the plan for Softimage 2014 was made, nitrous and vp
> 2.0 were both young and struggling so it wasn't obvious at all.


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