I am available for tool development if needed.  I have extensive experience 
in most areas of the application as both a user and developer.  I have 
experience with the SDK via scripting and C++, and have also written many 
mental ray shaders.  Before you groan on mental ray, remember other tools 
use mental ray behind the curtains, such as rendermap and ultimapper.  So 
don't think strictly in terms of rendering final full frame images.

As others have mentioned, there are limits to what can be done.  Many 
features in Softimage were never completed, while others have bugs.  The 
biggest issue is some hooks are missing to do the really ground breaking 
stuff people want to integrate.

For example, the SDK does not support the ability to define custom ICE node 
ports as references or locations.  Just about any serious ICE node you'd 
want to develop requires at least one of those two features.  The regular 
SDK does not support custom topology operators as has been discussed in the 
past.  Softimage real time viewport uses OpenGL 4.2 and DirectX 9.  Those 
are limiting factors for performance in shading.  To bypass those limits, 
you'll need to use the custom display host, but it has very limited ability 
to notify the external tool what is happening inside of Softimage to react 
properly in context of the user experience.  Python is kind of shoe-horned 
into the application and isn't functional in all areas.

Therefore, most significant feature development usually requires the heavy 
lifting be done outside the application then brought back in.  While that 
makes the application functional, it comes at a performance cost.  The 
exception to the rule is an exporter such as establishing a bridge to 
another renderer, for example.  In that case, you're just spitting out 
information.

If you merely want to accelerate existing features by packaging multiple 
mouse clicks into a button or providing an alternate UI, then in general 
there shouldn't be any problems.

Matt 


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