Thank you for your reply Matt and very interesting details about the
insides of the SDK.
I still use mental ray for some things. So it´s all cool there :D

Let´s tackle one question at the time:
How possible is it to integrate 3 guys working on separate locations of the
planet to ally and work and build
on 1 single softimage environement many 3d assets?

Regards.

On Wed, Jan 25, 2017 at 4:58 PM, Matt Lind <[email protected]> wrote:

> 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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