If it is code you are talking about, Git is the way to go. On Jan 25, 2017 11:10 PM, "Pierre Schiller" <activemotionpictu...@gmail.com> wrote:
> 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 <speye...@hotmail.com> 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 >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > > > > -- > Portfolio 2013 <http://be.net/3dcinetv> > Cinema & TV production > Video Reel <https://vimeo.com/3dcinetv/reel2012> > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. >
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