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
>>
>>
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>
>
>
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