I worked at Omation too.  While I didn't write O-Net or metascene, I sat in 
the same office as those who did and was part of discussions.

As Steven said, metascene wasn't that similar to USD, but there were also 
two versions.  Helge's version was the first version, but it was replaced by 
Adam and Mike when he left, and their version was much more developed.  It 
was mostly designed to work around XSI's limitations with access to scene 
contents through the .scntoc as all the file formats were black boxes.  The 
main problem we were bumping into was that 32 bit computers couldn't hold 
all the data we needed to load and render.  We needed a system to offload 
contents selectively when it got to be too much.  We also had significant 
problems with data corruption and needed a means to work with data reliably 
by having some form of control of it so it could be inspected and repaired 
if needed.

Barnyard had a very deep revolving door of talent coming and going, and with 
that, a lot of inside knowledge of how things were done often disappeared 
without record because it was an ad-hoc production. and very little was 
documented.  In my particular case, after I fixed the animation pipeline I 
assumed shader writing responsibilities, but my predecessor did not leave 
source code behind for many shaders, or documentation of which ones were 
deployed in production for situations when multiple versions of the code 
existed.  So for me, metascene was a way to track down which scene files had 
gone through the pipeline using these rogue undocumented shaders that needed 
to be addressed when the shots got kicked back for re-rendering.  Without a 
shader .dll, the artist cannot open the scene file.  Without the source code 
to the shaders, I couldn't produce a shader .dll.  That meant the entire 
shot would have to be rebuilt from scratch making management very unhappy. 
I spent many long nights reverse engineering these shots to figure out how 
to rewrite the shader code to match the results of shots that had already 
gone through the pipeline with the rogue shaders - and across two different 
platforms.  Ugh.

When artists created work at their workstation, they'd iterate all day long 
until they had something worthy of submission for approval.  At that point 
they'd publish to O-Net (the system), and plugins on the back end would 
intercept the scene data and re-encode it into a list of files in a 
proprietary file format.  Each hierarchy in the scene would become it's own 
file, pretty much like a model, but described in XML instead (or other 
format).  the relations of these files would be recorded in a SQL database 
and other places so when they go onto the render farm they could be rendered 
and tracked.  Once the system was fully fleshed out, front ends were made to 
automate tasks so scenes could be re-rendered if necessary, or fabricated 
entirely from the command line and submitted for rendering (mostly for 
rudimentary tasks like mattes).  I cannot remember for sure, but I think 
later in the production all scenes were loaded from O-Net and not the scene 
file created from the previous save operation.  This meant the scene was 
assembled from the re-encoded and tracked data, not the scene file.  This 
helped limit corruptions and other issues.

O-Net / Metascene was more a scene manipulation and analytics tool.  But as 
stated above, Softimage's file formats were black boxes, so there were 
limits to what could be done.  Not all assets could be successfully 
re-encoded and produce the same results.  A lot of guess work was involved.

USD is a specification of how to handle data and resolve disputes when 
collisions arise.  It's not an analytical tool, but analytic tools can be 
written to work with USD files.

Matt





Date: Thu, 22 Aug 2019 08:41:32 -0700
From: Steven Caron <[email protected]>
Subject: Re: Thoughts on USD in comparison to Softimage 'Referenced Models'
To: [email protected]

It would be purely speculative to comment about Animal Logic's pipeline. So 
I won't.

I can see what your saying about people using Softimage probably appreciate 
something like USD more than users of other packages but the desire to work 
this way has been around for a while. We have had slice of this with 
Softimage a lot longer than most, we also had better render passes then 
everyone else for probably a decade. Maybe links are being made but just not 
as deep as you think. People have wanted something like USD for many years, 
I think you see people embracing it because they needed it so bad.

I did work at Omation, I honestly am a little fuzzy about the details but I 
used (and tested) Helge, Adam, and Mike's work on 'metascene'. But it wasn't 
that similar to USD and it kinda solved some issues which were unique to 
Softimage at the time. Which then Helge went to work at Avid and helped 
address with the 6.0 referencing rewrite. 


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