Thanks Matt for elaborating, your memory is so much better than mine. But
those were the 'issues unique to softimage' I was referring too.

The composition of layers, the resolving of those complex compositions, the
openess of the specification, and it's API makes highly inspectable and
customizable, which was what I was alluding to earlier, Johnathan. This
makes the biggest difference between what softimage provided with reference
models vs USD.

*written with my thumbs

On Fri, Aug 30, 2019, 4:48 PM Matt Lind <[email protected]> wrote:

> 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
>
>
>
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