Thanks Tim and everyone for their posts on this.

I don't have any choice. I have RS which works like a charm for what I need
and I have C4D which I can't figure out at all and have given up trying. As
someone once said ... folk will very often stick with the GUI they first
come to terms with: in my case RS.

Certainly am glad that I don't have to interface with any commercial
pipelines but that's because I'm a coward, lazy, old and stupid.

But, viva 3D graphics ... regardless of the circumstances one approaches the
work within.

Neil Cooke

----- Original Message -----
From: "BT-3D" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Saturday, May 13, 2006 8:25 AM
Subject: AW: The future of the cg workflow and cg technologie and their cost
in $$$ new version


> > You are 100% right, but remember the title is "Future".
> Ok ;) Future then.
>
> > Import export is sometimes faster than switching mode in Maya or
> > in Houdini.
>
> Maybe sometimes, I don't know, I never worked with Houdini. But if you
have
> to change just some small things, I think it's easier to do in one
> application than to switch.
>
> > It is faster to edit UV in UV mapper pro than in Realsoft.
>
> Sure.
>
> > Learning Houdini is as long as learning 20 other applications.
> > Mastering a software like XSI, Maya, Houdini is almost impossible.
>
> Why? Do you think to learn 20 small applications with their own workflow
and
> own thoughts of logic is faster than learning one more complex software
with
> one workflow? I'm really unsure in this point.
>
> > In a studio no one use the software entirely ony 1 or 2 modules
> > per artist :
> > texture, material, modeling, animation, lightening, rendering,
> > compositing.
>
> Besides the fact that there are often 3D allrounders also, I think most
> people know a least roughly about the other features, because they have to
> work hand in hand. The modeling must fit the animation purpose and so on.
>
> > Why would someone need to master renderman when there is plenty
> > of software
> > that connect to that renderer?
>
> That is really not your argument, or? The one thing that makes renderman
> outstandig and used in so much productions is it's flexibility. When you
> have ever worked with it you will know that most studios have their own
> development team just around it and have developed their own pipeline.
There
> are very few converters at least when it comes to the shading language
(the
> really important part of this renderer). You don't use it because it's
> there, but because you can modify it to your purpose.
>
> > You are right, I never worked for a studio.
> > But I work with a team of 3 other people with all different tools.
>
> I also worked this way a few times and it works fine. The only thing I
want
> to mention that this is not in all circumstances the best way. Sometimes
you
> have to work closer together, in particular when there are a lot of fast
> changes.
>
> > Ok, but admit that for the price and feature : buying many
> > dedicated app is
> > better.
> >
> > For 500$ of many small applications, you get more power than a full
> > software. And if you are not happy, you are less dependent on the
software
> > maker, you can change easely the current app that is lagging.
>
> And have to learn it.
>
> > By dividing your problems into smaller other problems you are more
> > independent. I mean you don't like the renderer, you change it. You
don't
> > like the modeler you change it. You don't have to wait 3 years for the
> > company to implement it.
>
> You don't change that easily a renderer if you a) have a deadline b) must
> know the tool 100% in production. It sounds to me like people say: Where
is
> the GI button? Where is the make beautyful button? If it isn't there
simply
> take another renderer. I personally prefer it to search for a solution
first
> before simply changing the renderer. If I really need a special feature I
> will do it, no question. But often there is allready a way to solve the
> problem.
>
> > By forcing your workflow to use many software you may access things that
> > will never be done in a full package : tree/plant editor, terrain
> > generator,
> > character generator, motion for character.
>
> That's why I said 'no studio uses only one tool'. Special tasks require
> special tools.
>
> > In my experience it is better to master a limited software than not
> > mastering a much more powerfull software.
>
> I think it's surely good to have an eye on all kinds of tools. You have to
> be flexible, that's no question. But if you can handle a tool which can be
> used for the whole project, where is the problem?
>
> > Knowing a software 100% aloud you to think about the solution right in
the
> > beginning of the project.
>
> And that's exactly the reason why you have to know the tools (one big
> software, or 5 small ones). And I personly think it's easier to learn one
> workflow instead of 5 different which will maybe change within the next
> project. Don't get me wrong I'm the last one who believes in one software.
> There were rarely a project in the past where I only use one software. But
> in most cases one was the main application and the others were only for
> special tasks.
>
> > Ok, you are right but le me win on the price : it is a cheaper and more
> > powerful solution to buy many dedicated 3D app than buying a one that
> > pretend to do everything. Even if it may be difficulte to go from one
> > another.
>
> Ok, cheaper for you but maybe not cheaper for a big studio. As I mentioned
> in most studios is a slowly grown production proofed pipeline.
>
> Anyway, I think we both know our agruments now. Let's do something
creative
> again :)
> Best
> Tim
>
>
>

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