Re: Last Friday's Flashback #238

2015-09-05 Thread peter_b
call me old-fashioned, but ‘more 3D in the comp’ was not really what I was 
after.

what good is a 3D environment without proper modelling, animation, simulation 
tools? Adding a decent renderer to the comp raises more problems than it solves 
IMO. quick placement of some imageplanes or 3D objects in 3D sure, but 
‘integrating’ those properly into backplate or 3D elements can become so 
involved (sometimes unexpectedly) that the broad toolset of a full 3D software 
becomes a necessity.
Also, the time needed to do the job becomes incompatible with the fast workflow 
in an editing environment (and compositing to some degree).

however, timing footage is usually a weak point, both in 3D and comp software – 
and there DS really shined - it’s ‘timeline with effects’ – and in good 
Softimage tradition, nonlinear & non destructive. I found DS and XSI so 
complimentary – without too much overlap. If you will, the overlap was 
compositing, which to both was a natural companion. But in it’s respective core 
disciplines editing and 3D, there was little confusion – and that was perfect 
IMO. It just needed more links/bridges/interop between the two.

Anyways – what good ruminating on how the synergy between these two unique and 
sadly discontinued softwares could have been? 
And how precisely that synergy does not exist elsewhere atm – whatever nice 
things Foundry and others may be doing.

Perhaps it’s just my pipe dreams, with XSI and DS independently becoming my 
preferred softwares (not for lack of exposure to others, some of which I also 
had a soft spot for), and naturally whishing for them to play together ever 
more.



From: Jason S 
Sent: Saturday, September 05, 2015 2:25 AM
To: softimage@listproc.autodesk.com 
Subject: Re: Last Friday's Flashback #238

Erratum : didn't differentiate things that were later developped & introduced, 
to things that were wished-for.

Actually, good 3D in DS was among the few things that users were wishing for DS 
to make it current again
(had it been more seriously  developped passed V4 (2002) apart for things 
*introduced in later versions* like new hardware support, still quite decent 
GPU Acelleration, MotionFlow Time Stretching & lots of compatibity and interop 
endeavors with MC) 

cheers,

On 09/04/15 19:53, Jason S wrote:

  About last Friday's Flashback, 

On 08/28/15 16:40, pete...@skynet.be wrote:

[...]

  I guess the industry as a whole didn’t need that integrated Digital 
Studio, and few really used DS and XSI in tandem 

- but I feel we are all the poorer without it.

Sure, there’s some interesting convergence happening between 3D and 
comp these days – but how I miss that particular Softimage spin on it. 


  Actually, good 3D in DS was among the few things that users were wishing for 
DS to make it current again
  (had it been more seriously  developped passed V4 (2002) apart for things 
like new hardware support, still quite decent GPU Acelleration, MotionFlow Time 
Stretching & lots of compatibity and interop endeavors with MC) 

  few wished-for things which included:

  * introduction of new file based camera formats,  
  or bringing-in arbitrary common media types without transcoding or conforming 
to DS's native format
  ( That single and relatively simple point would have addressed the bulk of 
what users might have been pressing most upon, despite introduction of -some- 
new formats.)

  * keying tools coming closer Smoke/Flame counterparts 

  *** and ironically, given where it's coming from and what were the original 
plans-- a more complete 3D environment compared to these same packages.

  But it's 3D was at least more than good enough for mapping (rez independant) 
cutout/blended clips on cards in a 3D environment with artifact free results, 
and creating or animating hierarchies of elements with relative and manipulable 
axies.

  

@schnittman @editblog @patInhofer Favorite edit system I ever worked on. 
The death nail was it's inability to work w/ file based cameras

— Nathan Downing (@nathandowning) August 6, 2013

  In the very niche market of high-end finishing workstations (much more niche 
than it's original sister 3D flagship), DS was considered as the very top of 
the line of Avid's offerings 
  (despite relatively little significant changes over time, it's near abscence 
in marketing campaings, and noticably living in the shadow of MediaComposer 
itself very much coming-up with support for things like file based formats)

  While as Avid's only truly resolution independent high-end solution (only one 
that could do 4k (+) or even slightly over HD 2k film), that also had node 
based processing trees on timeline clips or entire timelines, and other things, 
  it was typically compared to Smoke/Flame stations rather than other Avid 
products, but despite increasing comparative drawbacks compared to something 
like Flame as DS was in a 'left behind' state, it was

Last Friday's Flashback #238

2015-09-04 Thread Jason S

  
  
About last Friday's Flashback, 
    
  

  
On 08/28/15 16:40, pete...@skynet.be
  wrote:
  
   [...]
  
  I guess the industry as a whole didn’t need that
integrated Digital Studio, and few really used DS
and XSI in tandem 

- but I feel we are all the poorer without it.

Sure, there’s some interesting convergence happening
between 3D and comp these days – but how I miss that
particular Softimage spin on it.
  

  
    
  
  Actually, good 3D in DS was among the few things that users were
  wishing for DS to make it current again
  (had it been more seriously  developped passed V4 (2002) apart for
  things like new hardware support, still quite decent GPU
  Acelleration, MotionFlow Time Stretching & lots of compatibity
  and interop endeavors with MC) 
  
  few wished-for things which included:
  
  * introduction of new file based camera formats,  
  or bringing-in arbitrary common media types without transcoding or
  conforming to DS's native format
  ( That single and relatively simple point would have addressed the
  bulk of what users might have been pressing most upon, despite
  introduction of -some- new formats.)
  
  * keying tools coming closer Smoke/Flame counterparts 
  
  *** and ironically, given where it's coming from and what were the
  original plans-- a more complete 3D environment compared to these
  same packages.
  
  But it's 3D was at least more than good enough for mapping (rez
  independant) cutout/blended clips on cards in a 3D environment
  with artifact free results, and creating or animating hierarchies
  of elements with relative and manipulable axies.
  
      
  

   @schnittman
@editblog @patInhofer
Favorite edit system I ever worked on. The death nail was
it's inability to work w/ file based cameras
  — Nathan Downing (@nathandowning) August






6, 2013
  
   
  
  In the very niche market of high-end finishing workstations (much
  more niche than it's original sister 3D flagship), DS was
  considered as the very top of the line of Avid's offerings 
  (despite relatively little significant changes over time, it's
  near abscence in marketing campaings, and noticably living in the
  shadow of MediaComposer itself very much coming-up with support
  for things like file based formats)
  
  While as Avid's only truly resolution independent high-end
  solution (only one that could do 4k (+) or even slightly over HD
  2k film), that also had node based processing trees on timeline
  clips or entire timelines, and other things, 
  it was typically compared to Smoke/Flame stations rather than
  other Avid products, but despite increasing comparative drawbacks
  compared to something like Flame as DS was in a 'left behind'
  state, it was also considered more intuitive, stirdy, and
  accommodating for *many* types of tasks, and perhaps more
  editing-centered with equally powerful node based FX on timeline
  clips, particularly smart cache management, along with an
  unparalleled vector paint (would have been great if the FXTree had
  it), 'Subpar' (relative to Flame) yet complete and workable
  hardware drivable color grading, exceptional audio toolsets... 
  and horrible compatibility with standard or emerging formats.
  
  
      
  
  It came about as Mac was still working on OS10, and windows was
  still on NT (or 98) and most of any other solution seemed archaic
  as compared, and it's forward out-of-the-box thinking got it
  straight to the point almost from the beginning, with it's main
  advantages remaining advantages throughout years ahead.  
  (survived all this time almost exlusively on these groundbreaking
  initial characteristics, and would have went-on yet further)
  
  
  
    
  

  
On 08/28/15 16:40, pete...@skynet.be
  wrote:
  
   [...]
  
  But then Avid drove a wedge
between DS and XSI, pushing DS into a very awkward
position in the Avid portfolio, and XSI into a kind
of no mans land 

– like an unwanted child they ended up with, not
knowing what to do with.
  

  
    
  
  As others mentionned, the wedge between DS and XSI happenned
  

Re: Last Friday's Flashback #238

2015-09-04 Thread Jason S

  
  
Erratum : didn't differentiate things
  that were later developped & introduced, to things that were
  wished-for.
  
  Actually, good 3D in DS was among the few things that users
  were wishing for DS to make it current again
  (had it been more seriously  developped passed V4 (2002) apart
  for things *introduced in later versions* like new hardware support, still quite decent
  GPU Acelleration, MotionFlow Time Stretching & lots of
  compatibity and interop endeavors with MC) 
  
  cheers,
  
  On 09/04/15 19:53, Jason S wrote:


  
  About last Friday's Flashback, 
  

  

  On 08/28/15 16:40, pete...@skynet.be
wrote:

 [...]

    I guess the industry as a whole didn’t need that
  integrated Digital Studio, and few really used DS
  and XSI in tandem 
  
  - but I feel we are all the poorer without it.
  
  Sure, there’s some interesting convergence
  happening between 3D and comp these days – but how
  I miss that particular Softimage spin on it.

  

  

Actually, good 3D in DS was among the few things that users were
wishing for DS to make it current again
(had it been more seriously  developped passed V4 (2002) apart
for things like new hardware support, still quite decent GPU
Acelleration, MotionFlow Time Stretching & lots of
compatibity and interop endeavors with MC) 

few wished-for things which included:

* introduction of new file based camera formats,  
or bringing-in arbitrary common media types without transcoding
or conforming to DS's native format
( That single and relatively simple point would have addressed
the bulk of what users might have been pressing most upon,
despite introduction of -some- new formats.)

* keying tools coming closer Smoke/Flame counterparts 

*** and ironically, given where it's coming from and what were
the original plans-- a more complete 3D environment compared to
these same packages.

But it's 3D was at least more than good enough for mapping (rez
independant) cutout/blended clips on cards in a 3D environment
with artifact free results, and creating or animating
hierarchies of elements with relative and manipulable axies.

    

  
 @schnittman @editblog @patInhofer
  Favorite edit system I ever worked on. The death nail was
  it's inability to work w/ file based cameras
— Nathan Downing (@nathandowning) August







  6, 2013

 

In the very niche market of high-end finishing workstations
(much more niche than it's original sister 3D flagship), DS was
considered as the very top of the line of Avid's offerings 
(despite relatively little significant changes over time, it's
near abscence in marketing campaings, and noticably living in
the shadow of MediaComposer itself very much coming-up with
support for things like file based formats)

While as Avid's only truly resolution independent high-end
solution (only one that could do 4k (+) or even slightly over HD
2k film), that also had node based processing trees on timeline
clips or entire timelines, and other things, 
it was typically compared to Smoke/Flame stations rather than
other Avid products, but despite increasing comparative
drawbacks compared to something like Flame as DS was in a 'left
behind' state, it was also considered more intuitive, stirdy,
and accommodating for *many* types of tasks, and perhaps more
editing-centered with equally powerful node based FX on timeline
clips, particularly smart cache management, along with an
unparalleled vector paint (would have been great if the FXTree
had it), 'Subpar' (relative to Flame) yet complete and workable
hardware drivable color grading, exceptional audio toolsets... 
and horrible compatibility with standard or emerging formats.


    

It came about as Mac was still working on OS10, and windows was
still on NT (or 98) and most of any other solution seemed
archaic as compared, and it's forward out-of-the-box thinking
got it straight to the point almost from the beginning, with
it's main advantages remaining advantages throughout years