RE: Dx11?
What makes this character really special is the viewport technology. He's using realtime tessellation, and plenty of other Dx11 shaders. I'd say, the character is top notch, but the technology behind it too. Without the viewport technology it's just a nice character, with it, it's awesome. So I'd give 60-40 ratio rather. This is the thread at polycount. I'm afraid there is no way to introduce similar quality (and I'm speaking of the viewport not the character) in Softimage, yet. http://www.polycount.com/forum/showthread.php?p=1788096mode=linear#post1788096 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: Wednesday, August 28, 2013 4:23 PM To: softimage@listproc.autodesk.com Subject: Re: Dx11? 95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com wrote: I'm droolin' on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be
Re: Dx11?
ShaderFX exists for several years now and was formerly only available to 3dsmax, I didn't even know it was being ported to Maya yet. It's essentially a nodal shader editor (which was already something considering that this was way before Max got a native nodal shader editor) that creates GLSL and DX shading code and loads it back into 3dsmax' Realtime Material on the fly, which worked really well, not in the least because it offered a lot of high-level shaders out of the box (inlcuding a SSS shader). I used it successfully to create GLSL shaders for use in both Softimage and Maya (compared to MentalMill I got results real quickly) and it's something I really miss in Softimage. Although it started all so promising for Softimage with the introduction of realtime shaders several years ago (not sure, was that in 5.0? I remember I was really exited) it never evolved into something really usable - it just feels unfinished, let alone the missing DX 11 support these days. Admittedly, judging by the amount of existing devices supporting DX only (XBox and Windows Phones?) vs the amount of devices supporting OpenGL (which includes Windows PCs, microwave ovens and probably even my wrist watch) raises the question as to why any one still cares about DX in the first place. But of course it's hard for game studios to ignore the Xbox, unless you are a Nintendo- or Sony-owned studio. Personally I don't understand why support for DX11 was never added to Soft, I can't be all that different to the way DX9 was implemented. But what do I know? From: Matt Lind ml...@carbinestudios.com Our game has been DX11 for a while now. It would be nice to see our HLSL shaders applied natively to the assets instead of having to be wrapped inside of OpenGL shaders where we lose some functionality because not all HLSL features can be ported. On the subject of shader authoring, my colleague Kees has posted some more information about ShaderFX, a feature new to Maya LT http://forums.cgsociety.org/showthread.php?f=7t=1122360 there also an autodesk video http://www.youtube.com/watch?v=PRPizhU_oi0 -- --- Stefan Kubicek --- keyvis digital imagery Alfred Feierfeilstraße 3 A-2380 Perchtoldsdorf bei Wien Phone:+43/699/12614231 www.keyvis.at ste...@keyvis.at -- This email and its attachments are -- --confidential and for the recipient only--
Re: Dx11?
On Sat, Aug 31, 2013 at 3:38 PM, Stefan Kubicek s...@tidbit-images.com wrote: [...] Admittedly, judging by the amount of existing devices supporting DX only (XBox and Windows Phones?) vs the amount of devices supporting OpenGL (which includes Windows PCs, microwave ovens and probably even my wrist watch) raises the question as to why any one still cares about DX in the first place. But of course it's hard for game studios to ignore the Xbox, unless you are a Nintendo- or Sony-owned studio. Personally I don't understand why support for DX11 was never added to Soft, I can't be all that different to the way DX9 was implemented. But what do I know? Apparently, developers (yes, even studios owned by Sony) are using DX11 to develop the shaders for PS4 and the Wii U (yes, I know the DirectX API is a Microsoft specific thing), which is why DX11 support has become important. It's not just about the XBox, it's about everything. DirectX 10 and above is a completely different API than DirectX 9 and below, which is why it is not possible to upgrade XSI's DX9 legacy support to DX11. We did briefly had a largely ignored DX10 support in XSI, but it did not survive the lastest RTS architecture re-write in Softimage 2011. Lost Planet had used it, afaik, I'm not aware of any other clients.
Re: Dx11?
From: Matt Lind ml...@carbinestudios.com Our game has been DX11 for a while now. It would be nice to see our HLSL shaders applied natively to the assets instead of having to be wrapped inside of OpenGL shaders where we lose some functionality because not all HLSL features can be ported. On the subject of shader authoring, my colleague Kees has posted some more information about ShaderFX, a feature new to Maya LT http://forums.cgsociety.org/showthread.php?f=7t=1122360 there also an autodesk video http://www.youtube.com/watch?v=PRPizhU_oi0
Re: Dx11?
A comment from Max Underground: by Frank DeLise - August 28, 2013 7:53 pm As for Shader FX, we are designing it in a way that its product agnostic. I’ll take the comment as a suggestion that you would also like to see it in Max as well. I think its a great tool and while I cant give a roadmap, I would also love to see it in all our tools and possibly standalone. Its not in Maya either at the moment, its only in LT. On Fri, Aug 30, 2013 at 8:17 AM, Luc-Eric Rousseau luceri...@gmail.comwrote: From: Matt Lind ml...@carbinestudios.com Our game has been DX11 for a while now. It would be nice to see our HLSL shaders applied natively to the assets instead of having to be wrapped inside of OpenGL shaders where we lose some functionality because not all HLSL features can be ported. On the subject of shader authoring, my colleague Kees has posted some more information about ShaderFX, a feature new to Maya LT http://forums.cgsociety.org/showthread.php?f=7t=1122360 there also an autodesk video http://www.youtube.com/watch?v=PRPizhU_oi0
Re: Dx11?
nope
Re: Dx11?
and probably never will soo ;) On Wed, Aug 28, 2013 at 2:13 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: nope
RE: Dx11?
I'm droolin' on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic Sent: Wednesday, August 28, 2013 2:16 PM To: softimage@listproc.autodesk.com Subject: Re: Dx11? and probably never will soo ;) On Wed, Aug 28, 2013 at 2:13 PM, Luc-Eric Rousseau luceri...@gmail.commailto:luceri...@gmail.com wrote: nope
Re: Dx11?
he someone will say no not again but yes again.. we can't even have good representation of shadow in SI... something like that video is, judging by direction so far.. will never happen. it doesn;t look that some good development is happening for SI so On Wed, Aug 28, 2013 at 2:17 PM, Szabolcs Matefy szabol...@crytek.comwrote: I’m droolin’ on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic *Sent:* Wednesday, August 28, 2013 2:16 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Dx11? ** ** and probably never will soo ;) ** ** On Wed, Aug 28, 2013 at 2:13 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: nope ** **
Re: Dx11?
95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.comwrote: I’m droolin’ on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be **
Re: Dx11?
in that case why did any software move from version 1.0 at first place ;) On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: 95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.comwrote: I’m droolin’ on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be **
Re: Dx11?
really nice character design! On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic mirkoj.anima...@gmail.comwrote: in that case why did any software move from version 1.0 at first place ;) On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: 95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.comwrote: I’m droolin’ on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be **
Re: Dx11?
5%, sure eric, :) this guy is so good he can make Maya show viewport displacement by shear force of will. On 28 August 2013 16:46, sue jang suejan...@gmail.com wrote: really nice character design! On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: in that case why did any software move from version 1.0 at first place ;) On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: 95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.comwrote: I’m droolin’ on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be **
Re: Dx11?
I tend to agree with Luc-Eric. It sure is nice to see the displacement in the viewport, but it wouldn't be as nearly as impressive if it were a sphere with a fractal texture on it. The design, modeling and texture work are very impressive. Besides, the video is a little misleading because we have the impression that the frame rate is very high. On 28-Aug-13 14:00, Sebastien Sterling wrote: 5%, sure eric, :) this guy is so good he can make Maya show viewport displacement by shear force of will. On 28 August 2013 16:46, sue jang suejan...@gmail.com mailto:suejan...@gmail.com wrote: really nice character design! On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote: in that case why did any software move from version 1.0 at first place ;) On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.com mailto:luceri...@gmail.com wrote: 95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.com mailto:szabol...@crytek.com wrote: I’m droolin’ on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be
Re: Dx11?
But the problem with the current display options is that it forces you into specific workflows for animating characters with displacement. Namely, that you have to avoid generating any large-form surface changes via displacement (and sometimes even medium-to-small-scale features as well), for fear that animation will create surface intersections. If the animators don't know where the final limit surface is, how will they know if meshes are intersecting? Not everything can be a sim. IMHO, Softimage is a weird creature: it is so elegant and powerful, but has these frankly rudimentary display options... Even Modo has had GL displacement, bump, and spec for several years now, without having to create any realtime shaders. And as politely as I can put it, High Quality viewport is anything but. -Tim On 8/28/2013 1:14 PM, Francois Lord wrote: I tend to agree with Luc-Eric. It sure is nice to see the displacement in the viewport, but it wouldn't be as nearly as impressive if it were a sphere with a fractal texture on it. The design, modeling and texture work are very impressive. Besides, the video is a little misleading because we have the impression that the frame rate is very high. On 28-Aug-13 14:00, Sebastien Sterling wrote: 5%, sure eric, :) this guy is so good he can make Maya show viewport displacement by shear force of will. On 28 August 2013 16:46, sue jang suejan...@gmail.com mailto:suejan...@gmail.com wrote: really nice character design! On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote: in that case why did any software move from version 1.0 at first place ;) On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.com mailto:luceri...@gmail.com wrote: 95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.com mailto:szabol...@crytek.com wrote: I’m droolin’ on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be -- Signature *Tim Crowson */Lead CG Artist/ *Magnetic Dreams, Inc. *2525 Lebanon Pike, Building C. Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com /Confidentiality Notice: This email, including attachments, is confidential and should not be used by anyone who is not the original intended recipient(s). If you have received this e-mail in error please inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents./
Re: Dx11?
These are pretty impressive as well (both artisically and technically) http://www.youtube.com/watch?v=lekeZPYCnYQ http://www.youtube.com/watch?v=nnza8uSo6hE On Wed, Aug 28, 2013 at 2:31 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: But the problem with the current display options is that it forces you into specific workflows for animating characters with displacement. Namely, that you have to avoid generating any large-form surface changes via displacement (and sometimes even medium-to-small-scale features as well), for fear that animation will create surface intersections. If the animators don't know where the final limit surface is, how will they know if meshes are intersecting? Not everything can be a sim. IMHO, Softimage is a weird creature: it is so elegant and powerful, but has these frankly rudimentary display options... Even Modo has had GL displacement, bump, and spec for several years now, without having to create any realtime shaders. And as politely as I can put it, High Quality viewport is anything but. -Tim On 8/28/2013 1:14 PM, Francois Lord wrote: I tend to agree with Luc-Eric. It sure is nice to see the displacement in the viewport, but it wouldn't be as nearly as impressive if it were a sphere with a fractal texture on it. The design, modeling and texture work are very impressive. Besides, the video is a little misleading because we have the impression that the frame rate is very high. On 28-Aug-13 14:00, Sebastien Sterling wrote: 5%, sure eric, :) this guy is so good he can make Maya show viewport displacement by shear force of will. On 28 August 2013 16:46, sue jang suejan...@gmail.com wrote: really nice character design! On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: in that case why did any software move from version 1.0 at first place ;) On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: 95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.comwrote: I’m droolin’ on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be -- *Tim Crowson **Lead CG Artist* *Magnetic Dreams, Inc. *2525 Lebanon Pike, Building C. Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com *Confidentiality Notice: This email, including attachments, is confidential and should not be used by anyone who is not the original intended recipient(s). If you have received this e-mail in error please inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents.*
Re: Dx11?
I agree with Tim. 2013/8/28 Tim Crowson tim.crow...@magneticdreams.com But the problem with the current display options is that it forces you into specific workflows for animating characters with displacement. Namely, that you have to avoid generating any large-form surface changes via displacement (and sometimes even medium-to-small-scale features as well), for fear that animation will create surface intersections. If the animators don't know where the final limit surface is, how will they know if meshes are intersecting? Not everything can be a sim. IMHO, Softimage is a weird creature: it is so elegant and powerful, but has these frankly rudimentary display options... Even Modo has had GL displacement, bump, and spec for several years now, without having to create any realtime shaders. And as politely as I can put it, High Quality viewport is anything but. -Tim On 8/28/2013 1:14 PM, Francois Lord wrote: I tend to agree with Luc-Eric. It sure is nice to see the displacement in the viewport, but it wouldn't be as nearly as impressive if it were a sphere with a fractal texture on it. The design, modeling and texture work are very impressive. Besides, the video is a little misleading because we have the impression that the frame rate is very high. On 28-Aug-13 14:00, Sebastien Sterling wrote: 5%, sure eric, :) this guy is so good he can make Maya show viewport displacement by shear force of will. On 28 August 2013 16:46, sue jang suejan...@gmail.com wrote: really nice character design! On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: in that case why did any software move from version 1.0 at first place ;) On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: 95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.comwrote: I’m droolin’ on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be -- *Tim Crowson **Lead CG Artist* *Magnetic Dreams, Inc. *2525 Lebanon Pike, Building C. Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com *Confidentiality Notice: This email, including attachments, is confidential and should not be used by anyone who is not the original intended recipient(s). If you have received this e-mail in error please inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents.* --
Re: Dx11?
+1. Updated modeling and real-time features would be boon for asset creation. On 8/28/2013 1:31 PM, Tim Crowson wrote: But the problem with the current display options is that it forces you into specific workflows for animating characters with displacement. Namely, that you have to avoid generating any large-form surface changes via displacement (and sometimes even medium-to-small-scale features as well), for fear that animation will create surface intersections. If the animators don't know where the final limit surface is, how will they know if meshes are intersecting? Not everything can be a sim. IMHO, Softimage is a weird creature: it is so elegant and powerful, but has these frankly rudimentary display options... Even Modo has had GL displacement, bump, and spec for several years now, without having to create any realtime shaders. And as politely as I can put it, High Quality viewport is anything but. -Tim On 8/28/2013 1:14 PM, Francois Lord wrote: I tend to agree with Luc-Eric. It sure is nice to see the displacement in the viewport, but it wouldn't be as nearly as impressive if it were a sphere with a fractal texture on it. The design, modeling and texture work are very impressive. Besides, the video is a little misleading because we have the impression that the frame rate is very high. On 28-Aug-13 14:00, Sebastien Sterling wrote: 5%, sure eric, :) this guy is so good he can make Maya show viewport displacement by shear force of will. On 28 August 2013 16:46, sue jang suejan...@gmail.com mailto:suejan...@gmail.com wrote: really nice character design! On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote: in that case why did any software move from version 1.0 at first place ;) On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.com mailto:luceri...@gmail.com wrote: 95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.com mailto:szabol...@crytek.com wrote: I’m droolin’ on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be -- Signature *Tim Crowson */Lead CG Artist/ *Magnetic Dreams, Inc. *2525 Lebanon Pike, Building C. Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com /Confidentiality Notice: This email, including attachments, is confidential and should not be used by anyone who is not the original intended recipient(s). If you have received this e-mail in error please inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents./ -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
Re: Dx11?
...Back in the day my boss said the ported some SI code and tools into Maya and 3Dmax back when SI was purchased by Autodesk. I wonder if (and hope and pray) they would port back the Maya viewport into SI. I think that would be something great and well due. =P -Draise From: Rares Halmagean Sent: Wednesday, August 28, 2013 13:59 To: softimage@listproc.autodesk.com +1. Updated modeling and real-time features would be boon for asset creation. On 8/28/2013 1:31 PM, Tim Crowson wrote: But the problem with the current display options is that it forces you into specific workflows for animating characters with displacement. Namely, that you have to avoid generating any large-form surface changes via displacement (and sometimes even medium-to-small-scale features as well), for fear that animation will create surface intersections. If the animators don't know where the final limit surface is, how will they know if meshes are intersecting? Not everything can be a sim. IMHO, Softimage is a weird creature: it is so elegant and powerful, but has these frankly rudimentary display options... Even Modo has had GL displacement, bump, and spec for several years now, without having to create any realtime shaders. And as politely as I can put it, High Quality viewport is anything but. -Tim On 8/28/2013 1:14 PM, Francois Lord wrote: I tend to agree with Luc-Eric. It sure is nice to see the displacement in the viewport, but it wouldn't be as nearly as impressive if it were a sphere with a fractal texture on it. The design, modeling and texture work are very impressive. Besides, the video is a little misleading because we have the impression that the frame rate is very high. On 28-Aug-13 14:00, Sebastien Sterling wrote: 5%, sure eric, :) this guy is so good he can make Maya show viewport displacement by shear force of will. On 28 August 2013 16:46, sue jang suejan...@gmail.com wrote: really nice character design! On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: in that case why did any software move from version 1.0 at first place ;) On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: 95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.com wrote: I’m droolin’ on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be -- Signature Tim Crowson Lead CG Artist Magnetic Dreams, Inc. 2525 Lebanon Pike, Building C. Nashville, TN 37214 Ph 615.885.6801 | Fax 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com Confidentiality Notice: This email, including attachments, is confidential and should not be used by anyone who is not the original intended recipient(s). If you have received this e-mail in error please inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents. -- Rares Halmagean ___ visual development and 3d character content creation. rarebrush.com
Re: Dx11?
As we saw so far only way any code is going is from SI.. nothing really in On Wed, Aug 28, 2013 at 9:04 PM, Andres Stephens drais...@outlook.comwrote: ...Back in the day my boss said the ported some SI code and tools into Maya and 3Dmax back when SI was purchased by Autodesk. I wonder if (and hope and pray) they would port back the Maya viewport into SI. I think that would be something great and well due. =P -Draise *From:* Rares Halmagean *Sent:* Wednesday, August 28, 2013 13:59 *To:* softimage@listproc.autodesk.com +1. Updated modeling and real-time features would be boon for asset creation. On 8/28/2013 1:31 PM, Tim Crowson wrote: But the problem with the current display options is that it forces you into specific workflows for animating characters with displacement. Namely, that you have to avoid generating any large-form surface changes via displacement (and sometimes even medium-to-small-scale features as well), for fear that animation will create surface intersections. If the animators don't know where the final limit surface is, how will they know if meshes are intersecting? Not everything can be a sim. IMHO, Softimage is a weird creature: it is so elegant and powerful, but has these frankly rudimentary display options... Even Modo has had GL displacement, bump, and spec for several years now, without having to create any realtime shaders. And as politely as I can put it, High Quality viewport is anything but. -Tim On 8/28/2013 1:14 PM, Francois Lord wrote: I tend to agree with Luc-Eric. It sure is nice to see the displacement in the viewport, but it wouldn't be as nearly as impressive if it were a sphere with a fractal texture on it. The design, modeling and texture work are very impressive. Besides, the video is a little misleading because we have the impression that the frame rate is very high. On 28-Aug-13 14:00, Sebastien Sterling wrote: 5%, sure eric, :) this guy is so good he can make Maya show viewport displacement by shear force of will. On 28 August 2013 16:46, sue jang suejan...@gmail.com wrote: really nice character design! On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: in that case why did any software move from version 1.0 at first place ;) On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: 95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.comwrote: I’m droolin’ on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be -- *Tim Crowson **Lead CG Artist* *Magnetic Dreams, Inc. *2525 Lebanon Pike, Building C. Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com *Confidentiality Notice: This email, including attachments, is confidential and should not be used by anyone who is not the original intended recipient(s). If you have received this e-mail in error please inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents.* -- *Rares Halmagean ___ *visual development and 3d character content creation. *rarebrush.com* http://rarebrush.com/
RE: Dx11?
I think what Eric meant, is that the video is actually showing 95% of the guys work to model and texture a character. And five percent is due to viewport. But the video pretends an inverse ratio of these capabilities. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien Sterling Sent: Wednesday, August 28, 2013 8:00 PM To: softimage@listproc.autodesk.com Subject: Re: Dx11? 5%, sure eric, :) this guy is so good he can make Maya show viewport displacement by shear force of will. On 28 August 2013 16:46, sue jang suejan...@gmail.com wrote: really nice character design! On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic mirkoj.anima...@gmail.com wrote: in that case why did any software move from version 1.0 at first place ;) On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.com wrote: 95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.com wrote: I'm droolin' on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be
RE: Dx11?
I agree with Tim and Vincent for showing off the advantages this crazy Asian guy gets in his viewport! :P Mari also...but with the K6000 ;) http://www.youtube.com/watch?v=eieP69lHGGE From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson Sent: 28 août 2013 14:31 To: softimage@listproc.autodesk.com Subject: Re: Dx11? But the problem with the current display options is that it forces you into specific workflows for animating characters with displacement. Namely, that you have to avoid generating any large-form surface changes via displacement (and sometimes even medium-to-small-scale features as well), for fear that animation will create surface intersections. If the animators don't know where the final limit surface is, how will they know if meshes are intersecting? Not everything can be a sim. IMHO, Softimage is a weird creature: it is so elegant and powerful, but has these frankly rudimentary display options... Even Modo has had GL displacement, bump, and spec for several years now, without having to create any realtime shaders. And as politely as I can put it, High Quality viewport is anything but. -Tim On 8/28/2013 1:14 PM, Francois Lord wrote: I tend to agree with Luc-Eric. It sure is nice to see the displacement in the viewport, but it wouldn't be as nearly as impressive if it were a sphere with a fractal texture on it. The design, modeling and texture work are very impressive. Besides, the video is a little misleading because we have the impression that the frame rate is very high. On 28-Aug-13 14:00, Sebastien Sterling wrote: 5%, sure eric, :) this guy is so good he can make Maya show viewport displacement by shear force of will. On 28 August 2013 16:46, sue jang suejan...@gmail.commailto:suejan...@gmail.com wrote: really nice character design! On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com wrote: in that case why did any software move from version 1.0 at first place ;) On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.commailto:luceri...@gmail.com wrote: 95% hard work, talent and taste, 5% viewport technology, imho :) On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com wrote: I'm droolin' on this : http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be -- Tim Crowson Lead CG Artist Magnetic Dreams, Inc. 2525 Lebanon Pike, Building C. Nashville, TN 37214 Ph 615.885.6801 | Fax 615.889.4768 | www.magneticdreams.comhttp://www.magneticdreams.com tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com Confidentiality Notice: This email, including attachments, is confidential and should not be used by anyone who is not the original intended recipient(s). If you have received this e-mail in error please inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents.
Re: Dx11?
They simplified considerably the problem in Maya DX11: they created one big uber realtime shader that does offers all the parameters but it's a black box. You can't render it in mental ray or anything else. On the Softimage side, the high quality viewport's goal (let's avoid debating for now whether that was a good goal) was to support any arbitrary render tree and the mental ray shaders, and then it uses of course metaSL to compile that, etc. You continue to use the render tree as you're used to. And then you pop open the render region and boom, you have same results raytraced. I'm not familiar enough with the OpenGL realtime shader SDK in XSI to tell if one could write a realtime shader to access use the OpenGL 4.0 tesselation support, but that would be somewhere to look at instead of DX11, unless you actually need DX11 authoring for a game On Wed, Aug 28, 2013 at 2:31 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: But the problem with the current display options is that it forces you into specific workflows for animating characters with displacement. Namely, that you have to avoid generating any large-form surface changes via displacement (and sometimes even medium-to-small-scale features as well), for fear that animation will create surface intersections. If the animators don't know where the final limit surface is, how will they know if meshes are intersecting? Not everything can be a sim. IMHO, Softimage is a weird creature: it is so elegant and powerful, but has these frankly rudimentary display options... Even Modo has had GL displacement, bump, and spec for several years now, without having to create any realtime shaders. And as politely as I can put it, High Quality viewport is anything but. -Tim
Re: Dx11?
I dunno, I feel like saying 'What's the point in even asking for something unless it has to do with ICE?' It's a good thing XSI was as mature as it was prior to the AD buyout. Call me a Debbie Downer. -Tim On 8/28/2013 3:56 PM, Matt Lind wrote: We need DX11 support to author a game. Our game has been DX11 for a while now. It would be nice to see our HLSL shaders applied natively to the assets instead of having to be wrapped inside of OpenGL shaders where we lose some functionality because not all HLSL features can be ported. Matt *From:*softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric Rousseau *Sent:* Wednesday, August 28, 2013 1:52 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Dx11? They simplified considerably the problem in Maya DX11: they created one big uber realtime shader that does offers all the parameters but it's a black box. You can't render it in mental ray or anything else. On the Softimage side, the high quality viewport's goal (let's avoid debating for now whether that was a good goal) was to support any arbitrary render tree and the mental ray shaders, and then it uses of course metaSL to compile that, etc. You continue to use the render tree as you're used to. And then you pop open the render region and boom, you have same results raytraced. I'm not familiar enough with the OpenGL realtime shader SDK in XSI to tell if one could write a realtime shader to access use the OpenGL 4.0 tesselation support, but that would be somewhere to look at instead of DX11, unless you actually need DX11 authoring for a game On Wed, Aug 28, 2013 at 2:31 PM, Tim Crowson tim.crow...@magneticdreams.com mailto:tim.crow...@magneticdreams.com wrote: But the problem with the current display options is that it forces you into specific workflows for animating characters with displacement. Namely, that you have to avoid generating any large-form surface changes via displacement (and sometimes even medium-to-small-scale features as well), for fear that animation will create surface intersections. If the animators don't know where the final limit surface is, how will they know if meshes are intersecting? Not everything can be a sim. IMHO, Softimage is a weird creature: it is so elegant and powerful, but has these frankly rudimentary display options... Even Modo has had GL displacement, bump, and spec for several years now, without having to create any realtime shaders. And as politely as I can put it, High Quality viewport is anything but. -Tim -- Signature