RE: Dx11?

2013-09-02 Thread Szabolcs Matefy
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

Re: Dx11?

2013-08-31 Thread Stefan Kubicek
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

Re: Dx11?

2013-08-31 Thread Luc-Eric Rousseau
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

Re: Dx11?

2013-08-30 Thread Luc-Eric Rousseau
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

Re: Dx11?

2013-08-30 Thread Daniel Brassard
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

Re: Dx11?

2013-08-28 Thread Luc-Eric Rousseau
nope

Re: Dx11?

2013-08-28 Thread Mirko Jankovic
and probably never will soo ;) On Wed, Aug 28, 2013 at 2:13 PM, Luc-Eric Rousseau luceri...@gmail.comwrote: nope

RE: Dx11?

2013-08-28 Thread Szabolcs Matefy
: 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?

2013-08-28 Thread Mirko Jankovic
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?

2013-08-28 Thread Luc-Eric Rousseau
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?

2013-08-28 Thread Mirko Jankovic
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:

Re: Dx11?

2013-08-28 Thread sue jang
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

Re: Dx11?

2013-08-28 Thread Sebastien Sterling
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

Re: Dx11?

2013-08-28 Thread Francois Lord
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

Re: Dx11?

2013-08-28 Thread Tim Crowson
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

Re: Dx11?

2013-08-28 Thread Vincent Fortin
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

Re: Dx11?

2013-08-28 Thread Emilio Hernandez
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

Re: Dx11?

2013-08-28 Thread Rares Halmagean
+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

Re: Dx11?

2013-08-28 Thread Andres Stephens
...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

Re: Dx11?

2013-08-28 Thread Mirko Jankovic
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

RE: Dx11?

2013-08-28 Thread Sven Constable
...@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

RE: Dx11?

2013-08-28 Thread Marc-Andre Carbonneau
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

Re: Dx11?

2013-08-28 Thread Luc-Eric Rousseau
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

Re: Dx11?

2013-08-28 Thread Tim Crowson
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