Could not agree more! (except for the Racing Cars, as Taxi Drivers also
earn money by just driving cars ;) ).

Guillaume


On Fri, Nov 9, 2012 at 4:52 AM, Vladimir Jankijevic <
vladi...@elefantstudios.ch> wrote:

> I see things a little bit different:
>
> Cars are not tools. The majority of people is not using them solely to
> earn money by just driving them. One exception are Racing Cars and their
> pilots. Cars are made to transport, to move things. That's basically only
> one function. And they are particularly good at it. All the Airbags, Speed
> Controls and so on are just addons that make that one function safer or
> easier to use. You can drive without them. Of course there are different
> addons for cars in different segments. Different types of cars target
> different userbases. They are made differently and are specialized to drive
> in specific ways.
> Now look at our software, our tools we use everyday to do our jobs, to
> earn money. They are huge complex packages trying to fit everything in one
> big box. To please everyone, whatever need they have or in which segment
> those people work. And they are particularly good at it (pleasing, that
> is). The problem here is that our tools are a relatively new emergence.
> Today's business strategies forced the developers of our tools to make them
> this way. Our whole business segment is a big interdisciplinary pot. We
> didn't had the time to develop sophisticated segment specific platforms
> which are able to communicate with each other. It was easier to just make
> one platform that does everything. And they do it particularly bad (the
> work they should do). The complexity of what has to be done
> is exaggerating. The time to support all of this is getting shorter and
> shorter. How is this supposed to work? Imagine how bad our cars would be if
> they would need to please everybody to do anything with them related to
> movement. They would need to be able to build streets, fly, climb, drill
> tunnels and make other cars to support what they are doing. This is just
> an awful vision.
>
> Just ranting about how bad stuff is implemented is not going to help
> anybody. It's too late. Today's tools as platforms are just too crippled to
> really make a difference on how people do they work in the future. The
> developers, or the managers and businessmen, need to sit back and try to
> find new structures and new workflows in how we should be able to work.
> The algorithms and implementation of them are very specific to the various
> segments and trying to support all of it out of the box won't work anymore.
> We need to leave stuff behind and go on. Change for the better. And not
> just add more Airbags.
>
> Vladimir
>
>
> On Thu, Nov 8, 2012 at 9:05 PM, Ed Manning <etmth...@gmail.com> wrote:
>
>> On Thu, Nov 8, 2012 at 2:05 PM, Matt Lind <ml...@carbinestudios.com>wrote:
>>
>>> No argument on the making existing tools work, but in terms of tool
>>> design you make the erroneous assumption everybody wants to create
>>> realistic looking renders like you.  I’ve largely worked on non-photo real
>>> projects where those extra controls you dislike are absolutely necessary
>>> and often not enough.  This industry is about making looks and scenarios.
>>> It’s not always about recreating what you see in front of you.****
>>>
>>>
>>> Actually, I agree completely.  FWIW, I don't assume that everybody wants
>> to create realistic looking renders.  Sometimes I don't want to either --
>> it all depends on the needs of the job, and lately it's all been "make it
>> look more real." My point was that it should be possible, but not
>> necessary, to drill down into low-level functionality in order to do
>> commonplace things. And for better or worse, plausibly realistic rendering
>> is a very common requirement.
>>
>> To beat my car analogy to death -- it shouldn't be necessary for someone
>> to know how to tune a fuel injection system in order to get their car to
>> the supermarket.  It's a great thing if someone does take the plunge and
>> learn how to be a racecar mechanic or driver, but as you said, most people
>> can't or won't do that. Anyway, even a racing mechanic doesn't want to
>> break out his toolbox when he wants to go to Kwik-E-Mart. The sad fact is
>> we have enormous variation in education and educability in our workforce,
>> and even if we resist building for the lowest common denominator, we need
>> to consider it when assembling our tools.
>>
>> It's easy to take this too far -- then you end up with C4D, which makes
>> some hard things shockingly easy, but won't let you do some basic things at
>> all.
>>
>> And as far as maintaining compatibility with legacy assets goes, I don't
>> advocate trashing the legacy shader libraries and making them unusable. But
>> is there any reason that, say, the default scene material couldn't be a
>> BSDF version of Phong (or Blinn or Ward or Ashikhmin) with fresnel and
>> energy conservation?  Is there a reason the default light can't be, say,
>> mib_photometric? Why shouldn't the default material be updated when
>> technology advances? Wouldn't it help move people along by making the
>> default versions of things be the latest ones rather than the oldest? You
>> could always have a "Classic Mode" button for people who just don't want to
>> change.
>>
>> Why not make improved versions of things in addition to retaining legacy
>> versions?  It's not like the legacy versions are being actively developed
>> anyway.  I'm sure the code in some of the shaders hasn't been touched in 15
>> years. I'd also be kind of shocked if making these additions required a
>> compatibility-killing change to core application code -- if that were the
>> case, it wouldn't be possible for people to make modern 3rd-party renderers
>> like Arnold or VRay work with Softimage and Maya.
>>
>>
>>
>
>
> --
> ---------------------------------------
> Vladimir Jankijevic
> Technical Direction
>
> Elefant Studios AG
> Lessingstrasse 15
> CH-8002 Zürich
>
> +41 44 500 48 20
>
> www.elefantstudios.ch
> ---------------------------------------
>

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